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Impalpable

Impalpable

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Impalpable
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  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966712#Comment_2966712

    I didnt say we need 5 maps per chapter. I said they could create a new map from old realm, which will take much less time to do so. Instead of 1 new realm for every new map.

    Ormond Dead dawg, Hawkin, Midwich, Racoon, Eyrie, Garden of joy, all these realms have 1 map. Minus license maps, the other realms need more maps, which they can release later with later killers (as they mentioned they would do multiple maps for Garden of joy)

    I do agree that realms with less then 3 maps could be expanded, and while i think they are aware of this option we should expect for the new chapters more maps on the withered isle realm. I dont think if thats the plan, that they will go out of their way to create a map for an older realm unless they drop more then one map per chapter, which im against, rather then another map i would like to see these work hours going into reworking old maps currently.

  • Now what interests me is, since they counted Self-Care as one of the meta perks for survivors, if and how they will change it.

  • Disagree, we have enough maps so i dont think we are in that dire need for new content. I think we would all rather like to see more qualitive content first before expanding the roster even more. Theres no need to have 5 more maps at once, if one of them ends up to feels good to play for both sides, especially if we talk about ormond and eyrie. If they want to work with already existing content then they should redesign the many maps with issues and rearrange them to increase the player experience there before getting ambitioned in this direction.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966081#Comment_2966081

    I dont agree with Buffing PPheads Cages or Trenches. He is a tunneling machine and i dont think buffing the part of his power that makes tunneling super easy stronger

    Hmm im tempted to discuss and explain this topic but that would blow up this thread. So for the sake it lets keep the convo short and agree for the general need of an addon pass which shouldnt buff his tunnel potential noticeable.

  • Well if it motivates you in any way, the company is currently hiring some new game designers for dbd in the field of gameplay balance, i would say fresh wind in this direction isnt a bad sign as well.

    image.png


  • Pyramid: Needs an addon pass without to buff his tunnel potential noticeable.

  • I enjoy myself a challenging game and a hard earned win, without going always for the cheapest way out asap. My opponents seem to agree. Even though theres something nice about the silence after destroying a bully squad, nothing beats the few games on which all five players agree it was GG.

  • Its because of Solo Q. I suppose for these players its an insurance to have the possibilty to heal even with horrible teammates who actively refuse to heal them without the need to always buy and equip medkits.

  • I remember that moment, they mentioned it regarding the to long matchmaking times. I think its just a generic sentence that cant really be deeply analyzed. Theyre basically saying theyre still figuring out how matchmaking should work since people are not happy with the results of skill-based match making. I didnt get the impression that they have any specific change ready that would be announced any time soon.

  • Nah if you want to do anything in this direction right now, give people playing solo q more bloodpoints until they ever buff them since its a way bigger challenge but beyond that they shouldnt affect the game right now.

  • When i came back 2 months ago, i thought i wouldve seen any killer which is new for me by now but i dont think i have ever seen a ghostface.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2965144#Comment_2965144

    And we've found the person who's never played PH but wants to pop in anyway.

    Torment Trails only function if survivors move quickly across them. Crawling does not apply Torment, neither does crouch-walking.

    I suppose he means the DS moment, that you can draw a torment trail prior picking up and if they have it, they drop down on it from your shoulder.

  • Most killer streamers i know dont really stick to one particular. I think your better off watching some gameplay on youtube.


  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964630#Comment_2964630

    For instance, when I'm in a group I run Distortion. This allows me to immediately inform my team "Ruin" or "Lethal Pursuit defend yourselves" or what killer it is should I see them first. Later in the match I will call out BBQ or Nurses or seeing Wraith/Blight.

    Aside from Distortion, there's immediately telling my mates "Hex is over here..." or "they have Iron Grasp or Agitation or Starstruck don't bother bodyblocking, or "basement is here..." or "they have Franklin's hide your stuff" or "we need to do a gen on the other side to prevent a 3-gen" or "I'm ready for pickup" or my favorite "they have Knockout I'm over here."

    And there are many more examples I could cite, but the most important part is IMMEDIATELY. In a game where time is crucial for all Killers, I can use comms to save so much time and confusion, and quickly dismantle a Killer's build also, so usually we know their four perks by endgame and can know if NOED or Blood Warren or No Way Out are even possible.

    Now keep in mind I am just a barely competent surv, basically a scout and genjockey who sucks at looping. Imagine four very good survs sharing and coordinating and even sectioning off the map together. Solos are miles and miles behind my dear friend.

    Im fine with solo being a bit harder, its a challenge to coordinate a team of total strangers with less information. I dont think we need to make Solo Q the exact same experience as SWF, but we should buff the moments when soloQ feel like they have to less information and therefore have to make good guesses whats the correct play in a situation since thats the biggest issue in my opinion - you dont know what your mates are doing and where they are.

    I also think in SWF there is often not really a big variety of what infos are getting shared and swf rather profits from how consistenly and immediatly these infos are getting shared. So the idea would be to give away all infos which are not gamebreaking to solo q as well via the HUD and to give some positional knowledge via aura reading or ping maker.

    And of course voice chat is gamebreaking it breaks half of the perk roster like Knock Out, Empathy, Bond etc. thats also why right now is a good point to buff solo as they reworking perks anyway. 3 Gen Scenarios i count under game experience, if theres only one person in the solo survivor team who understands how to avoid it then they should loose.

    Could be Included in the HUD:

    • - The Perk build of all of your teammates and their perks current activation status.
    • - The Entity Claws on all Survivor Pictures to give away whos in chase. The obsession claws have a different color.
    • - An Icon Symbol to reveal if and on what task the survivor is currently working. (Gens, Totems, Killer Objects)
    • - An Icon Symbol that reveals if and what Item the survivor currently holds.

    Could be Included as Communication Rose / Ping Makers: (Non Spammable, Few Basic Sentences, Bindable to Short Keys)

    • - "Coming to Support" + "I need support"
    • - "Working on objective" + "Do your objective"
    • - "Looking for Killer Object" + "Killer Object is here"
    • - "The Killer is here" + "Watch out"
    • - "Where are you" + "Im here"
    • - "Im getting chased" + "Not getting chased anymore"

    Could be Included as new Feature:

    • - Marking Important objects such as Totems and Traps as Survivor and revealing its aura and location for all other teammates.
    • - When a Survivor is hooked, all survivor see each others aura.
    • - Revealing your own position to your teammates for certain time.

    Its quite alot what a simple voice chat can do isnt it.

  • @JPLongstreet the kind of stuff ive mentioned above, lemme know what you think what more infos are required.

  • Please make sure to have a look on the current forum topics before opening a discussion, there are currently multiple threads regarding this topic but feel free to check them out, thank you.

    BHVR, Please Add Voice Chat — Dead By Daylight

    Still no voice chat in the game? — Dead By Daylight

  • Noed is perfectly balanced, even though its a bit dense and annoying to face. However i wouldnt mind getting a new effect for it since im not interested in using it at all but if the the killer community likes it i also dont care if it stays aslong as i have enough other options.

    Regarding endgame i think it should be alot more lethal for survivors so survivors would get pressured to get actually out and not start a farming bolognese each time. Noed alone is to weak therefore.

  • They announced they are working towards a more safe enviroment in the anniversary stream. This would work hugely against this goal since the community in this game is on the peak of how toxic a game can get. A text chat can atleast be filtered so its borderline acceptable. If you are playing with your friend use a third party voice chat.

  • For me solo doesnt even have to end up on the same strength level but it should get closer. I think voice chat would ruin the last bit of atmosphere we have in this game - which could turn a good portion of player away and in this vein is also unhealthy for the longevity.

    For communication i would like to see a mix of aura reading and a creative non spammable way to communicate very basic information that doesnt do huge harm to the killer.

    - Totems and other important objects like traps could be markable for others and unlock aura reading on them for other teammates, together with a "shout" option to inform others that new information is available.

    - When hooked, survivors should see each other.

    - For chase we could expand the entity claws on the character picture for the obsession on all four survivors while still making the obsession identifyable.

    - When someones working on a gen or interacting with an important object like jigsaw boxes, the object could be shown next to the character picture.

    - When someone wears an item, the item could be shown next to the character picture.

    - When someone is going for a specific action you should be able to announce this action and show it next to the character profile like going for an unhook or looking for the box vs pinhead or looking for devour hope.

    - Injured survivors should be able to request heals and healthy survivors should be able to offer heals and if accepted could unlock smth like aura reading to find each other.

    Stuff like this could help in the right way.

  • i dont care about the skins only about their actions

    as a rule of thumb: good teamplayers, players who just played the match casually, cute baby survivors who got thrown randomly into the match are allowed to escape sometimes. Tryharders are depending on mood if i think they are mentally able to take the L i will kill them.

  • I only really dodge as survivor when i see 3 people with the same character and cosmetic since theyre most likely either a 3 man swf who will leave you dying on hook or people who will troll ingame.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963920#Comment_2963920

    The devs kind of hinted that they’re looking somewhat broadly as why gen slowdown is so popular compared to other perks and are tweaking the base game to shake things up. So I wouldn’t be that surprised if they make a weakened form of Corrupt Intervention where gens are blocked for the first 30 seconds just be part of the game or make gen progression be a sliding scale where the first gens take longer to complete than the later gens, etc. Basically something to slow down that initial progress somewhat but still have the overall balance of the game when killers decide to also run slow down on top of that not change from the current state. (I.e. extra slow down for loadouts that have none but that doesn’t directly buff perks which inflict slowdown themselves.)

    Ill take anything in this direction, it can only go uphill from here.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963727#Comment_2963727

    The one issue I have with Corrupt Intervention is the best strategy against it is probably to hide it out. If all the survivors just go and hide in random spots and the killer doesn’t happen to have a good way to find them it can lead to the first 90 seconds of the match being nothing happening at all and then the match begins from square one at that point.

    The good news for killers who use Corrupt Intervention is most survivors don’t do that. Either they’re solo and not on comms so they’re not aware gens farther away from them are blocked, or they just instinctively start doing gens when they see them without considering whether Corrupt is in place, or they don’t hide or are just bad at hiding. And it only takes one of the four survivors not hiding for the killer to find them somewhat quickly, down them and thus put pressure on the rest to not wait the perk out because they’ll need to rescue the dying player.

    So even though I don’t use Corrupt because of that potential slow start which I find a bit tedious, I totally understand why it’s is one of the most popular killer perks currently.

    Therefore i gonna hope if corrupt becomes basekit. That instead 3 gens next to each other on the killer spawn side are blocked until the first gen is done. Would avoid a boring stall out and could make the game tactical more interesting with giving survs the challenge to avoid this 3 gen midgame.

  • They are currently trying to trimm the fat of uneccessary extended matched with the finisher mori, this wont be a thing.

  • For me solo doesnt even have to end up on the same strength level but it should get closer. I think voice chat would ruin the last bit of atmosphere we have in this game - which could turn a good portion of player away and in this vein is also unhealthy for the longevity.

    For communication i would like to see a mix of aura reading and a creative non spammable way to communicate very basic information that doesnt do huge harm to the killer.

    - Totems and other important objects like traps could be markable for others and unlock aura reading on them for other teammates, together with a "shout" option to inform others that new information is available.

    - When hooked, survivors should see each other.

    - For chase we could expand the entity claws on the character picture for the obsession on all four survivors while still making the obsession identifyable.

    - When someones working on a gen or interacting with an important object like jigsaw boxes, the object could be shown next to the character picture.

    - When someone wears an item, the item could be shown next to the character picture.

    - When someone is going for a specific action you should be able to announce this action and show it next to the character profile like going for an unhook or looking for the box vs pinhead or looking for devour hope.

    - Injured survivors should be able to request heals and healthy survivors should be able to offer heals and if accepted could unlock smth like aura reading to find each other.

    Stuff like this could help in the right way.

    @StarLost What do you think about this direction.

  • I usually dont get scared in dbd and the mood the gameplay creates is pretty far away from horror but this one time on red forest i got jumpscared after a survivor was appearing behind a tree with a bugged t-pose character model, the brightness settings were so dark that i only saw this dark creature with their arms raised, for a second i forgot that i was the killer and was about to run away lol.

    1. Could be tested but the doubts ppl share are reasonable, theres a good chance people will abuse it negatively
    2. Good Idea
    3. Kindered should be basekit but it shouldnt reveal the killer aura and were good.
    4. Voice Chat is a horrible idea, not only is the community mentally not able to use it correctly but it destroys the atmosphere as well
    5. If they want to give ppl different options for loudouts, i think self care should be base kit otherwise solo q player will keep using it forever. For them its an insurance to have the possibilty to heal even with horrible teammates who actively refuse to heal them without the need to always buy and equip medkits. Beside that the effect of self care is weak and often even bad for the team depending on the situation so it shouldnt even matter and people will still run med kits on top of it.


  • So, may i ask how do you like the new chapter yourself @Watery and hows the common mood over there in the discord.

  • @Chewy102 said:

    Dredge in S tier?

    Granted I wasn't able to play him that much but I just didn't get that good of an impression from Dredge.

    Good/great map pressure from locker teleports. But his chase ability felt lacking.

    Leaving behind your remnant can be used as an anti loop, but using it makes you very slow and is very visible to the point where a Survivor can just run to the next loop or make use a nearby window. Teleporting to a locker mid chase tends to not work either. During Nightfall locker teleports are certainly fast enough. But without Nightfall they are just too slow and locker placements tend to not support this in the first place around most loops.

    Dredge feels like another M1 Killer for the most part. And those tend to fall in B tier.

    Same Impression, his map mobility is really good he will save some time with it but it wont win games in high mmr. Currently his chase power strikes me as mediocre. If he gets lucky he gets a nice locker teleport every now and then but hes to slow while channeling his remnant to make it really countable in a lot of chases, hold w is superior.

    First impression strikes me as max low A tier but he might rather fall into B. There are also no SS Tier Killers.

  • The Devs have stated multiple times that the cages wont be changed, and the only time i see them picking up pyramid in the next 2 years is to change his addons, not his basekit.

  • I dont see them changing any perks now before the big perk update for such a minor complain. Also you should post actual suggestions in the right forum sections therefore.

  • NEW CHAPTER; SURFACE LEVEL

    • How do you feel about the chapter’s concept?
    • I like it, it fits and progresses the lore. In relation to how DBD collabs with Animes and pleases the weirdos of the community with the dating sim im happy that the core game stay so far in an acceptable direction.
    • How do you feel about The Killer?
    • Hes cool, i might even play him. I think the idea of the killer power to teleport around lockers was around in the dbd community for a very long time, i remember reading about it in 2016/17. So im happy to hear weve got this implemented during the lifetime of dbd. The Nightfall was something i always liked as an idea for DBD currently the effect is quite dissappointing so im looking forward to see how it looks like when they fix the issues regarding it.
    • How do you feel about The Survivor?
    • Like it, not a character for the thirsty side of the community which is already a big plus. She seems to have also some character, an interesting ability and lore to read into. She reminds me a bit of Bill in how she reacts to opponents, so its cool to have an female counterpart for this kind of more tough behavior.
    • How do you feel about the map?
    • I like the lore and the possibilities regarding the realm sounds like were getting mulitple maps in the realm which im exited for. I also like how disjointed and weird it is desing wise. Balance wise they seem to have done fine, i didnt play it but from watching some gameplay it seems to have the right size and the house doesnt seems op. I couldnt be happier.


    NEW CHAPTER; LIGHT DISCUSSION QUESTIONS

    • How does The Drudge fare in comparison to other Killers? What makes him standout?
    • The Map Mobility he has is really good in comparison to most other killers, yet hes an M1 killer with a mediocre anti loop and people will struggle against really good survivors. Chase wise he seems to weak to withstand in high mmr and this will be one bigger reason why he will loose games. What stands out to me is how fun he seems to play and to play against yet most people i saw having a blast.
    • How do you feel about playing against the Dredge?
    • My Impression is that he can be quite suprising with his locker ability, but its not really a new concept how to loop him. Nightfall would disappoint me as Survivor - i wanted the challenge to remember the map against the darkness and wanted to feel the scary atmosphere during nightfall this isnt the case right now.
    • How do Haddie’s perks line up? What do you think of her overall— gameplay design? (Granted, survivors are skins of each other; this is purely from a perk stance.)
    • I know the game has to progress to feel fresh but status effect on killers are so weird. As killer you feel already so limited in your tactical gameplay options and now they want to limit the killer abilities even more. Im not a big fan how bhvr made bullying the biggest secondary survivor objective i think they should have gone for something demanding and creative to expand the gameplay. Beside the gen time its probably one of the core issues why we have so less Killers now because people dont want to get embarrassed and feel weak when they are supposed to play a powerrole. Listening to how the "recreational fear lab" thinks about this game is really questionable and for me just proved again how out of touch they are with the mood and gameplay they create ingame.

    NEW CHAPTER, AND DESIGN: THE JUICY ONES.

    • What were your expectations?
    • I was aware of the leaks and had a feeling they were true. Prior that leak i thought this chapter will be disappointing but its nice. Im quite hard to impress so i usually prepare for the other side.
    • What tools is The Dredge lacking to be successful? If not, what makes it successful?
    • Two Points i recognized so far, he needs less of a decreased movement speed while channeling his power maybe 100% instead of 92% to not loose distance could be enough but it has to be tested. Second is obviously the nightfall which should have a tinier vision radius for survs between 8-12m.
    • What do you define as healthy gameplay? Do Haddie or The Dredge’s kits violate this in anyway? Why?
    • As healthy gameplay i understand skillful and tactical gameplay which are counterable to an extend by their likes and not frequently by skillless advantages, as well as troll, meme and fun moments for stress reduction reasons.
    • The Basekits? No i dont see that. Beside if you include the perks then what ive wrote above about haddie.
    • Do you think the design of Dredge is a step in the right direction?
    • I love the design, we need more monsters in DBD. I would also love to see more maps which remind of mosters instead of more houses. The Art Design team is usually doing quite well in this game i also love how rpd or eyrie of crows looks like but its a nightmare to play as a low mobility killer, the team responsible for balancing usually ruins the effort of them and they get hatted on by the community which is a shame.
    • How do you feel this chapter compares to other recent releases?
    • I would be ashamed working for BHVR to release a license chapter as weak as Sadakos. This one instead seems to be mostly well shaped i like it.
    • What do you think Haddie’s kit reveals. about the survivor design philosophy?
    • What i wrote above about haddie.
    • Do you think there’s a problem with the design philosophy on either sides of the moment? Why?

    I think we have to wait how the perk and gameplay changes turn out to answer that. Thats why i cant really judge the current perks either. If there wouldve be no announcement for a change i would have deleted the game the moment i saw the gen speed reduction perk and wouldnt have come back for months or years. This way i play a bit less right now to not burn out with the current state of the game but keep an eye on it and see what they will implement.

  • I like most of these suggestions. Here some thoughts from my side

    Killer Basekit:

    Regarding Gen Speed I wondered if it would make sense to adjust it, based on a formula of how many gens and how many survivors are alive in the trial. This could also help to make a game when someone dcs or kills themselves on hook playable for the rest of the survivors if balanced right. In this way 4 survs 5 gens would be the highest gen time and 2 surv 5 gens the lowest without to make it broken of course. This might also help to keep the exitement during a match without to reach an moment of "My side has lost already". Just an Idea.

    Kicking Gens should be noticeable +1.

    Killer Powers not useable next to an occupied hook for killers which are not designed to camp like hag and trapper +1. Farewell Pyramid double hits.

    Corrupt is a cool effect for the beginning of a match to get the game going. I dont think it should block the gens on the other side of the map so survs have to look half a minute for another one. Thats a bit of an annoying downside playing surv and i think if they adjust the gen speed this hopefully wont be necessary anymore. The effect in my opinion could pick 1 gen randomly or even on the killer side and block it and the 2 closest gens next to this one. So that it would be a challenge for survivors to avoid the 3 gen and a tactical goal for the killer to defend it. I also think the gens should be blocked until the first gen is completet to avoid a boring stall out in the beginning. Thats the basekit corrupt that i would find interesting for both surv and killer.

    Beside that they should reduce the stackable bonus repair speed on one gen it should never half the time of a gen if not the whole team is involved, maybe to +10% per additional person.

    Boons should be destroyable by killers basekit, so that they are able to design stronger boon totems.

    Survivor:

    I think self care should be base kit otherwise solo q player will keep using it forever. For them its an insurance to have the possibilty to heal even with horrible teammates who actively refuse to heal them without the need to always buy and equip medkits. Beside that the effect of self care is weak and often even bad for the team depending on the situation so it shouldnt even matter.

    I would also like to see DS and BT Basekit. DS needs more conditions when to deactivate like after hooking a different survivor its currently missing some natural logical onces and BT should not be usable for shielding teammates. Both of these additions have to be adjusted for killers which are designed to camp alot like hag and trapper.

    For slugging the game could detect if all your teammates are hooked or in dying state and if noone has a activatable second chance perk - to self-adjust and let them bleed out alot faster. Bleed out time could be reduced down to like 15-30s till death for that moment but with the killer recieving the same bloodpoints as for a hook in this phase. (not sure if thats currently the case)

    Im for the Kindered effect being basekit for seeing the aura of your teammates during a hookstage so solo q can organise a rescue but the aura of the killer should not be shown. You often get knowledge where the killer is headed after a hook this personally would ruin the atmopshere for me quite a bit.

    Keeping the killer busy should be rewarded, like when you get camped with bloodpoints +1.

    SWF automatically get paired with higher mmr oponents +1 (Should keep the smurf bully squads away from our cute beginners)

    Neutral:

    Collision should end after a few seconds, it shouldnt be abusable in anyway to change the current gameplay so better to make it like 3-5s.

    The biggest Maps should be reduced down in size and they should set themselves a limit how big a map can be to be decently playable and design around that. Plus notice that it matters alot if a map has multiple floors.

  • As a pyramid main you can understand my expectations to get a mask werent that high in first place lol ^^

  • Someone got a link of the tutorial for that poor man?

  • When im in bad mood i dodge 3+ toolboxes otherwise no.

  • Beside the core balancing issues with DBD i have one more problem with the matchmaking which is you cant choose to sweat or play casual/fun. You literally have to give up your progress and derank to reach people with a different mindset or your bound to sweat for the rest of your days which is exhausting and makes me playing the game less then i wanted on a day.

  • I stick to play only a few characters and main them, if there are cosmetics that i like for them i also usually buy them. I guess there are multiple reason: i like to see the cool outfit more often such as in lobby or ingame animations and i like to give survivors a certain impression when they see me and per cosmetic you can decide the direction of this.

  • Im most exited about the possible changes to base game mechanics which could evolve around the meta perk rework. (Gen Speed, Tunneling, Camping the core issues for player dissatisfaction). That was like the top point of my list what i wanted for the game and i was suprised that this topic showed up.

    Second are the the general perk reworks, having like 30 "new perks" at once of course stole the show and the Map Rework of RPD which was also important to not cause a second haddonfield situation.

    The stream allover was great to watch and it was a good first anniversary event to partake for me with the focus on the community and the health state of the game rather than just the dlc which is great and additonal to that i really like the killer as well (even though he needs some power adjustments)

  • I do appreciate the effort for changes in gameplay alot but this specific one i think goes currently in the wrong direction. Why not just let the last survivor bleed out after 15-30s on the ground and make the mori optional so you can carry them to the hatch after having this pressure-detached moment of the last chase. The game is over anyway it doesnt add anything to the atmosphere how the last seconds turns out but it adds to the toxicity level. I agree this is a positive aspect of DBD culture that i appreciated since ive started. Honestly if nice moments like the hatch-carry wouldnt exist in this game i probably wouldve never found enough motivation to come back after my break because the toxicity level in this game is so overwhelming negative.

  • image.png

    From the top of my head these are the experiences with the current addons ive made.

  • Sure Lets see:

    Dead Butterfly: I see you kept an addon for recharge time, i think the basic recharge time is completly fine and doesnt need to be addressed at all in his addons. I think all of the current onces are unnoticeable and have to be removed.

    Lead Ring, Copper Ring, Mannequin Foot: Increasement of the Lifetime of the trails, barely noticeable and very unlikely to get value from them from my experience plus the trails often get avoided by crouching aslong as the survivors dont get pressured into them. I think if we have one decent addon regarding this topic its enough. It would become more interesting if we would have another addon that buffs the trails.

    Black Strap: Blindness is probably the most useless status effect in this game, so i think to make such an effect interesting it has to be paired with something else. To weak in any form to stand alone.

    Wax Doll, Forgotten Video Tape, Crimson Ceremony Book: Power Duration Increasement are decent, but again i dont think we need 3 of them since its pretty situational. For me its quite rare that i ran out of power and if then only about 1 sec. Allover i think if you ran out of power then you played the situation wrong and its good that you get a penality therefore with the closing animation. One would be fine but definetly not needed.

    Spearhead: Broken for an uncaged survivor. I think thats a bit to much. I think the idea behind that is to make caging more interesting which is definetly a big topic which needs to be addressed in an addon pass but its important to not buff his tunnel potential as it is already quite high. Good Idea needs a different execution.

    Leopard-Print Fabric: Killer Instinct Duration is noticeable but its nearly always useless, the only thing it might do is to motivate you to go for a risky blindshot. This Effect should be completly removed from the addons. Another idea regarding this topic would be to replace Killer Instinct with Aura Reading.

    Cinderella Music Box: Ive read this suggestion in multiple fan addon reworks but personally i think its not that helpful because of the speed boost survivor get after a hit, it motivates them to hold w and run away which means they are usually very easy to find and follow in that moment and you are usually not in range for a second shot within 5 seconds anyway.

    Valitel Sect Photograph, Tablet of the Oppressor, Misty Days, Remain of Judgement, Burning Man Painting: Range Addons are the only things which should stay, i think they should be atleast +1m and they shouldnt stack above +3m. 1m is from my experience noticeable and 2,5m is everything you need really i could accept 3m but its get hilarious at one point if we stack them endlessly. Also i dont think to reduce the power duration as a downside is a good idea, the 5s are basically a charge up which allows you to find the right angle and moment for your attack. With 2.5s you would have to shoot nearly instantly quite a heavy nerf and doesnt really brings up gameplay quality.

    Scarlett Egg: To make the Executioner stealthy actually requires quite some work. Undetectable with Channeling buffs the current effect of the goblet to smth which actually works during a normal game, yet its still quite of a gimmicky effect since hes so big and noisy that he cant approach unnoticed. Allover it would be a meme addon in this form and be to weak for a purple.

    Rust Colored Egg: Mangled and haemorrhage for the uncaged person, again the thought to buff his cages is good but you open up tunnel potential with leaving the rescued person for an increased time injured beside that these effects will be close to unnoticeable in the boon era, they will be healed before you get across the map and the slowdown is minor.

    Lost Memories Book: Tormented Survivor cannot see the aura of the Cage. I had a somewhat similar idea but we have two problems here. Tormenting Multiple People is quite hard vs good players and Random SoloQ Teammates. If some players are not able to see the aura of an cage at all they might just wont rescue. I think to slow down the rescue phase is an creative and good idea but it would require a different execution.

    Obsidian Goblet: Aura Revealing while Channeling - Perfect effect for him and this addon tier. The Power duration as downside here again would end up in a quick shot and potential more careless spamming of his attack i dont think it adds up to an qualitive gameplay and i would rather want to see a different downside.

    Seal of Metatron: Most suggestion regarding this addon are in the direction to give him a chance to create momentum. This effect would work, it opens up snowballpotential. Personally i think there are maybe more exciting variants but i could live with it.

  • Well i can agree for me the most fun comes out of the early and mid game phase, when i am able to go for chases and spread hooks. I hate to get limited in my actions, like standing next to a hook or tunnel someone is sometimes required as the game progresses but it lets my brain rot and let me fall half asleep since its so undemanding and boring. I hate to get free injures. The survivor hate the camp/tunnel, i hate it but theres one thing i hate more which is seeing survivors getting boosted when they think they win and did an superior job while i let some things slide. I dont camp or tunnel straight away from the beginning but when we reach the mid game the fun is over - for both sides and we rumble down generic script x till the endgame. I win most of my games and get positive feedback. So this is the middle way that i choose but its a bit of a self set challenge and i wish those cheap plays wouldnt be as necessary and they would find more demanding gameplay elements instead but this company isnt known for their creativity in regards to gameplay balance.

  • @[Deleted User] said:

    The mori and key rework being implemented.

    https://youtu.be/3-ip1w-FrSY?t=5825

    (timestamped)

    Based on what he says here, the system sounds extremely interesting, and being able to see more moris sounds fun.

    Sounds like the killers will maybe optain the ability to mori survivors at a certain point in the game, maybe endgame and survivors are able to neglect that by doing a certain optional objective, maybe like cleansing something. Optional objective already makes it way less exciting for me.

    Im not entirely against it, gameplay changes are definetly needed, but it doesnt fix the issues with the main objective of the survivors in my opinion. They still dont want to touch it.

    I would like to see them taking the time to increase the health state of the game and i would even pay money to support this project but i don't see it happening.

    Im looking forward to hear what they will announce as their goals for the future on the 17th, till then i dont really want to think about this topic.

  • Well its because this game isnt balanced, the many RNG factors and broken advantages you can bring lower the necessary individual player skill and it feels more frustrating if you loose vs these advantages because you cant influence them at all. The other side are cheap tactics, like the bubba who opens his potato chips bag and watches netflix on his second screen while facecamping the hook and at the end secures his 2k vs idk the wraith who sweats his ass off and barely get the 2k at the end.

    Effort and skill is often outclassed by advantages and cheap tactics and in result feel like asspull.

  • Love the concept, it would be amazing to get elder versions of the original four release characters and witness some of their growth in the fog this way. Best of Luck.

  • Some years ago i played nearly exclusively survivor also because there was no killer in which i was interested enough to main. Meanwhile this changed and killer while stressful is less headache inducing then solo q. Would say around 70/30 balance for me this year.

  • Every Map has the same old gens and the same old pallets no matter who the killer is, the game is balanced around these one dimensional objectives how do you expect any gameplay variety aspire from that.

  • @Hoodied Hey i saw you made quite some threads about this topic, i wanted to request your opinion and see if theres anything else you would like to see in an addon pass :)

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947982#Comment_2947982

    Doing an add-on pass to Pyramid head would be actually quite easy, he's probably the killer with the worst and redundant add-ons in the game after Hag and Doctor/Wraith/Freddy/Myers. All very rares and ultra rares are almost completely useless, in a normal game you won't ever use iridescent seal of metatron for what you're supposed to use it. You need to use torment to tunnel someone with hook/hit borrowed time/cage/go across the map/ kill, that's the main strat pretty much, so unless a power change that puts him in a healthier position you cannot change add-ons effectively.

    I agree there are definetly weaknesses which makes this tactic the most effective for him by default right now. To rework his base kit could be quite complicated to balance and it would take some guts to do it without to hurt the player satisfaction again like the initial release and therefore i believe much more in the likelihood of an addon pass to happen if they ever pick him up again, i mean with addons you could still try to adress and boost his weaknesses to give him potentially more gameplay options.

    - Low Mobility / No Map Pressure

    - Low tormenting rate vs good survivors

    - to loud for stealth attacks

    - Low effectiveness of trails of torment

    - His control feels clunky

    - Punishement of the Damned could be more lethal for higher mmr

    - Caging Survivors is often just the loss of pressure and therefore uninteresting

    Personally i think the way to go is to make his cages more interesting atleast equal pressure/value wise than what you wouldve get from a hook, with f.e. making the survivor team less efficient through certain status effects for a while after an uncage but therefore also tormenting people has to be made more consistent to enable these cages. Another thing i would like to see addressed is to boost new chases and make them more fun and rewarding in relation to go straight back to the cage. F.e. aura reading potential and slightly boosts to his power to eventually pick up and end chases quicker if your good with him could be working therefore. People who want to play the most efficient way will still tunnel because that beyond this specific killer a balancing problem of the game but maybe for the casuals its possible to build another gameplay option for some time in the early and middle game.

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