Hex_iButt
Hex_iButt
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226958#Comment_3226958
Exactly. People in here are really like "well you don't need items to win" like it's not obvious they don't play survivor lmao. "Noooooo you cant bring in a medkit it means I can't one tap youuuuuu"
Yeah, items are guaranteed to make you win all the time. Looping the killer, giving your team enough time to work on gens doesn't matter in the equation at all...
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Yeah, I play a lot of Mikaela, but because I have most of my perks on her at T3 I run a lot more builds than just throwing her boons in. I don't expect any other Mikaela to bring in CoH or Shadow Step myself, but it can be common for a Survivor to bring at least one of their own unique perks.
They're more just skins, but even then there's usually a lot more to just liking their appearance to choose which survivor you want to main. Relating to the character tends to be a big factor in this kind of thing.
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Gonna list the killer perks I made for my chapter concepts here with their associated killer.
The Bulldozer's
OUT OF SERVICE
You discourage their attempts to tamper with what is already broken.
After damaging a Generator, summon The Entity to block it for 20/25/30 seconds. The Aura of the Generator will be revealed to you in white. This perk goes on cool-down for 60 seconds after damaging the Generator.
"This machine is out of order. We apologize for the inconvenience caused."
SCOURGE HOOK: DISARMAMENT
Disabling your enemies is a guaranteed way to keep their hopes down.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks. The Aura of Scourge Hooks are revealed to you in white. Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
- The Survivor suffers from the Incapacitated status for 30 seconds when unhooked.
- The Item the Survivor was holding is dropped to the ground. If not recovered in 60/50/40 seconds, the Item will have its Charges depleted by The Entity.
"We are not liable for any personal items that get damaged near the construction site." -Company Handbook
STRUCTURAL INTEGRITY
When one of your supports is in bad shape, you should find a suitable replacement.
You call upon The Entity to destroy any Dull, Boon, or Hex totem of your choosing. If a Hex totem was destroyed, transfer its effects to a new totem after 60/45/30 seconds. An audio queue will sound when a totem is destroyed in this way. This perk deactivates after you destroy any totem.
"If this piece was in worse shape, the whole building would've collapsed during the opening ceremony!" -Inspector Davis
The Virus
MALWARE
Even one's tools are just as prone to being affected by disease, just as it can affect our own well-being.
If a Survivor uses an Item they are carrying while inside your Terror Radius, increase the amount of charges consumed by 6%/8%/10%. Any Items looted from Chests will have their Charges depleted by 33%.
"Warning, suspicious software detected!"
POP-UP ADVERTISEMENT
Constantly pestering your enemy is an efficient method of causing them to let their guard down.
After damaging a generator the following applies:
- The Generator's Aura is highlighted in yellow.
- Any Survivor working on the generator will receive an 80%/90%/100% chance of receiving difficult Skill Checks on that generator for 15 seconds. Failing the skill check will result in an immediate Progression loss of 5%.
- Increase the Trigger odds of Skill Checks by 15%.
Pop-up Advertisement goes on cooldown for 40 seconds.
"Hot and single toaster pastries in your area! Join now for a 50% off coupon code!"
HEX: TAKEOVER
A Hex allowing you to take matters into your own hands.
Whenever you hook a Survivor, Hex: Takeover activates. If there are any Boon Totems in the Trial grounds, the Entity snuffs them out instantaneously, and blocks them for 20/25/30 seconds. Any Survivors within the range of the Boon Totem have their Auras revealed for 4 seconds.
The Hex persists until its Hex totem is cleansed.
"You'd be surprised at how many people actually use some variation of 'Password' as their actual password." -Anonymous Hacker
The Matron
To Forgive is Divine
An accident is to be forgiven, however, you will take measures to correct the behavior.
When Survivors fail a total of 4/3/2 Skill Checks on the same object, reveal their aura(s) for 2 seconds. Any Survivor who is within your Terror Radius the following applies:
- Increase trigger odds of Skill Checks by 11%/22%/33% while repairing a Generator.
- Survivors are faced with a difficult Skill Check when they stop interacting with a Generator.
"It is okay my child, soon you will come to see the light." -Moiré Gomer
Hex: Rectify
A Hex rooting on its power on hope.
- When you hook a Survivor, this perk activates. All Survivors in the trial suffer from the Oblivious status for 40 seconds. Any Survivor within a 20 meter radius of the hook is also afflicted with the Exposed Status for 20/30/40 seconds.
"I shall cleanse the Earth if its impurities!" -Moiré Gomer
Pass Judgement
Your passion to punish the wicked knows no bounds.
- You become obsessed with one Survivor. When the Obsession is rescued from a hook, they receive the Broken status for 25/30/35 seconds. As long as they are injured, the Obsession suffers from a penalty of 8% when repairing, healing, sabotaging, and cleansing/blessing totems.
"This is the time for prayer... your final chance at salvation." -Moiré Gomer
The Lycan
SCENT OF BLOOD
You have marked your prey, and will make sure to keep track of their whereabouts.
- You become Obsessed with one Survivor. After injuring them, their pools of blood are brighter, and can be tracked for 4 seconds longer. When injured the Obsession suffers from the Broken status for 30 seconds and a reduced healing proficiency of 4%/6%/8%.
HEX: OSSEIN OFFERING
These bones have more uses than satisfying one's chewing needs.
- All of your totem's Auras are revealed to you in white. The next time you hook a Survivor gain a token. After you accumulate 5/4/3 tokens you may interact with a Dull Totem to re-activate one of your equipped Hex Totem Perks. This perk deactivates after being used. Hex: Ossein Offering will not apply to the perk Hex: Undying.
MOONLIGHT'S EMBRACE
The light of the full moon, grants you a gift.
- The next time you are blinded by a Survivor their Aura is revealed to you for 4/5/6 seconds. The Survivor also suffers from the Blindness and Hinderance status effects for 20 seconds. This perk has a cooldown of 60 seconds.
The Maiden (Fatal Frame Concept)
HEX: GHOST MARRIAGE
A ritual that binds the souls of two beings together so that they could be together in the afterlife.
Hex: Ghost Marriage will activate on a random Dull Totem remaining on the Trial Grounds after you hook a Survivor for the first time:
- The hooked Survivor suffers from the Cursed and Broken Status Effects until Hex: Ghost Marriage is cleansed.
- For the first 60 seconds, only the Cursed Survivor is able to cleanse the Hex Totem.
- The Aura of Hex: Ghost Marriage's Hex Totem is revealed to the Cursed Survivor within 24/20/16 meters.
The Hex effects persist until its Hex Totem is cleansed.
"I wanted to live with him. . . However, the person I want to die with is you..." -Ose Kurosawa
FATAL GLANCE
You gain the ability to read the memories of an object's spirit, learning their secrets.
Whenever you damage a Generator, Survivors within a 16 meter radius of you will scream, and suffer from the Exposed status effect for 15 seconds.
Fatal Glance has a cooldown of 70/60/50 seconds.
Images of death flashed in front of me. I could smell the choking stench of death. -Ose Kurosawa
SCOURGE HOOK: IMMORTAL FLOWER
You are armed with the tools to keep your enemies closer to death.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks.
- The Aura of Scourge Hooks are revealed to you in white.
Each time a Survivor is unhooked from a Scourge Hook, the following effect applies:
- The Rescuer is afflicted with the Hindered status, decreasing their movement speed by 2% for 15 seconds.
- The Survivor that was unhooked suffers from the Exhausted status for 35/40/45 seconds.
"The maidens were shut in boxes filled with Black Water. The water brought them close to death and gradually eroded their bodies. But if their resolve was strong they would retain their physical form."
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Iirc, the perk only works multiple times if its all survivors taking turns to give the hooked person a thumbs up. 3 different uses of Reassurance and that's the limit perk hook-state. Before on the PTB it was one could use the perk multiple times regardless after it went on cooldown.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225382#Comment_3225382
- I said it only removed charges, not items. Doesn't matter if you have the item but it doesn't have a charge though so idk what the point of this was
- I mean you can only use keys for so long, it's not like they have an infinite charge. Besides you can still catch survivors if they can see your aura so having FD to counter keys is a weak argument, especially after the nerfs.
- The point is you won't know if the killer has FD early game, and it's not like you want to just drop an item before every chase. Especially if the item is a flashlight which is used mainly for chases, besides flashlight saving. Killers lacking the skill to counter items, one of the few things survivors can bring in to counter killers (especially powerful killers like nurse), should cause them to have harder chases. I've never complained about survivors having items when I'm killer, and it only seems fair. Also it's a pain in the ass to go back and retrieve the item, especially if one of your ass ######### rank 10 teammate steals it because the MMR is garbage in this game.
- Yes we can get items from the bloodweb, but that doesn't excuse not letting you use the item lmao. Also chests is a weak argument because you still have to escape, and putting in item gathering perks takes up slots for gen rushing or looping perks. And I'm not whining about having to buy the item again, I'm "whining" about the match being ruined with this garbage OP perk that no decent killer needs. It ruins the fun of the match and I swear I've never heard a survivor disagree, only killers going like "omg survivors can heal what a BS OP item".
- Pretty much the same as point 4.
1 and 2 can be addressed by simply bringing in Felix's Built to Last. Works not only as a Franklin's counter, but you can just use it for any item/add-on combo (minus syringes, BNP, and other add-ons that disappear after use). And it was stated that FD used to delete items entirely to show that it's current iteration is not as bad.
For 3, you won't know right off the back, but based on who brings what in the lobby you can either assume OR just test it out if you get chased first. You don't want to drop your item before every chase, but depending on what item it is, you don't have to hold onto it all game. You can drop it in a corner of the map and go back to it when you need to vs leaving it in an open area any survivor can get to. Leave it by an exit gate so you can keep it when you leave if you actually care about the item.
With 4 once again, Built to Last if you want to keep using your dead items. Nea even has a perk that lets you consume less charges for if you get a chance to pick up your item that's partially drained. Even if you don't have those perks unlocked, if you're able to escape with your item you can just use it next game.
Franklin's is not stupid busted OP.
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Nemmy Dimitrescu! I love this xD
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A skin that would reference some of its mutations as it got stronger would be nice. That or a skin that references William Birkin, even if they have to alter his appearance slightly.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3225335#Comment_3225335
That still would be a buff, because it could save you a lot of time. Being able to stack flashbangs is similarly a buff, because it could save you a lot of time.
Quality of life changes provide ZERO in game advantage. Quality of life could be something like a hook counter for killers, because killers could write down or memorize which survivors they hooked, so it's something they could be doing already. Quality of life changes could also be something out of game, like being able to mark certain perks as favorite, so people wouldn't need to sift through all their unlocked perks.
You'd still have to go to a locker to create the flashbang after sitting on gens for the appropriate amount of time; not saying you should be able to craft them all at once to drop 5 flashbangs in the killer's face... Call it a small BUFF then if you want to harp on the specifics lol. It saves time from searching endlessly for a flashbang you left down on the map that someone else may have picked up.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3225364#Comment_3225364
90 charges? What? How can a medkit have 90 charges? I've never seen that before, mine only allowed for 4 health state heals so it had 46 charges. And yeah survivors have items because there is no other way to win against a fully stacked, NOED using killer that gains bloodlust if he's trash and is in a loop for too long or gets windows and pallets blocked because a survivor used them 3 times lmao. That's just basekit on all killers, not even including special powers like what nurse has or blight. Killers are not at a disadvantage at all bruh, there is 0 excuse to not let survivors use items...
There's plenty of reasons to disallow items to be used. They are a tool to aid the survivors get a bigger chance of escaping, and the killer is supposed to prevent that from happening. I personally only see Franklin's come up if there's a flashlight in the lobby (I even had a Deathslinger down me, shot at my flashlight, and shook no at picking it up), mostly because killers want to avoid a flashlight save/sabo play.
The killer has to pressure the survivors, and targeting their items is one of many effective ways to do. They can be at a disadvantage when a survivor is capable of looping them for long periods of time while their teammates works on completing gens efficiently.
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Franklin's used to eat your item completely, making it disappear from the match entirely so it's not as bad now. Especially if you have Felix and Build to Last for the moments where you do end up getting your item fully depleted.
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Hag's gameplay is just not fun. I never bought her because the concept is pretty meh, and playing against her pretty much is accurate to how I thought people would use her. That playstyle being usually placing a crap ton of traps by her hooked survivors or worse in the basement, and watch as everyone gets caught off-guard and grabbed/slugged.
Twins on the other hand is a bit more bearable, because Victor is a good tool in concept. But the slugging is the main thing that makes them boring for certain.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3225304#Comment_3225304
This isn't what quality of life means. Being able to stack flashbangs can give an in game advantage, which is the opposite of quality of life. This would be a perk buff.
Forgive me for not being more clear. Not this exact bug as-is to drop multiple, just being able to accumulate more flashbangs without having to drop them in random places would be a nice change. Best idea I saw was turning Flashbang into a token system so you don't have to immediately excuse yourself from a gen when the perk is ready.
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@BowlofTofu said:
Honestly, ive played against nothing but the sweatiest of sweat lords all day. Im doing everything I can to get them, but its always the same thing over and over.
I get a down, go to pick up, flashlight. I try again, get another down, make sure nobodies around. Pick up, then someone sprint bursts in front of me with a flash bang.
Just non stop crap from survivors. Its like Im not allowed to have fun. Im doing my absolute best to just get one down, and when I finally get one hook, five gens have popped cause they always know Im not near them.
I disengage, go to kick gens, search the area for a moment and leave. And as soon as im two fert away it pops.
When is it my turn to have a little fun? As a killer, am I always going to be trolled? Picked on? Tea bagged? Its no fun to be a killer.
And when I switch to killer, all I get is tunneled out of the game or face camped. I have no clue what is going on or why Im not allowed to enjoy the game.
I guess survivors aren't supposed to try and save their teammates? To many players, interacting with the killer is the most fun part of the game unless you really enjoy sitting at generators twiddling your thumbs. The t-bagging is extra unwanted behavior, but everything else is just standard.
You can enjoy the game; just broaden your expectations for what is "fun", it doesn't have to necessarily be a win. Put on a casual/meme build, try out a different killer to learn, meme around with the survivors in a few matches. I legit end up chasing survivors as Ghost Face while crouching down every other second whenever I'm not taking the match seriously because its hilarious from a survivor POV for the killer to just bob up and down stupidly.
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@Mandy said:
ngl I would like for this to be a thing as well, and that is feedback I'm taking back to the relevant parties :)
I would love if this was incorporated into a nice QoL update! Fingers crossed
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Other than Myers jumpscares, last night was playing against a Nemesis on Lampkin Lane. I'm able to keep looping for a bit, but then one zombie shows up. And then the 2nd one he killed early on decided to respawn in the same area, taking me off guard.
My zombie luck isn't that good when playing Nemmy lol.
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I've only ever t-bagged maybe once or twice, but only if it was warranted where the killer was BMing hard. Like, I ended up getting tunneled in a match playing with a couple of friends, camped and hit on hook repeatedly until everyone came through to save me at the end. It was a sweet vengeance moment where I'll be a shitter because they were being a shitter.
Otherwise, if the killer and the match was an overall vibe, I'll wait at the exit gate, but I won't t-bag just because I can get out. I'll just stand and let the killer get a last hit in if there's enough time with the EGC, and nobody to body block for.
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As much as I'd like more ways to counter tunneling, more base game perks isn't it. If killers got some sort of benefit from seeking out and hooking different survivors, that would encourage a more healthy playstyle for the early-game at least; they can tunnel all they want to when there's like 2 gens left.
Like, when they removed the extra BP gain from BBQ, they could've moved that effect to base game. Even at the cost of the bonus being weaker, you still have a little killer mini-game to get the max value from chaining different people on hooks.
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/349898/tunneling-solution
I thought Rebecca's perk to pause the timer helped with campers and tunnelers?
It does help but only if any of the survivors on the team are using it as well as if they even own Rebecca or not. Even then, a single perk can only do so much.
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@Mandy said:
After seeing some posts about the terms we commonly use in game, I thought I'd create a thread with a list of the most common ones - any that need to be added, please comment below and I will add them to the list.
Acronyms
BBQ Barbeque & Chilli, Teachable Leatherface perk
STBFL Save the Best for Last – Teachable Myers Perk
PWYF Play With Your Food – Teachable Myers Perk
DC Disconnecting from the game/Ragequit – Unsportsmanlike Behaviour
AFK Away From Keyboard, as a survivor in this scenario you will start to accumulate AFK Crows which circle your head and will notify the killer to your location
BL Either Balanced Landing (teachable Nea Perk)or Bloodlust - should be obvious from the context.
BS Brutal Strength :eyes: Teachable Trapper Perk
BNP Brand New Part
IW Iron Will – Teachable Jake Park Perk
IG Iron Grasp
KYF Kill Your Friends – it’s a gamemode
NOED Hex No One Escapes Death - general killer Perk
OoO Object of Obsession - Teachable Laurie Perk
SWF Survive With Friends, groups of 2-4 survivors playing together
BT Borrowed Time – William Overbeck Teachable Perk
DS Decisive Strike – Teachable Lauri Perk
PGTW/Pop Pop Goes the Weasel – Teachable Clown Perk
DH Dead Hard, Teachable David King Perk
TERMS
Camping A situation where a killer remains near a hooked survivor
Tunneling The act of a killer chasing one survivor at the expense of other survivors, ignoring them even.
Kobe (4%) When a survivor frees themselves off a hook without another survivor unhooking them
Well, relevant to DbD would be these, otherwise FOMO is Fear Of Missing Out. I just looked that one up on Google.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3223282#Comment_3223282
then you'd have to rework the whole thing entirely IMOexactly. My suggestion was simply one to bring it more in line with the concept it is an outlier to. Nobody said those other metrics like time to set up are different, just that its entire dynamic with a concept as core as map pressure is pretty out there, especially when it has arguably the most useful effect. It is nowhere near restricted enough for what it provides.
It just doesn't sound like the right way to go about aligning it with Shadow Step and Dark theory. Unbreaka-boon is more inline with CoH where you don't want the killer to really be there as you're getting up. There's like no real good way to balance this perk without nerfing it into the same oblivion as Self-care, or reworking boons/totems as a whole. Requiring the killer to be nearby to heal yourself within a radius is way too restricting, and just would make Self-care the better perk for the work CoH requires to activate.
And I'd honestly prefer totems in general having a QoL update of sorts.
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I'm impatient AF, and just spend them in-between my matches. Is it really that slow? No. Could it be faster? Of course it can. Reducing the BP costs and prestige system was a great start, but there's still more QoL changes that can be done.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3223263#Comment_3223263
Of course, thats the point. It introduces a risk that is equal value to being able to being able to heal without needing self-care, a medkit, or another survivor. It also only really runs that risk vs a killer running nurses and/or with a small TR, doesn't exactly hurt stuff like the doctor or wesker anti-heal builds or maps like badham/the game./midwitch where you can be nearby the killer but impose a pretty length path they need to route to reach you. Most importantly it stays consistent with the other boons in terms of their risk/reward nature, and doesn't have a disproportionate impact on stealth killers and/or hit and run playstyles.
Unless you run Iron Will though, or Bite the Bullet in hopes to not get found and downed it's a pretty bad way to balance it out though. Shadow Step and Dark Theory have that risk/reward to bring the killer towards the boon to help you loop inside its radius. Unbreaka-boon is somewhere in-between; where you hope you get slugged and can make it to the boon to get up in time.
I feel if you were to make CoH more "in-line" with what we have as boon totems already (even though they're already pretty consistent with the same radius, set-up time, and reliant on a totem), then you'd have to rework the whole thing entirely IMO. And the only thing I can think of that would fit a rework for it is gradually healing over time, as you can't heal yourself and be chased at the same time (that or increase the healing speed to compensate for the risk). It'd have to work like a syringe/Renewal which would be objectively worse than having a survivor take their time to heal themselves vs doing gens.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3223239#Comment_3223239
Honestly, I don't have any issue with boons that require the killer being nearby for their effect to happen. Since the routing and snuff time are quite low compared to the blessing time, they kind of function as a one time "trap" that can disorient killers with the effects like hiding scratch marks and other minor effects that can have a major impact depending on how either side plays around them.
https://forum.deadbydaylight.com/en/discussion/comment/3223247#Comment_3223247
But CoH is the outlier, and continues to be to this day. People will continue to complain about it for as long as it breaks all of the other design concepts that boons adhere to, and until they throw on a stipulation like "must be within the killer's TR to self care" or something of that sort it will continue to be problematic compared to boons themselves.
Healing in the killer's terror radius kinda defeats the purpose of finding a safe place to reset though, no? Then it literally becomes Self-care 2.0, being the killer's new hex perk lmao.
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Maybe you could add an effect where items become less effective when healing with the boon? Give it a cooldown until you can boon again? Idk.
I still can't really understand why people want this boon to be nerfed again honestly it's pretty fine as is... There's Sloppy/That one Scourge, Shattered, and add-ons that counter CoH as well as healing builds in general. No to mention Legion and Plague who's powers say "Screw you healing!" already.
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Hag because Hag.
The next two I would have to say are Bubba and Pinhead, it's always been these two who end up pitching their tents, roasting marshmallows with their hooked prey in my matches recently.
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I've been having fun lately with a Loot Goblin build where I run Plunderer's and Ace in The Hole as the core perks; the other two (OTR, Wiretap, Circle of Healing, and Overcome as a few choices that get swapped in/out). I just wish my team would take the items I drop for them half of the time, otherwise any med-kits or toolboxes I just go back to if I need em.
The one build I want to try out, now that I have Diversion, is from a Yerv video where you blind the killer and toss your pebble to make them think you ran away. I just need Iron Will and I'll be good.
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It's just kind of a "go next" mentality tbh. I've seen a good share of teammates either doing nothing or being scared while the killer hooks me on the opposite side of the map. Personally, if I reach 2nd stage and nobody was on their way at all, I'm way more inclined to end myself on hook (and this has happened a few times with everyone still alive too btw).
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Well, think about it this way: what do you think is more fun? Winning or just vibing? If you like the win streaks, then continue with what you're doing. Otherwise, if you don't really mind not killing all the survivors then just adjust a bit to open up your strategy.
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Only if it was tied to a perk that you would have to equip that heals you gradually over a period of time. Otherwise, someone already mentioned the insta-heal after a certain amount of time methods we have that work fine.
Healing is something that you should do while you're safe. Move to a safe location, then heal. Otherwise you're making yourself an open target for the killer to come back to you. Even if its a "heal while running from the killer" that'd be busted/you wouldn't be able to patch up much progress while stressed.
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@Nessyhere said:
https://forum.deadbydaylight.com/en/discussion/comment/3219356#Comment_3219356
Voice chat wouldn't work because people either wouldn't use it because no mic or all the toxicity. Not to mention it'd nerf stealth killers.
Yeah, I'd have any voice chat options instantly turned off just because of it being highly uncomfortable. Idk what kind of teammates I'll get, and from my experiences playing LoL, it sure won't be pretty 99% of the time.
Something that would be great would be to make some QoL changes to the emotes. Pointing "works" if you wanna try to tell someone to stay on a gen or go save. But then we have the "come here" gesture and I always get people running away from me after unhooking them; can't lead them to a safe spot to heal and reset if they turn their camera and can't see it. If not new emotes, we need some sort of text wheel with generic phrases to communicate with people. It's simple enough to be more in-line with swf while still being weaker.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3218924#Comment_3218924
I don't think you understand.
We make 12 hooking viable and punish camping and tunneling to the point those are worse.
We just can't make those worse without 12 hooking being viable because then the killer has no avenue to win.
There's def a way to make it work.
mock example: each time you hook a different survivor than the last you gain a 5% stackable haste. This resets upon hooking or downing the same survivor again before getting everyone to the same hook state. While camping, gen speeds are increased by 300%. If you hook the same survivor twice in a row you suffer a 10% stackable speed penalty.
ex 2: A shared hook pool to eliminate tunneling someone out even being a thing in conjunction with other changes could also work.
You should get the idea now, it just takes more work than just leaving camping and tunneling as is. Might require a redesign of parts of the core hook/death system, but it's possible and worth it.
Example 2 IMO is the better of the two, especially if you adjust the sacrifice timer to compensate.
Ex 1, even with the haste bonus/penalty I doubt killers with the intent on camping would really do anything with it. The penalty does help to make sure the tunneled survivor tries to get away, but depending on the killer (Nurse, Billy, Huntress, any killer with high mobility/range basically) would still be able to somewhat continue their tunnel vision spree.
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@Adjatha said:
How about a penalty to survivors who bomb-dive the hook 0.001 seconds after the killer has hooked a survivor, trying to farm their own team mates?
A not insignificant number of people complaining about 'camping' literally do not give the killers any time to walk away and think they should just get free unhooks all day long. Punishing people who can't stay hidden for 3 seconds will do a lot more to 'solve camping' than a lot of people realize.
Yeah, not giving the killer time to go search for others is definitely why people camp... A killer who wants to camp, will camp of their own choice. Whether its standing right in the hooked survivor's face, or if they're proxying the area. I ended up going against a Billy and a Pinhead, who just wanted to be with their hooked victim. Billy didn't know the killer assuming, as they did not use their chainsaw at all. The Pinhead even shook their head, denying a chase right in front of them as generators popped. They know what they're doing. They know what they want to do to win.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216397#Comment_3216397
Butcher it? You are vastly underestimating how strong CoH is.
Furthermore, again, 60% is the GOAL for killrates by the devs. I can see why since there a lot survivors can do to immediately lose a game (giving up on first hook, solo queuing (base Kindred when?), or generally just bad luck and having someone die early.) ONE person not pulling their weight can kill everyone else. So yeah, kill rates should be between 2 and 3, typically on the lower side of 2, which 2.4 is.
Both these things were nerfed when base BT was added and buffed. If you want bring perks into the equation, then while DS was nerfed, we still have OtR to ensure the killer has to power through some sort of defense to tunnel, AND had Reassurance added to nerf camping .
Well, asking to "Nerf boons to the ground" implies that it be butchered. I don't deny CoH's strength, but it's like the only boon that you get the most value out of while the killer is away. Of course it's going to be the strongest. Of course its one of the better ones to run solo.
Either find and snuff the boon, or use it as bait. Legion and Plague can make CoH pretty useless and completely ruin healing builds in general. Otherwise you could just run perks and add-ons to counter healing too if you're expecting CoH every match.
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Playing in a 3 man with some friends who were still new to the game, had a random Jake and went against a Clown. I get camped on hook, and see the Jake's Aura just crouching around while my friends try to get to me. Clown is camping also, and tunneled immediately after I got off hook.
I swap POVs after dying to see that Jake is not doing gens at all. He's legit just crouching around back and forth next to my friend who was working on a gen! He had a toolbox and perks equipped for saving/sabotaging hooks too (We'll Make It and Saboteur iirc for two of his perks). Of course Jake ends up being the last one standing, and doesn't save either of my pals; they didn't even make an attempt to search for Hatch either, just sat and hid in a bush until Clown found it. Was right next to an Exit Gate, didn't touch it or dare go near it. Gets hooked in the end, thankfully. And Jake had all tier 3 perks too, so he's been playing for a while at least... The weird icing on the cake too is the Clown we're 100% sure was a bot because they were pretty blind for hooks and finding Survivors, and bottle aiming was weird.
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I was thinking of a killer who would use snakes as traps earlier today, wow! xD I hadn't thought of the overall power yet, but was thinking of add-ons that would allow gens/totems be trapped as well.
"Bloom Among The Chaos" is probably my favorite perk out of these.
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This is a Survivor archetype of perks called "Blood Rites", where a player creates a consumable limited item (being a potion) that can be used in the trial. Rather than tying them to totems, I figured the key ingredient they need to make this work would be to use the survivor's own blood, so they can only use it while healthy. They can be dropped on the ground to be given to another Survivor. While strong, there may be drawbacks to these potions as well (see individual perks), but added a general cooldown until you're able to craft again, so it wouldn't be abused by people healing themselves to make infinite potions.
Blood Rite: Concealment
You offer up your blood to gain a favor to hide from threats.
This perk is only active while at full health. When hiding instead of a locker empty-handed for 15 seconds, press the Ability button to lose a health state and craft a "Potion of Concealment". Press and hold the Ability button to drink the potion. When fully consumed, the following effects will occur:
- Suppresses your Scratch Marks and Pools of Blood.
- Suppresses your grunts of pain.
- Your Aura is hidden from the Killer.
The potion's effect lasts for 30/35/40 seconds or until you perform a Conspicuous action. You may only be under the effects of one potion at a time. This perk goes on cooldown for 80 seconds after crafting a potion.
Blood Rite: Third Eye
You offer up your blood to gain the ability to see beyond.
This perk is only active while at full health. When hiding instead of a locker empty-handed for 15 seconds, press the Ability button to lose a health state and craft a "Potion of Clarity". Press and hold the Ability button to drink the potion. When fully consumed, the following effects will occur:
- You see the Killer's Aura within 16/20/24 meters.
- You see the Aura of other Survivors within 48 meters.
After 30 seconds, the effects of the potion dissipate, and you are inflicted with the Blindness status for 30 seconds. You may only be under the effects of one potion at a time. This perk goes on cooldown for 80 seconds after crafting a potion.
Blood Rite: Stone Skin
You offer up your blood, strengthening your defenses.
This perk is only active while at full health. When hiding instead of a locker empty-handed for 15 seconds, press the Ability button to lose a health state and craft a "Potion of Stone Skin". Press and hold the Ability button to drink the potion. When fully consumed, the following effects will occur:
- You ignore the effects of the Exposed status effect for 30/35/40 seconds.
- Any damage taken that would send you into the Dying status will instead put you in the Deep Wounds status.
After the timer expires or when taking damage that would send you into the Dying state, the effects of the potion dissipate and you are inflicted with the Broken status for 30 seconds. You may only be under the effects of one potion at a time. This perk goes on cooldown for 80 seconds after crafting a potion.
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I really don't understand why exactly having Unbreakable base-kit would be the worst thing that could ever happen. There's those occasional games where someone will either sweat their hardest/Survivors get a little TOO altruistic at 5 gens and then woops, everyone is dead! GG. There should be something baseline to give those who want an actual game, and if those players want to give up then they just don't have to recover or struggle at all. Simple as that. It helps out solo players get their own second chance to play the game while their teammates are doing who-knows-what.
If a killer slugs one player, then chooses to chase after another too long then that is on the killer for not coming back to hook them in time. Keep track of that 22-45 seconds, or just scare away anyone trying to get the save. Secure the hook. Just pretend that everyone may be running Unbreakable, same way you pretend that everyone is running DH.
Something like this would've been perfect in one game I had weeks ago vs a Plague, where all she did was puke and slug. No hook states at all, she just kept 3/4 bleeding out and kept coming back to down them again. All the fountains were used by two people, and she chose to not go for her damage puke, with 4 gens left... its not a consistent thing thankfully, but you cannot deny that these games will happen and sometimes you just can't do anything about it. I'd rather try to crawl to a corner to pick myself up after a minute, rather than someone bringing the killer back to me or be further penalized by DCing.
Even if it becomes a thing where only the first 1-2 Survivors can recovery by themselves if everyone is down, or it becomes a 1 time use self recovery at base (And Unbreakable adds a 2nd charge to get up alone or something), I'd be fine. Otherwise, I'm not a fan of the changes to Mori's and Mori perks, when they're mostly fine as is.
EDIT: I still feel the same about having a 1 time use of getting yourself up base-kit. BUT, it is insane that Unbreakable, Soul Guard, Flip-flop, and Boil Over can be abused together for an anti-slug build. The combo is strong in a dead zone, and annoying for killers. For this change to happen, there needs to be a lot of balancing to just more than perks that allow you to recover quickly.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3207841#Comment_3207841
The man's is bangable I don't think you should wanna bang a killer
Tell that to all the fans of Pyramid Head's cake factory. There's pretty much a circle of R34 for every killer.
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A couple of weeks ago on in Autohaven, a Surv Dc'd when trying to get a flashlight save on a Myers. I was on my way over to see if I could work on my stun/blind challenge a bit late, but saw the Myers facing the other healthy surv (most likely in a swf with the first dc). They had then also DC'd, and Myers and I just kinda looked at the two flashlights on the ground.
He let me and the guy he first downed live, and we laughed in the endgame chat about the two DCs happening because Myers brought Lightborn.
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I've had a couple of matches yesterday where everyone popped BP offerings randomly, and Killer would use streamers/Flan. In my head I thought, "Oh good, a killer on a BP grind, fun game incoming!" but that wasn't the case. The 3/4 matches like that, Killer pretty much sweated for the 4k with 3-5 gens still up, with the endgame lobby showed them earning 12k-17k Bloodpoints without the offering bonus. From what I recall, there was even a Tombstone Myers in one of these matches, another one was a camping Andy Hag. Like, congrats I guess on the premature victory?
I'm not saying instantly meme around or let the Survs all escape and "win". You already won by applying so much early game pressure... at least take advantage of the opportunity to farm more, max out your possible earnings.
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In simple terms as survivor, escaping is a win without the last ditch attempt of offering your item for your life. Or if I can get my other teammates out by giving up my own life, I'll take being a sacrifice.
Killer, 3-4k is win territory for me, but I don't really try to sweat for it. Long as I can get a good amount of BP with or without offerings, I'm good.
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@DBDVulture said:
What we need is to stop having free perks in the shrine.
Jake,Dwight, Nea,Meg, David and all the "free" killer perks should not be clogging up space in the shrine. You can unlock them with 1M BP.
This is a good point as well, especially since there's a Dwight perk in rotation now. I don't have him prestige yet, but because he's a base game character I can level him at any point. In my eyes it would be a wasted purchase, even if I did not plan to play him. I can always funnel BP onto him whenever.
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@Shaped said:
We need daily reset at this point.
You need to wait for eternity until the perks you want are in there so you are forced to buy characters you wont play unfortunately.
Resetting once a week is honestly fine enough IMO, the issue is just how many perks are up for selection. Imagine all of the players who miss out on a perk that they truly want/need for their build, yet couldn't grab it because they were busy working that day. Upping the shrine to 8 perks isn't even asking for a lot, especially compared to say, having a game store that had all perks up for grabs for a higher amount of Iri shards.
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Even if I'm losing pressure, or have a Surv that's acting toxic, I still choose not to camp. If they all decide to play the chase around the hooked person, then I don't have a choice, but that's a totally different subject compared to a Bubba protecting his first hook like it were treasure.
It's not a fun tactic to use, nor to be victim of, especially early on. It's a shame when the killer has a lot of mobility or the ability to seek out and catch other survivors too.
But we have Reassurance, that's the absolute counter to camping by itself...Anyway, all that we can hope for is that the other 3/4 survs just work on gens and the hooked person can waste the killer's time enough, but something concrete in the code to actually deter facecamping would be lovely. -
I did this in one go when playing Nemesis, and honestly didn't notice the drawbacks. I ended up with a 4k, just because the Survs made a crap ton of mistakes as the match went on.
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I really like the idea of Tripwire! Question though, would you allow it to have Synergy with Smash Hit? I could see that being a good and bad thing if you paired the two of them together.
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More Survivor Perks I thought of randomly that can be themed after a con-artist or criminal archetype.
Contraband
"Sometimes an imitation can really convince others it is the real deal."
You begin the Trial with 3 tokens. When you pick up an item from a chest, press the ability button to expend a token, rummaging for an exact duplicate inside the chest. The duplicate item will be of the same rarity, but will have 20%/35%/50% of its charges. You may only use this perk on items that were originally found inside of a chest.
"Take it or leave it, I've got plenty of other offers for this baby." -Trevor Braden
End of the Bargain
"Be wary of whom or what you choose to make a deal with."
The Entity has given you incentive to delay things for a little more playtime. Anytime you purposely fail a skill check while repairing a generator or healing, gain a token up to a max of 5. When you are hit by the Killer, expend all tokens in your possession to gain the following effects:
- At least 1 Token: Hide your Scratch Marks for 3/4/5 more seconds.
- At least 3 Tokens: Hide your Pools of Blood for 3/4/5 seconds.
- At least 5 Tokens: Gain the Endurance Status for 12/16/20 seconds.
This perk goes on cooldown for 80 seconds after being used.
"Maybe we can help each other out here. How's about you and I make a deal?" -Trevor Braden
Double-Cross
"Sometimes you just have to look out for Number One."
When you are being rescued from the hook, being healed, or healing another Survivor press the active ability button to transfer your status as the Obsession to the Survivor who helped you. If more than one Survivor is healing you, the Obsession is chosen at random. Your scratch marks and pools of blood are hidden for 16/20/24 seconds. The Aura of the Obsession will be revealed to the killer for the next 3 seconds. This perk deactivates when you are not the Obsession. Increases the odds of becoming the Killer's initial Obsession.
"No hard feelings, kid..." -Trevor Braden
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Survivor perks themed after an illusionist/stage performer.
Exit Stage Left
"Take another look inside, and they're gone! But to where..."
When you enter a locker empty-handed, use the active ability button to create a Sigil of Warping. When performing the action in another locker you link the two together. When a Survivor enters one of these lockers, they can choose to teleport and leave from the other locker instead. Warping will sound an audio cue when used. The Entity will block both lockers for 110/100/90 seconds when this function is used.
- Both lockers are highlighted in yellow for Survivors.
- You may only do this to a max of two lockers at a time.
- Survivors cannot warp if both highlighted lockers are occupied.
- Sigils on both lockers will break when Killer interacts with one of the lockers.
- The Killer will have an audio indicator for when they are near a locker effected by a Sigil of Warping.
"And when I open the box again... ta-da! I have made my assistant disappear!"
Doppelgänger
"It's all smoke and mirrors, but to an undiscerning eye they could be the real deal."
After cleansing a totem, gain a token. While working on a generator, opening a chest, or healing yourself use the active ability button to create an illusion of yourself, pretending to perform these actions in your place. The illusion holds for 12/16/20 seconds or until the killer interacts with it. If the killer destroys the illusion, their aura is revealed to you for 4 seconds.
"Impossible! How could he be in two places at once?! There is just no way!"
Lovely Assistant
"As the saying goes, two heads are better than one."
When performing a cooperative action (repairing generators or healing) with the Obsession, the both of you get an increased action speed of 4/5/6%. If you are the Obsession, this perk deactivates. Lovely Assistant does not stack with other instances of itself. Lowers the odds of becoming the Killer's obsession.
"To add legitimacy to the act, we call someone from the audience. That's where you come into play..."