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HagathaSimmons

HagathaSimmons

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HagathaSimmons
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  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912580#Comment_2912580

    Is it though? I never felt like the amount of charges on flashlights was a problem.

    I get what you’re going for, but 4 seconds would not last very long at all and the extra blindness duration is not really worth it/this is by far a net nerf.

    I like your Power Bulb rework though.

    well a yellow has a base line of 8 sec/charges, plus 10 with double battery which i feel most people use for those actually good with flashlights.

    so maybe reaching a medium, 6 seconds for yellow instead of 8 and similar decrease to green (8 charges) and purple (12 charges) as well as a decrease to the amount of secs/charges that batteries give Yellow (4) and green (6).

    Honestly, typing it out maybe base line charges SHOULD be 4 sec/charges instead.

  • @Mozic said:

    Hey! I was joking with my friend over the latest twitter post that I'd bring my aluminum water bottle into the Fog since I'd get thirsty, and it quickly turned into an idea for what I think would be a healthy and practical expansion to the survivor's repertoire of items:

    Water bottles would hold charges to allow a survivor to expedite recovery from exhaustion. They would need to stay put while they channel the item (like a medkit or toolbox) but while they do so, their exhaustion recovers at 200% or higher, depending on addons & rarity. A handy water bottle could mean the ability to stay closer to the action or re-engage the killer faster, at the cost of an item's charges (and the opportunity cost of bringing a water bottle as opposed to a medkit).

    I'd see a brown water bottle providing about 8-12 seconds worth of saved time while a purple would mimic its medkit parallel and allow for much more. Addons could be used to expand capacity, increase the recovery rate (potentially depleting charges faster) and an iridescent effect could be something like being able to consume the bottle like a syringe for an instant 'mini-sprint burst'. You may also include the ability to offer water to a teammate like you would heal a teammate, though it'd be hard to know which teammates are exhausted without external comms (or I guess, your teammate frantically teabagging and pointing at your hand, desperate for your trusty canteen)

    Water bottles would be especially useful for survivors in situations where they would prefer to remain injured (such as against killers who score easy injuries like Legion or Plague, or killers who have exposed downs like Ghost Face, Meyers, Billy, and Bubba) or to complement injury builds like No Mither, Resilience, and so on.

    Water bottles would be worthless to survivors who have no exhaustion perks equipped, but exhaustion perks are common and it'd be easy enough for game knowledge to spread regarding the appropriate situations to use the item.

    What do y'all think?

    I kinda agree with this item idea, even from a killer perspective. I wouldn't go as far as to make an irri addon that instantly removes exhaustion due to how strong exhaustion perks can be when needed in a chase. But making it similar to the Blight Syringe (single use and taking an item slot vs addon slot) would be more okay. The brown and yellow version should reduce the remaining duration of exhaustion while a purple version should allow for recovery while running, as a side effect though should also ADD like 10-15 seconds so it can't be abused or too OP. Not only that, pairing it with the survivor perk Vigil might need to be looked at so it's not too strong with the items.

  • @AntiJelly said:

    prelude

    In the 3.6.0 update, just about 2 entire years ago now, toolboxes were changed from giving moderate gen speed boosts over a long period of time (the commodious toolbox, for example, gave you a +15% speed boost and lasted 180 charges) to giving large gen speed boosts in a small quick burst (the commodious toolbox becoming +50% speed boost for 32 charges).

    I find that this made toolboxes, design-wise, a lot better. They became much more straight forward, with a very clear, notice-able effect. Old toolboxes were in a sense very insidious, and that made for frustrating and confusing results, especially from a Killer player's perspective.

    Of all the existent items for survivor, toolboxes and keys are the only ones to have been so far pretty properly changed to have much better designs; maps, med-kits, and flashlights having been left in the dust.

    Out of these item types left behind, flashlights have ended up being the most abusable in certain cases (with med-kits following in close second). The biggest issue being how absurdly long you can make flashlights last, especially for how much value even one flashlight blind can have, depending on the situation.

    That being said, I've come up with somewhat of a rework to flashlights and their add-ons, in line with how toolboxes were changed. I wouldn't make any changes to the base functionality of flashlights, as I find that part of flashlights to be pretty much fine. For a quick refresher of the base-kit: A flashlight blind takes 1 second to complete, the blindness lasts for 2 seconds on the killer, and the flashlight beam range is 10 meters long.

    Flashlight item changes

    Common Items

    "Flashlight" (Decreased from Uncommon to Common) - 4 charges

    Event Items

    "Will O' Wisp" / "Anniversary Flashlight" - 4 Charges

    Rare Items

    "Sport Flashlight" - 4 charges, blindness duration increased by 0.5 seconds

    Very Rare Items

    "Utility Flashlight" - 6 charges, blindness duration increased by 0.75 seconds

    Flashlight Add-On Changes

    Common Add-Ons

    "Wide Lens" - blindness duration increases by 0.25 seconds, beam range increases by 2 meters.

    "Power Bulb" - after performing a flashlight save, you and the rescued survivor's auras are revealed to each other for 20 seconds.

    "Leather Grip" - after successful flashlight blinds, your vaulting noises & notifications are suppressed for 6 seconds.

    "Battery" - increases charges by 1.

    Uncommon Add-Ons

    "TIR Optic" - after performing a flashlight save, you and the killer's auras are revealed to each other for 12 seconds.

    "Rubber Grip" - after successful flashlight blinds, your footstep noises and grunts of pain are suppressed for 6 seconds.

    "Heavy Duty Battery" - Increases charges by 2, blindness duration reduced by 0.5 seconds.

    "Focus Lens" - blindness duration increases by 0.35 seconds, beam range increases by 4 meters.

    Rare Add-Ons

    "Low Amp Filament" (Increased from Uncommon to Rare) - after performing a flashlight save, your flashlight recovers 0.5 charges.

    "Long Life Battery" - increases charges by 2.

    "Intense Halogen" - after performing a flashlight save, the rescued survivor gains a 7% haste effect and suppresses their grunts of pain for 20 seconds.

    "High-End Sapphire Lens" (Decreased from Very Rare to Rare) - blindness duration increases by 0.5 seconds, beam range increases by 6 meters.

    Ultra Rare Add-Ons

    "Odd Bulb" - blindness duration increases by 1.25 seconds, reduces charges by 2.

    post examination

    I believe these changes to flashlights would make them a lot more interesting to use for the average player, and a lot less abusive to use for very experienced players. Albeit this is just "on paper", so I'm certain the numbers could probably be moved around somewhat, but likely not too much. And again, to reiterate, I would make no changes to how flashlights function at base-kit.

    I agree with flashlights needing a change. They should be used as means to escape chase or potential save survivor but at the moment they last WAAYY too long especially with double battery addons.

    To add, I don't disagree completely with their use against certain killer powers as counterplay BUT the current amount of charges they have and the number of times they can be used can (in the right hands) be game changing.

    From a Hag perspective, Flashlights are detrimental to our power to the point where many newer or less experienced Hags feel the need to bring Franklin's to prevent the possibility of that counterplay. That being said, the blind charges should be different to power disabling charges (ie Hag, Wraith, Artist, and nurse [all of which can be affected in a way by flashlights...even though no one is out there light burning a nurse still]). Power disabling charges should cost MORE than blind charges.

  • @Mandy said:

    As part of the ongoing forum plans, I'd love to find information on why you come back to the forum?

    Votes are anonymous, nobody will see which way you vote.

    Please feel free to leave any other reasons in the comments section below, I'm interested to see people's reasonings.

    Honestly, the hope that under the Feedback/Suggestion forum that you guys are actually looking at our suggestions and getting ideas from them. Every now and then I see some really good ideas from the community about problems or issues in game play. The last DBD developer stream one of you guys mentioned how you guys DO read them and want more. Honestly this was a really good form of validation knowing that our posts, our ideas and suggestions don't fall into an abyss of nothingness never to be seen.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/318641/rotten-pumpkin-rework

    This poster has a series of them. They're all quite good imo. Show their threads some love.

    I've seen a lot of them and they are really good ideas! lol but i had already posted this before i scrolled down to see his. The general concept of current meme addons are not all on the same boat for fun and interesting.

    Advocating for hag for a moment. @ BHVR HER meme addons should not come in the forms of an iridescent and an purple!

  • What if the TRAPPER had different kind of TRAPS! It kinda makes sense in my head for him to have multiple forms of traps. I wouldn't say they ALL have to be movable and redirectable, even some can be permanently disabled. BUT multiple forms of traps seems fitting.

    Like a kind of snare trap that just slows down survivors who walk through it.

    OR a trap that completely immobilizes them (but doesn't injure and trapper can't see their aura).

    OR a traps over gens that has to be disabled before they can be worked on OR you lose a health state (this can be an addon for gen slowdown)

    OR a trap that completely prevents window vaulting until disabled.

    ALL of these traps CAN be additions to his base kit OR come in the form of addons AND don't necessarily need to be moveable/picked up by the killer. Honestly they can even be disabled perm. once a survivor disarms them and it would still be ok because it would be like a side power OR interesting addon.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908398#Comment_2908398

    Campaign/Story mode is mostly played for Vbucks tho.

    I personally didn't, i just liked building things.

  • @PeeVeePeeGod said:

    What would a story mode look like? The only thing I can think of for a story mode would be essentially playing against or with bots while doing tome challenges, which I would be all for, mostly because I want some kind of sandbox mode against bots. But a co-op mode doesn't make any sense for this game, unless you just mean playing against a killer bot or something.

    Story mode would separate it into basically two different games. Like how Fortnite has the main pvp mode everyone plays and a campaign/story mode too. Basically I want to explore the lives and choices of the killers/survivors from their perspective

  • @kaskader said:

    I don't really understand why it didn't get changed. Maybe do it on the live release?

    Yes please. Means they’d have to rework all the addons that apply similar effect from their power though….which are a lot of addons.

  • @Patokiller said:

    There´s no way to play Trapper in a decent way in alot maps, specially in Eye of Crows. Maybe changing the colours of the traps according to the map (grey in The Game or Lery´s), brown in Eye of Crows for exemple... And the add on that allows traps to get darker should let it more realistic to the predominant colour of the floor in the map that you will be sent.

    They should also make all of trappers traps spawn already open since we gotta spend the time getting them.

  • @Trwth said:

    I'm a Pyramid Head main and I love everything about his power except his add-ons, which has inspired me to come up with my own ideas. Lemme know what you think?

    Former Range add-ons

    https://us.v-cdn.net/6030815/uploads/HWF4UK73RC86/image.png

    Black Strap
    • When a Tormented Survivor is put into the dying state, they are immediately sent to a Cage of Atonement.

    https://us.v-cdn.net/6030815/uploads/N9HVO6BUV13Y/image.png

    Wax Doll
    • When sending a Survivor to a Cage of Atonement, all other Survivors in your terror radius scream and reveal their locations.

    https://us.v-cdn.net/6030815/uploads/Z814X66OK8JX/image.png

    Burning Man Painting
    • Survivors struck by Punishment of the Damned are afflicted with Torment.

    Former Duration add-ons

    https://us.v-cdn.net/6030815/uploads/ZB4VAJ0P9K3K/image.png

    Copper Ring
    • Survivors who rescue their teammates from a Cage of Atonement become Oblivious for 60 seconds.

    https://us.v-cdn.net/6030815/uploads/Y1NDK80UICEU/image.png

    Spearhead
    • Survivors who rescue their teammates from a Cage of Atonement are afflicted with Torment.

    https://us.v-cdn.net/6030815/uploads/OQLP3CZPRHMF/image.png

    Tablet of the Oppressor
    • Whenever a Survivor is put into the dying state, all caged Survivors teleport to a new location.

    former killer instinct add-ons

    https://us.v-cdn.net/6030815/uploads/2B73HS9WT34E/image.png

    Leopard Print Fabric
    • When a Survivor is afflicted with Torment, they suffer from Hindered for 3 seconds.

    https://us.v-cdn.net/6030815/uploads/67DFMDUBVKX0/image.png

    Misty Day, Remains of Judgement
    • While at least one Tormented Survivor is in the dying state, press and hold the Active Ability button to send all dying Tormented Survivors to a Cage of Atonement from anywhere on the map.

    https://us.v-cdn.net/6030815/uploads/NMMA0JFV1KPE/image.png

    Scarlet Egg
    • Survivors struck by Punishment of the Damned have their aura revealed to you for 5 seconds.

    Miscellaneous add-ons

    https://us.v-cdn.net/6030815/uploads/LXKRYOUQMG2Y/image.png

    Lost Memories Book
    • Tormented Survivors who are healing or being healed suffer from Oblivious for 5 seconds.

    https://us.v-cdn.net/6030815/uploads/9GTYOJWS6EXY/image.png

    Rust-Colored Egg
    • Tormented Survivors struck by Punishment of the Damned become Broken for 60 seconds.

    https://us.v-cdn.net/6030815/uploads/4O2C45F1LEMT/image.png

    Mannequin Leg
    • Survivors see the auras of Rites of Judgement trails within a 16-meter radius.
    • Rites of Judgement trails affect Survivors even if they are crouching.

    https://us.v-cdn.net/6030815/uploads/ZOP47IGG8P3X/image.png

    Obsidian Goblet
    • Each Tormented Survivors increases the range of Punishment of the Damned by 1.5 meters.
    • Survivors struck by Punishment of the Damned lose their Torment.

    Love many of these. He does definitely need an addon pass, most of his addons are incredibly lackluster and boring. I do have to say though that many of the yellow:green ideas you mentioned might be too strong. Reason being is that PH can use his power to Mori survivors and prevent the use of DS/BT. I think it would be ok though if those actions were then allowed from being freed from a cage (I know it defeats the purpose but seeing how most of the addons suggestions spread torment easier caging survivors will be more common and without counter play).

  • @Ula said:

    Here's my proposal:

    • Her traps can no longer be destroyed with a flashlight.
    • Survivors on top of an untriggered trap can break the trap with an action that takes 1-2 seconds.

    What would change:

    • Unless survivors are coordinated, they won't be able to destroy hag's traps while being chased
    • Hag players should hide more their traps, more like trapper;

    What do you think of this?

    I don’t like it, flashlights are annoying enough as a means of disabling our traps. Essentially making it base kit would not be fun.

  • @GuardianoftheCrystal said:

    So I was thinking in order too make the game more interesting. And to stop the 99% exit gate meta is to have the Exit Gates slowly lose progression if abandoned by a survivor. I am sure this has been suggested before in the past. Probably salted down by millions of survivor mains. But still the idea itself is pretty nifty. It would make a survivor make a choice between holding down the gate till fully opened or risk having too leave it behind to digress. It will also make End Game a bit more interesting.

    I saw something about this forever ago. Like a DBD leaks video of a regressing exit gate. I haven’t heard anything about it since….

  • @[Deleted User] said:

    I know it is annoying but it's not even close to basically holding the game hostage. I don't give them the satisfaction. I go wait in the basement.

    On a side note, the amount of times after being killed I go back and watch the rest of the game and I see a lone survivor at the exit gate t-bagging constantly when the killer isn't even there. I'm like "Why?" who are you doing this for? Do people really get that excited at the thought that just maybe the killer will see this so they stay and do it?

    Lmao yes, they do get excited. It’s so weird.

    it’s my loose interpretation of “holding the game hostage” because even though the game is already over I as killer can’t move onto the next match while they are still at the gate waiting for me to watch them leave.

    I also don’t give them the satisfaction of making me hit them to leave, I do wait it out but it’s annoying that I HAVE to.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879999#Comment_2879999

    If you are by me and not them I am doing my job so how about don't dictate how I play and I will give you the same. 2-4mins you might have to wait.

    how about you still leave and not dictate what I feel like dictating

  • If you’re waiting at the exit gate you’re doing an awful job at distraction.

    just leave, how about that.

  • @Nathan13 said:

    You can always push them out, or go break pallets/walls. When playing as Plague I like to vomit on objects for points.

    Doesn’t make it less annoying that I HAVE to do that to move onto the next game.

  • I guess to appease everyone you could make it 5 stack max. 20% slowdown to healing each stack.

  • @sizzlingmario4 said:

    By the time you get 10 tokens there'd be no point really since it'd be impossible for there to be more than 2 survivors left at that point.

    It'd be strong at 3-5 stacks or more but it wouldn't get there very often since it'd reveal itself to survivors as soon as you get 1 and they try to heal. It'd probably play out similar to huntress lullaby except it'd be better than that perk because it wouldn't entirely rely on missed skill checks.

    The 30 seconds of broken is just silly though. You have an anti-heal hex which punishes you for breaking it by...making you unable to heal? I don't get that part of it.

    The broken effect after it being cleansed is similar to Hex: retributions second effect of showing auras of all survivors for 15 seconds after IT is cleansed, so I wouldn’t call it silly. Also only already injured survivors at the time of cleansing would be broken and only for a bit.


    also, it’s usefulness AT 10 stacks doesn’t really matter.

  • @YOURFRIEND said:

    Uhhh sure. You're absolutely never getting to ten tokens though.

    Doesn’t matter. Even at 3,4,5 tokens still strong.

  • @DriplordDrew said:

    I like your idea to an extent but with boon meta I can promise you that hex would either be found and gone. I know that this is not always the case (looking at you devour hope) but it happens when there is a hex. The other thing is that Pentamento (I think I spelt that right) already has a slow down to healing. Pin head's Scourged hook also gives a debuf to gens and healing once healed off it. Also 10 tokens may be excessive to get even if it takes a little longer to heal.

    Yes yes this CAN be stacked with other anti healing perks buuuttt who cares. It’s a hex and similar to devour it’s next to useless until mid to late game. Also, totems will actually need to be destroyed AND have two pentimento’s for an OP stacking to happen which seems rare.

    the ten tokens is high BUT at ten they’re broken…bc -100% is basically broken status.


    also, pin heads scourge hook….only applies the slowdown once. Basically a sloppy butcher scourge hook but the description says “On the first hook”

  • @Canoupy said:

    okay it was kinda funny for a while, and I'll admit I did my fair share of AFK pig games where you use the everyone starts with a hat add on and then just stand in front of a box so 1-2 survivors die from traps guaranteed.

    to be a survivor in those games, you think we just wanna sit on gens for a whole 10 minutes?

    make it so that in a certain radius of the box the pig has no collision, sure she can just attack you but she will be forced to down/hook you and delay the trap for a potential hatch escape - people are eating DC penalties for something they have no control over

    When pyramid head is standing too close to a caged survivor for a bit the cage moves to the opposite side of the map. Maybe a similar mechanic can be put in for the boxes. The entity will move the box to a different place on the map

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859269#Comment_2859269

    Combine Scourge Hooks with pseude Devour Hope:

    Monstrous Shrine (reworked): the basement hooks count as Scourge Hooks, but the perk deactivates if the killer is within 32m when an unhooking from the basement takes place. Killer gets a token for each hook in the basement, at 5 tokens the killer can kill any downed survivor by his own hands.

    I love this because it’s not a hex and it would make Agitation + Iron Grasp basement meme plays soooo much fun

  • @Mandy said:

    I remember when healing was nerfed - it gave birth to the Resiliance, Spine Chill, Iron Will, Adrenaline meta and I believe it most definitely gave rise to what we now refer to as "gen rushing". Prior to that, Survivors would spend more time healing but this change showed survivors that they were wasting time healing and focus the generators instead. Survivors adapted to the changes and developed a new meta basically, which is something that will always happen.

    I don't mind survivors healing, as I know that's less time they're spending on gens. Speed of healing could possibly be an issue - super fast medkits etc, but I do not think healing itself is the biggest issue.

    Agree about the speed of healing. Hit and run killers are suffering because we can’t consistently keep them injured enough to keep pressure up.

  • @Asmodeus_Archstar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2829687#Comment_2829687

    The Doctor skin to which you are referring he looks semi human but still has some form of headgear.

    i think i was actually thinking about the oni and that mostly human skin he has with his white hair and bald spot

  • Haters all of ya. BHVR don’t listen to them!

  • @GoshJosh said:

    Screw the add-ons, rework this killer from the ground up.

    She's an amazing swamp queen how dare you.

    😑

  • @prion11 said:

    Huntress has a "proxy terror radius" that is considerably larger than her actual radius, through her song. This makes her iconic and unique to play against, even if it is boring to go against her so often.

    I think pyramid head should have the same sort of proxy radius, and it should be the sound of his great knife dragging on the ground. Make it louder and scarier, wouldn't that be awesome? He's like the avatar of punishment after all. I know the dragging sounds already exist, but make them louder and more scary in a big area!

    Btw, this is not a game balance opinion. purely a thematic request

    It would be cool, maybe as an addon with the same idea as the Legions irri button, adding a sort of lullaby to him. But as base-kit? Na, he’s a short range killer and one easily dodged.

  • @YOURFRIEND said:

    Nah, it was a little much. It's still pretty good.

    Agree. 10 seconds no scratch marks with a Head-on SWF? No ma’am.

  • @Asmodeus_Archstar said:

    I'd love to see maskless alternative cosmetic for the following original DBD killers:

    Doctor, Huntress, Legion, Nurse, Plague, Trapper

    ….the doctor doesn’t wear a mask. I think there is a cosmetic that makes his face a bit more human looking than normal too.

  • @D3spair said:

    It counters the very essence of applying pressure.

    I injure someone they go to their "safe zone".

    Pre Boon totems, it was normal to leave a survivor after injuring while you as a Killer patrol Gens. The worst thing they could do was use the charges of their Medkit or go with a near minute of healing with self care. With Circle of Healing, that Strat goes to dust.

    Circle of healing Essentially gives the entire 4 Survivors infinite Medkits. I kid you not this perk is a counter to Legion! Legion was nerfed again with Circle of Healing...

    Devs if Resource Management is so important in Dead by Daylight, Circle of Healing should not give infinite heals.

    I agree and we should keep bitching about it till they do something.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/312038/new-chapter-lore-concept

    That's kind of interesting...kind of like the movie "Sliding Doors" where we see two different paths by the same person just for missing a train one time. The life of these two people (although the same person) went very differently.

    It's an interesting concept, which of course now has me thinking of parallel universes.

    I read an idea of someones one time that spoke of bringing the "living" version of some of the killers as skins. I think it was during The hour of the Witch chapter when all the speculation was on Lisa Sherwood (The Hag) coming is an alternate universe survivor. It'd be pretty neat 😍

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817891#Comment_2817891

    Infinite 20 second healing is what it does right now, but with self-care.

    You are making a BUFF for it, not a nerf.

    It takes less than 6 seconds to heal yourself without a medkit with CoH….

  • That already exists….it’s Save the Best for Last. 8 stacks is a 40% cooldown reduction after hitting a survivor.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817891#Comment_2817891

    The issue with the auto self healing is that it heals mid chase.

    So a looping 20 second self heal might as well make any competent survivor immortal.

    OR. a “it takes 40 seconds while in chase to fully heal from passive heal”

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817891#Comment_2817891

    The issue with the auto self healing is that it heals mid chase.

    So a looping 20 second self heal might as well make any competent survivor immortal.

    I mean….just add a “while not in chase” clause.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817891#Comment_2817891

    Syringe is overtuned, that's not really a good frame of comparison.

    BHVR’s favorite number is 20. 20 second effects, 20% bonuses, 20,20,20.

    Having infinite syringe vs infinite 75% self heal sounds more fair.

  • Also, like botany knowledge and self-care let’s add longevity to medkits, so a 50% efficiency bonus to medkits when using them within the boon radius

  • @landromat said:

    COH now heals you passively if you stay in totem radius. Full heal takes 60s and you can do something else during that time. Bonus healing reverted to 100%

    New COH still provides fast heals but fixes main problem: infinite healing without teammets. If you really want to heal yourself you have to waste 60s in totem radius which i think is pretty decent delay for the killer.

    You can use totems strategically and boon them near the gen you're planning to do to passively heal while repairing. I think that's more fun than just boon in the corner and run there and heal every time you're injured

    With this change self healing should be still possible but not viable in most situations. That should solve Huge infinite healing problem which is COH right now

    60 secs is…quite a long time. I hate CoH but for this suggestion to be considered bring to time down to 20 sec (equivalent to the hem syringe).

    75% bonus healing from others, 20 sec passive heal, disable self healing without a medkit.

    and just to make it not so meh with the nerf, auras of injured survivors within the boon radius are seen by other survivors within 40 meters

  • @jesterkind said:

    I'd rather see hexes changed as a base mechanic, rather than see a perk that helps band-aid the problem.

    Still, something would be nice.

    Agree. Maybe something along the lines of the hex not immediately spawning in at the start of the match. Instead the hex is applied to a random totem when the effect takes place.

    like first stack of third seal, random dull becomes a hex. First stack of devour hope, same thing, first survivor gets off a gen and ruin starts-same thing.

    this way they don’t have to directly adjust spawn points and proximity rules for survivors vs totems, which they mentioned they were looking into but this idea seems easier.

    the only exception would be haunted ground.

  • @FrauZockinsky said:

    I mean, sounds nice from a killer perspective but it is never going to happen. At least not with those numbers (10-40%)*. The killer doesn't have to lift a finger for a very strong effect. Bc the effect starts/increases when survivors do gens. It's totally free gen pressure bc either gen speed gets super slow or survivors have to search and destroy totems, while the killer can fully concentrate on chase. For Play thing and Pentimento, the killer has to put in some work to get the effect (hook different suvivors/rekindle totems). And their effects aren't as good as what you are describing (unless you get 5 stacks of Pentimento maybe, but that never happens).

    *) Make it 4 max. The 5th doesnt do anything anyway (bc all gens are done at this point).

    it’s a Hex perk for gen slow down, like Ruin the killer doesn’t need to directly do anything and shouldn’t have to. 5 chances because 5 gens and 5 totems. At 5 hex’s it won’t do anything but that doesn’t really matter. plus, technically having it this way prevents no-Ed because either all totems are occupied or cleansed.

    survivor counter would be like they’ve always been for dealing with other hex’s and no-Ed. Preemptively cleansing dull totems or having a boon up. Easy.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811652#Comment_2811652

    I just run plaything and usually end up getting pentimento value because survivors are very "oh piece of candy" brained and will more than likely cleanse a hex rather than bless it

    Agree, double value from running these two perks. Oblivious and slow down.

  • I like these, I don’t even play Freddy but these seem fun. With the current survivor meta this definitely makes him more viable and fun to use.

  • What if the amount of time Broken stacks up in time every time the survivor took a protection hit. 60-80-100-120(max)

    that’d be pretty sweet.

  • @GoshJosh said:

    I don’t really see why it has to lose the stacks at all. STBFL doesn’t and has the same premise: go for everyone else besides the obsession. Not to mention the healing boost it gives to the obsession, STBFL gives nothing to survivors.

    Dying light affects the gens and healing directly. Save the best only affects the killer. That’s why it doesn’t really matter if save the best keeps its stacks.

    Hex: pentimento has a 30% gen slow down with first relit totem. Having dying light get to the max of 11 stacks (33%) along with pentimento would be broken.

    reducing the max dying light stack to 10 (max of 30%) leaves a max of 5 stacks after the obsession is dead is then a 15% reduced gen and healing speed for every one in the trial for the rest of the game.

    BUT getting to 10 stacks in the first place is difficult and rare. So even if you only get like 4 stacks before obsession is dead at least you get to keep 2 stacks (6% gen/healing slowdown) for the rest of the game.

  • @[Deleted User] said:

    I like the idea, but it seems a little strong.

    How about any survivor standing still (and not performing any actions) for more than 3 seconds has their aura revealed to you. Does not include lockers.

    Well it’s a hex, so it’s supposed to be OP as it can be distinguished for the rest of the game.

    how about adding your idea on top of mine and his to all equal what the Hex does as a whole.

  • Obsession based perks are slowly being phased out. As a concept, I hate them with their restrictions. BUT if BHVR is unwilling to change that, at least my suggestion makes it more viable.

    the obsession being unaffected is “counter-play” to the perk. Most perks have counter-play or perks that counter-play them. So I understand it, even if I don’t like it.

  • For a hex perk it should have more to it.

    in addition to yours it should also disable perks that hide survivor auras (shadow step, distortion, etc)

    scratch marks are brighter, blood is brighter

    survivors entering a locker show killer instinct.

  • @Mandy said:

    Things like this have been discussed - the whole timer issue, for a variety of reasons - survivors hiding and not doing anything, 3 gen Doctors etc. I don't believe a decision has been made on whether to implement one or not but it is something that has been discussed and the developers are aware that this can be an issue.

    Thank you! Acknowledgment that our ideas don’t fall on deaf ears are at the very least a topic of discussion at the dev table.

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