Impalpable
Impalpable
About
- Username
- Impalpable
- Joined
- Visits
- 646
- Last Active
Comments
-
@Leonardo1ita I would also like to gather some more opinion of people who play him alot. What would interest you in the possibility of an addon pass?
-
@MrDardon Hey i saw you made a thread about this topic in the past, what would you like to see these days?
-
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2946759#Comment_2946759
It does look like you need some copy editing on the submissions, but the essence of what you're suggesting is plain enough. So:
Brown Addons: All of these seem fine. Nothing is especially overpowered and they all have at least SOME degree of usefulness.
Yellow Addons: Spearhead is too close to Nemesis' whole deal. It would be better to let Nemesis keep his exclusive effects and do something else for PH. Forgotten Video Tape is a bit of a mess. Having an addon that unlocks an alternate attack type shouldn't have an additional requirement (empty meter), it should be a replacement to change up how you play (like Freddy's dream pallets or Doctor's line instead of cone). The others seem fine, as addons that change up his copious attack tells.
Green Addons: These are all appreciably more powerful than anything in PH's current kit, which - while good - would definitely never make it past review, since PH is the most over-hyped killer in the game. That being said, Misty Days should probably not reveal the aura of the person who just got unhooked, since people whine about how "amazing" PH is at tunneling just because survivors don't get to abuse two of their perks.
Purple Addons: Lost Memories Book has too many things going on. I'd simply and focus it down to Hiding downed survivors and inflicting Blindness. The others would all be great for addons of this rarity level.
Iridescent Addons: Obsidian Goblet would be great as an aura-reading effect, but adding Undetectable is basically useless for somebody as big and noisy as PH. Iridescent Seal is basically BBQ & Chili, which is appropriate, given that he can't use the non-BP part of that perk very well. Adding auto-down to his shockwave after caging a survivor would be very strong which would never make it through (again, over-hyped reputation). I'd rather see something like massively reducing the cooldown of his missed Shockwaves for 60s after sending a survivor to a Cage, or removing the speed penalty on drawing torment trails after sending a survivor to a Cage, or something along those lines.
Overall, some great concepts.
Yes as these are only concepts yet, i mostly bothered about getting the message across and discuss them on a fundamental level ^^.
I can see the Nemesis arguement, its not one of my favorite ideas here since i have some gameplay concerns with this attack. Which makes his M2 more as a sidejob pallet janitor and rather turn him into an m1 killer. For the strength of yellow level addons im sure there are still many ideas out there which could be added instead.
I see the arguement about Misty Days, thats why i didnt want to go over the strength level of the oblivious status effect here (some suggested exposed around the same idea which wouldve been exactly what you described). On the other hand i mean for an swf i guess it would still be easy to warn each other which for me was the reason i wanted to make both oblivious. Maybe the way to go is to make both oblivous and give the aura reading only for the rescuer for this specific idea (even though they might often just heal right there both).
Im not sure if i can get the arguement why Pyramid Heads addon should be limited to how hyped he is. I suppose with overhyped you mean people will focus more easily on him if he has balancing issues? Which is why i wanted to discuss balancing issues with his gained powers here for such concepts. So your saying these green addon ideas are to strong, in which way? My concern from a player perspective is that if they might make a rework, they probably make half of his addons unnoticeable, niche or outclased by others addons with bigger factors. I tried to go for a varied set on which you have different options to throw them together to modify your gameplay which should probably be the point of addons. Hmm. I gonna look on how they designed the addons for newer killers.
The concept idea of the Lost Memories Book was to send people on a more lost search for the cages and make the survivor team gameplay wise waste more time in the rescue phase as a positive effect for you to buy time for chases, without to make it unbeatable for solo q. The reason why the aura of downed survivor was hidden is because when people pay attention after they see what addon you have they can guess with an 70% accuracy where the cages will spawn relative to the send of position and the addon becomes useless this way. This would only work against players who dont know pyramid head well enough, but yes the many conditions this concept needs makes it blown up currently and ill look into it to trim it and if not possible i will have to cut it entirely.
For Obsidian Goblet i would agree to the Undetetable part, its not neccessary and more gimmicky but i thought it pairs well enough with the new concept of the yellow addon music box and would make it sometimes possible to sneak up on survivors this way unless its a very open map. But if i could keep only one effect then of course the aura reading.
For the Seal most people agree it should be an addon that creates pressure for him to create a momentum more easily. Even the buffed version of the aura reading doesnt do enough therefore but its a good and fitting effect that is worth to keep. Most suggestions pair it with the exposed status effect but it would make him with this addon into an M1 Killer which is kind of boring. We seem both to agree that it could be fitting if it buffs the punishment and make it more lethal for a while. With reducing the cooldown after a missed attack it might just end in a spamfest of his power in this time which people already complained about in the past. Mabye it would already be better to just reduce the time this effect appeals instead from 60s to like 15-30s to create a snowballpotential after sending someone off and having someone else nearby which would make it more easily avoid/counter able for survivors.
-
@Adjatha I appreciate the creative effort you shared on many similar threads about this topic. Do you have any ideas for this one?
-
@Tr1nity I saw that you were fairly interested in this topic in the past and wanted to request your opinion about these ideas.
-
"Only concern is that it'd never happen, because there's nothing that can really be scaled up (like range going from brown to green with +0.5, +1, +1.5 respectively)"
Are most killer addons build up with these boring staircase increasements, i hoped they were only this lazy with pyramid? I personally would much prefer an actual interesting "Pairing Kit" then making half of the addons uninteresting since there are stronger versions of them but i mean its also about the creation effort of course ( and lowkey about how many bugs they may cause). I guess i will have look at the addon sets of other killers.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2945042#Comment_2945042
BAHZHS A omg I've been noticed 😭😭
Yes I absolutely will !! Should warn though I'm writing on my phone on a bus so sorry for mistakes in grammar and the like ✨
-
Okay so first up, yeah I think you put this in the wrong place. I'd have made the post in feedback (https://forum.deadbydaylight.com/en/categories/suggestions) - if you flag your post you can request a mod move it for you.
-
Lead Ring, I absolutely love. Definitely not so I can just hit people with POTD through walls. Bit strong for a brown add-on though; I'd say it removes the killer instinct and has a time limit (ie. "A survivor affected by Rights of Judgement has their aura revealed for 2 seconds" or something like that)
Dead Butterfly I don't see myself running but it could be very helpful for newer players, as well as seeing just how helpful range addons are exactly.
Copper Ring could have some niche uses and would be cool to see but unless it basically guarantees a Torment proc I don't see it getting much use (and if it does proc Torment whenever someone is hit with POTD, I'd use it every game).
Black Strap seems cool but maybe not brown rarity.
-
Wax Doll I love the concept of - changing POTD to a charged attack rather than a zoning one- but wish it'd gone to a different addon and range addons remained.
Spearhead is a brilliant concept I've been advocating for just because of how cool it'd be, but also I hate breaking pallets as PH so I'm not sure how much I'd use it. Could be very useful on, like, The Game or with other God pallets though.
Leopard Print Fabric seems a tad bit busted I'm ngl. The cooldown would need to be substantially longer (unless you just made the cooldown 5 seconds then nvm I can't read lmao). But changing it to a lethal weapon that can be used out of animation lock without needing hundreds of thousands of hours of playing him would be nice.
Forgotton Video Tape is really creative!! Absolutely love the concept behind it, but I feel like it'd probably need a range reduction (from 8m) or be bumped up in rarity.
Cindarella Music Box is a great one. Gives Undetectable and Oblivious actual use on him now (which is nice since 2 of his perks use these) and could make Stealth Pyramid Head actually viable. Current Obsidian Goblet would go well with it too.
-
Valtiel Sect Photograph, oh my god. I love it. Love it love it adore it I want it in the game ASAP I would run the ######### out of this addon.
Tablet of the Oppressor is another one I adore, but I'd say to swap the rarity of this one with a lower rarity one (since for some reason the yellow ones were like purple level good lmfao), maybe change TOTO with like FVT.
Misty Days, Remains of Judgement I like individually but, especially given solo queue, I'd argue that the two effects should be on split addons (or the relocation effect removed in general).
Mannequin Foot, absolutely. I love it.
Burning Man Painting, omg range addons return !! And now it deals with Dead Hard too !! I am entirely for this I love it.
-
Scarlett Egg and Lead Ring should probably have their effects swapped tbh. Only complaint.
Rust Coloured Egg is... fine. Nothing I'd run tbh but it would have it's niche uses in some cage-heavy builds and playstyles.
Lost Memories Book I dislike because of solo queue tbh, but I have an overall hatred of Knock Out and Blindness in general so that's probably why lmao. The relocation effect doesn't help.
Crimson Ceremony Book I like. Not much to say except the fact I like it lol
-
Obsidian Goblet is fine. Aura reading is always nice and the increased availability of getting Undetectable works, especially with new Music Box.
Iri Seal has 2 very different effects that honestly could be separate addons. The aura reading is fine, gives more utility to caging, and then the insta-down. Not sure how I feel about them on the same addon.
-
Overall some very creative changes, even if I'd argue some rarities should be shifted or effects nerfed. Only concern is that it'd never happen, because there's nothing that can really be scaled up (like range going from brown to green with +0.5, +1, +1.5 respectively).
So thanks for the reply, adore the feedback. I will try to explain some of the creation ideas.
The brown addons i thought could generally be more of an introduction to pyramid.
Lead Ring: This addon therefore as an introduction for the aura reading addons which will become alot stronger in the later version. When i think on my games with Pyramid, i think i rather draw short trails around loops or they happen when i go already for an M2, which automatically limits the aura reading potential to only these few set meters. If they take the loop wider and only step for like 1s on the trails they also avoid this addon and there are certain situation this addon cant really help, like in short to middle range loops which you can actually see each other above or after a god pallet drop for example on shelter woods with the pallet in the middle and like a 3-5m wall to the left and right. So because of this more situational usage and because i had alot of ideas that i thought are stronger i made this one a brown but i will reconsider it.
Dead Butterfly is really what you just said a support for new players, i was actually suprised to read this suggestion in multiple threads for addon changes thats why i consider it, also because all my other ideas were to strong for browns but i might find something else.
Copper Ring: is another suggestion i picked up, people wanted this to be a much higher addon tier but i didnt read it like the punishment causes torment attack. The torment will appear afterwards the attack which means the survivor can dodge it. For me this was maximal a brown. The idea i picked up here is, that since it causes the torment on the ground, this could help to torment a large part of a loop at once while simultaneously going for an injure and could pair with other addons therefore. If i find another idea of this strength level i most likely replace it.
Black strap: I was running out of yellow addon slots and moved this down to brown (original this was the wax doll which i associated more with the trails). In my games i realized that i cant really rely on the keep up times of trails, the most effective usage seem to place them around hooks but its not too much rewarded to have them on more tactical positions on the map, everytime you come back theyre gone already. The old time increasements were decent but since we also have a decent limit of how many trails you can place overall, it should be possible to go without it if you like this sort playstyle. Unless you pair this with another addon which make you unable to crouch over them, this whole addon is also avoidable by doing so which is why thought this is borderline brown.
Wax Doll: Yeah i only made one good range addon, even though im not sure if thats enough, it could be kind of a grind to get it if its green. The idea here was to enable "flicks" more consistantly without to turn it into like a 360 noscope thing. Its a fun one that many would like to see i guess.
Spearhead: Im a bit concerend about this one because i try to avoid to turn him into an M1 Killer with sidejob as pallet janitor. If your lazy you can position yourself on the best way out of a loop, destroy the pallet from afar and go for a basic attack. Which might be boring, i would like to see him fighting with his M2 instead. On the other hand i think on high mmr good players probably still find ways out of those situation. Which is why i kept it for discussion.
Leopard Print Fabric: I got inspired by a scene of silent hill 2 for this one. In the scene pyramid appears quickly picks up a chase on which your goal is to reach a safe point but at the end finishes a lethal attack in which he kills a story character. So the idea was to increase the pressure when he picks up a chase and make his attack more instanly/suprising and therefore lethal. But having this both effects on a yellow addon is maybe to much, not sure how the movement reduction even does and if its really noticeable though so i might trim it for this.
Forgotten Video Tape: has currently the range of 2.5m non-stackable with range addons (but im not that familiar with distances in dbd so this might has to change). I got inspired by attacks from characters of different video games and i think pyramid is a character which this attack could fit for. Also some people suggested to deform the punishment through an addon which i found interesting most people cheered for width but thats to busted in my opinion. But gameplay wise i think a short range areal attack which affects a circle around you could help vs survivors who try to run into your camera and want to force you to cancel the rights and go for a basic attack. With an basic attack you hit these people anyway so its more of a posing action i guess and a cool idea i wanted to share which we will never see ingame ^^.
Cinderella Music Box: Its also one of my favorites, the strength is alright, it pairs well with perks and possible other addons of his. I would love to have something like this.
Valtiel Sect Photograph: One of the most requested things for an addon remake, so the only thing to consider is how to build a fitting downside. I hope if there ever will be an rework that they also consider to make his trails of torment stronger so with this condition it would feel like you give up some other options then therefore.
Tablet of the Oppressor: Its a strong nearly busted effect similar to the strength of tormenting people through the punishment of the damned attack you have a secure way to always keep the survivors tormented. If you torment hook areas and certain entrances in indoor map people will literally have no option to avoid it. I think to make this a green is already discussable this maybe has to be higher in my opinion but interesting that you think the opposite.
Mannequin Foot: Its also one of the most requested things for an addon rework, the percentage of the movement reduction has to be evaluated beside that its a perfectly fine addon idea yes.
Burning Man Painting: Range addons should definetly stay, but i dont think we need more then 2. In this example i have made only one strong one the downside is that it might be a bit of a grind to get it unless you like another addon just as much so you dont mind playing with a different setup therefore. If it really needs a second effect is discussable, it would be perfectly fine if it only stays 2.5m, i personally added it because i have picked up this idea in the forum and wanted it to appear somewhere in the addons. A can do but not Necessary additio to add a secondary.
Scarlett Egg: Hmm i consider this to be far more consistent then the version of Lead Ring, because you only need them to step for one moment on the trails to trigger it and you get the aura reading afterwards no matter what and it has no cooldown. This aura reading version of Lead Ring only works when they are on top of the trails of torment.
Rust colored egg: I wanted to make caging more interesting. The only way to do this without that the pyramid is coming straight across the map to it, is making the survivors less efficient for a while in my opinion so that you don't have to worry about loosing all of your pressure. You still get a positive effect even after the uncage and if you really need the pressure you can still hook people. Im not sure about the exact factor currently used therefore but i think concept wise this goes in the right direction. Im still open to hear different ideas to make caging more interesting without to buff tunneling.
Lost Memories Book: This is more of a Lore Addon that aims to recreate the lost feeling of silent hill. In Silent Hill James Sunderland partwise forgot his past and the people and pyramid punished him therefore. So i tried to be a bit creative and create such a scenario, to "forget" the people which were in need for help but "remember" them after a while with the possibility that you came to late and they dissapear infront of you. Gameplay wise this is a bit of tricky one to forsee the impact, it could help to slow down uncages, people might run in the wrong corner of the map or atleast not in a straight line to the cages if they know the spawnpositions, some maybe wait out the timer and start to go for the uncages later and every now and then they are probably to late and a cage will relocate which makes the team alot less efficient for a while. The goal for this addon is not to let them die in the cages but to make them waste time while you can go for further chases. I think its a cool conept but the amount of conditions are on the verge of breaking it.
Crimson Ceremony Book: Probably the least creative of the bunch. Crimson = People Injured. Ceremony = Status effect forced after player action. I fusioned this with the suggestions on the forum that people want to torment people for uncages, which i only agree with if its avoidable and the "broken status" was the most fitting effect to pair it with. But there might be an even cooler concept for this one out there.
Obsidian Goblet i think could inhabit his best aura reading for chases with the only condition that the survivor has to be tormented but otherwise you can go all out with you wallshots. The Undetecable effect i would have thrown away, i dont wanna see pyramid heads becoming facecamping bubbas with undetectable, if it wasnt for the music box and with the increased powerduration it might be possible to sneak up to these gens ^^.
Seal of Metatron: highest amount of suggestion on this forum involved aura reading on all survivors + exposed status effect therefore. But i would dislike to see a Pyramid going around the map and just M1 everyone, his special attack is to cool therefore, so i thought to apply exposed to the Punishment of the Damned instead. I think those two effects are fitting strengthwise but need to be balanced through its conditions. Survivors should have a chance to avoid the insta down and in my opinion the counter should be avoiding the punishment attack for long enough time, the best amount of time which feels good for both sides still has to be evaluated therefore. Also even if you dont get an insta down because the time runs out, you still get good value through the aura reading with knowing where everyone is.
-
@GoodBoyKaru since i think i posted this in kind of a dead zone in this forum, i will try to request the opinion of people instead. You seem to be experienced with the Killer, may i have yours?
-
You guys should be happy that theres even the pity hatch (50% win chance after loosing the match) for you after you and your team did a horrible job and wasted all of your advantages too fast. The exit gates shouldnt even be powered if you didnt do all the gens thats a 3rd chance to get out after you have missed 2 chances in a row now with the pity hatch gamble and you really gonna complain that this 3rd chance isnt in a balanced favor for you because the killer brought a perk that was inactive the whole match and which you can still play around. This sounds more like a mindset issue then a perk problem.
-
You shouldnt expect people to be submissive to random bloodpoint offering and completly change their playstyle therefore, people have their own goals, not everyone plays for the points, to troll or farm.
-
Don't know about others but for me it certainly is. Ive played this game in 2016 for some months, some weeks in 2019 and im back since 2 months this year. I really wondered how less has changed during all this time, the only thing which feels like a difference are boons. Everytime i come to the same result, the gameplay is like 2 mins of interesting gameplay and then transfers into cheap tactics and memes and theres close to no variety, beside this it only really has toxicity wars and all of this gets stale quite fast. I always liked this game, its graphic and atmosphere, the arena, the design of the characters and its potential but the gameplay was never good enough. Im on the verge of quitting again for a long while unless i hear that they adress the gameplay and its balance.
Ive played for 2 months and i feel like ive seen everything again, every other game that i like and that im good at i can play thousands of hours before i ever get burned out somewhen but this is really the only one i have no interest in playing after such a short time. I have it currently running in the background but i didnt play since a week and only striving a bit through the forums to see how the community percieves this game. I only really wait for the stream, maybe i squeeze out the experience of the new killer before i go if i find him interesting but im also looking for a different game to start or come back to.
-
I personally like the oblivious status for pyramid, its also fitting character/lore wise but it should be more of a fun one time appearance in his addons and shouldnt be one of his rarest addons. When i play survivor one of the coolest moment against a pyramid player is still when he silently walks up to a gen and goes for an m2 even if an successful hit happens like 5-10% of the time in those scenarios i love it.
I dont like that there are multiple entering and exiting addons i would rather see one good one and leave the rest for more variety. Theres so much potentials with his power that this just waste addon slots.
The Iri Addon still seems useless, yes his cages should be made more attractive for him gameplay wise, but 30s exposed on a person which is possible 20s away on a big map is not a big deal and not powerful enough for an Iri Addon. The Aura reading therefore is attractive to add to the cages since you dont have the possibility of BBQ and would make to cage people more interesting in certain scenarios.
Applying torment per successful M2 is a good effect and nice reward, but it should be reduced to one attack since out of my experience most pyramid chases are a mix of m1+m2 - the m2 is more situational the possible extra time you would need to line up two m2 attacks would make this less interesting. It could be a more of a rare addon then therefore. Not sure what to think about the complete removal of the trails from his power then therefore, its fitting but quite a reduction.
I like the aura reading effect, im all ears in addon form should be a thing since its the most fun part of his power to go for wallshots. Yet i dont think it will give the best results to line it up with the torment trails, because you would need extra time to torment a freshly entered loop and vs some god pallets its not even possible to go around. On smaller to some middle size loops you dont really need the aura reading. This is were im all ears is superior since the aura reading is triggered by interaction with windows and pallets which makes it playable on every loop and gives information in hold w scenarios.
The Gen Repair speed is a decent one, yet again injecting it through the trails usually effect the wrong people, the people that run around the map and randomly stepping into torment are probably people who go for unhooks or side objectives not the gen jockeys which means the timer wont be noticeable for this length of time for them since they are busy doing other stuff. Personally i think it makes more sense to apply such an effect to the cages, since theres a high possibility to send them to another survivor whos working on a gen who then wants to go for the unhook. To have such a side effect on the cages would make this options for pyramid players more interesting which should be a goal to aim for in his addon pass.
The option to break objects with his power, i find less apealing. This really changes the interaction of Pyramid within a chase which i think right now is completly fine. 1.) You want survivors to go for the animation but if they go and the power breaks the pallet instead of hitting them you limit yourself. Also simply kicking a pallet takes i think around 4s and the cooldown of the punishment of the damned attack is 2.25s add a bit of hesitation in decision making and you are about the same. 2) Also if you stand in a spot which is likely the only way out and you destroy a dropped pallet then you can simply go for an m1, personally i think this playstyle would be boring and his m2 is way cooler and should be his main weapon for injuring in chase.
Im not a big fan of the Mangled and Deep Would Status effects on him, i dont think it fits him character wise nor gameplay wise. There are three things i would consider interesting to add to a succesful punishment attack, 1) torment 2) dying state 3) the denying of the speed boost after a hit.
The obsidian goblet sounds pretty good, not sure if the speed reduction is neccessary because he already feels clunky enough and since you basically worked already for tormenting survivors it should be fine.
-
I play formost pyramid, so i have the luxury to cage people and dont need to hook them, which makes flashlights obsolete. The more toxic a survivor group the more efficient i play. If i meet an bully squad i usually tunnel the first two and slug the last 2 and let them bleed out while i farm every breakable object on the map or do smth else on my second screen. Usually im still very apathic, maybe in mind look at them with a bit of disgust and get bored from the generic childish behaviour which makes the match more cringeworthy than interesting for me but since i can deal with them I like that i am able to trap these people in the room for a while for their anti social behavior so other killers are prevented and they just cant skip to the next match. I dont go out of my way to equip smth else for the match.
Im more likely to dodge when i see 3+ Toolboxes and ingame names like "genrushbot", because im not always in the mood for tunneling, i play for chases but to lower the already broken objective time of the survs kinda limits my gameplay options very fast. Not a big fan of that.
I dont care about other items.
-
S: An Issue why i play less
- Give non territorial killers the time to go for more chases vs good players atleast in the early-midgame and make cheap tactics less of an forced requirement to win in these phases, it frustrates the survivor playerbase and bores the killer himself.
- Gameplay and objectivetime rework for the survivor objective. Gens are undemanding and going to fast.
A: Important
- Balancing the Perks, Maps, Addons and Items and limiting their peak influences which are outweighting player performances.
B: Good for the Game
Communication Arrangements for SoloQ
More Variety in Gameplay then running around Pallets (New Modes?)
Keep Reworking the Killers
Further Addressing Lag Issues & Hacking
C: Would be nice but could live without it
Rework the Addons of Pyramid Head
D: Wasted Resources but Interesting
Optional First Person Perspective
E: Can live without it but wouldnt mind
Grind Reduction / Prestige
Community Events
Menu Overhaul
-
Its a PvP with the win condition being the objective of one side against the other which is by definition already competitive.
Yet its confusing for most people since the game isnt balanced enough to be rightfully called this way, in objective, map, interactable objects, item and perk design.
One side has an broken advantage above the other which is why the game can't be taken seriously in the overall comp game scene. You actually have to modify it with specific rules and can only play certain maps for a somewhat balanced match.
To play "casual" is not rewarded within the game its basically throwing your objective but you can do it to eventually reach a fun moment.
To reach your objective only a limited amount of skill is necessary. While individual skill levels and tactical understanding are testet against each other in chase and situational decision making they are not the core point which decides the outcome of a game and the reward.
This game rewards cheap tactics "Camping Bubbas" (Kills to Effort Ratio), people who only want to play with the highest advantage "comp Nurses/Blight" (High Mobility Killer with low Chase Time/Effort) and Toxic Behaviourism Bully Squad SWFs who want to milk non viable Killers for fun and bloodpoints (Stun lock tech into flashlight into blastmine etc.). Yet people are questioning why the community is so toxic.
If you are looking for a skill based competitive game leave dbd.
-
Its not really a blame for a mistake, its more a thing of expectations. The survivor objective time is unbalanced to what the killers have to archieve in that time. You can do all gens within 4 minutes with no toolboxes but for most killers it wont be possible to get an equal part of his objective in this time through chases. Hence is the reason why killer camp, slug and tunnel alot.
If you want to have a casual match with some interesting chases dont hardcore rush the gens, so the killer has the actual time to go for chases otherwise it will convert into a boring camping and tunneling match since the killer runs out of options for his gameplay, when you see the killer gets momentum you can still easily do the gens because survivors have so much free time and dont have to play efficient. After all this is no promised rule, the killer will follow his own will in the end and if he gets a big momentum it doesnt mean there will be mercy.
If you care only about to escape you can play the competitive way and hardcore rush the gens but the match will be boring. Just do the killer a favor and dont accuse him then for playing competitive as well.
Many players wish it would be different but thats how things are.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2929626#Comment_2929626
I´m sorry, but i find it ridiculous at what lengths some people try to justify disconnecting or suiciding, when they don´t like the killer or how the match goes. Imagine killers would do the same. Disconnect the moment they see 4 flashlights, or when 2 gens have popped before they got the first hook. You would sit in a queue, finally get a match only to get kicked back into the lobby after just 2 minutes. Fun right?
No one would play then. Survivors disconnect for reason X and killers for reason Y.
Btw. You stating, that you´ll dc when you see a camping bubba implies, that you enter the match, thinking exactly that.
Disconnecting robs your teammates the chance to have a decent game. There is no excuse to dc and we have the penalty for a good reason.
I´ve seen my fair share of matches, that could have ended in a 3 or 4 man escape but it all went downhill, because 1 survivor decided to dc/suicide. Imagine you disconnect the first match, then the next one another survivor disconnects, the next one a third survivor disconnects at the start, etc. Thats terrible for someone who barely has time to play.
I actually respect this take for yourself, you have the right thing in mind communitywise but this doesnt help the healthstate of the game in my opinion. Personally i would like to play vs Bubba hes a fun killer to face in chase but aslong as these players dont want to play and win only through a cheap design imbalance that rewards bad and toxic players which gameplay wise spreads frustration and boredom i will keep boycotting this specific design flaw. Im not a selfish person and there are many other small and big issues i sit through in this game but when it goes into trash level game design, i dont deal with this anymore. Punish people as much as you want when you think thats the right way to deal with the design issues of the game but at one point they simply wont come back.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2929562#Comment_2929562
So you really think that bubba players power up the game, just to ruin someone elses day?
https://us.v-cdn.net/6030815/uploads/N99Q92AAWM77/tellmemore.jpg
Let me rephrase this question for you:
Do you really think, people play camping bubba, to tactical throw the game after the first down, deny most chases which is widly percieved as the only fun part of the game for the players and get a possible cheap 2nd kill in the endgame that will annoy this specific survivor?
I think its a factor to play as bubba for sure for some people. This game has already the highest toxicity factor i have ever seen in a multiplayer and camping bubba players seem to be on the upper end for killer because of their high ignorance about other players fun. I also can't really imagine its fun standing next to a hook the whole match, so the fun must lie in denying other peoples fun. This range of toxicity in my opinion is between passively ruining the fun of other players with this pathetic playstyle to well the maximum hate you can archieve as a killer which surly is a goal for some.
Beside that im pretty sure some new players and midtier players who got bullied might switch to bubba because of his camping efficiency and want to pay back this way.
Also i would appreciate to not start a boring meme diashow and try to keep a halfway good discussion.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2929527#Comment_2929527
But the bubba isn´t afk. Otherwise he wouldn´t have downed you and your teammates could have saved you without risking anything.
Suiciding or disconnecting against a camping bubba is just selfish. You ruin the match for your teammates. Even more, when you hold out and your teammates complete all gens, then its most likely, that the bubba barely gets any more points than the survivor he camped. Which will hurt the bubba player. Since he barely got points and depiped.
However, if you disconnect or suicide, than the bubba player will most likely get a 3 or 4k and earn a nice amount of points. Which then encourages this player to continue with this playstyle.
In other words: the more you rage quit, the more camping bubbas you´ll face.
Its pretty utopian to think that a Bubba will get no downs within the whole duration of a match and as soon as he gets this the fun begins. Yea safe unhooks in solo q vs Bubba lets rely on that.. you have a dark humor.
Wouldnt necessary agree, people who care about wins play nurse. People who play the camping version of bubba care about ruining the day for other people. It doesnt matter for them if they play low mmr and get a 4k out of new players who want to save their friends in the basement or get a low amount of bloodpoints vs decent players and only make 1k. Im even pretty sure some of them will be stubborn enough to think they have won no matter what the outcome of a game is.
I think its foolish to think that anything you do as a player vs him will change the player count of Bubbas. If theres anything that influences that number then the factor that chases get to less rewarded in high mmr and bubba is the most reliable camping killer.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2929477#Comment_2929477
If you dc/suicide the moment a killer camps, then i wouldn´t play at all.
This is how my last match looked. If he wouldn´t have rage quit on the first hook, more people could have escaped.
https://us.v-cdn.net/6030815/uploads/CH3OD3BESDLZ/inked20220430114907-1-li.jpg
Theres no reason to deflect the topic, this is about camping bubbas, not camping in general. If camping Bubbas were the only thing this game has to offer then yes i wouldnt play it 100%.
What is this screenshot like really - Do you keep screenshots when you have won vs an afk killer as well? Proud to have beaten the gen simulator? Because this is in core a game vs Bubba.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2929422#Comment_2929422
You´re not stuck. You see, thats the whole problem. If you would just hold out on the hook, while your team does gens. Then there is a chance that they complete all gens before you die.
A couple of weeks ago i had a camping bubba. No big deal, i went down first, but kept him busy long enough that 3 gens were completed. Now the other survivors completed another gen, before a David did a hook trade with BT. Bubba did another down while i finished the last gen. 3 survivors escaped (almost 4, but he got me at the exit gate).
All in all a great match. Which wouldn´t have happend if i suicided like some people suggest.
Oh i talk about both sides, i did win vs those i did loose vs those people. These Matches are generic. Even if i would be the teammate who could do the gens and 3 people escape then, i would still dc. Theres no more experience to gain, its pure apathy and boredom. I dont care about bloodpoints or pip, i want an interesting match and see nice plays with skill involved which this isnt, this is no gameplay - its playing tic tac toe vs a mountain goat. I can play minesweeper and it will be more interesting.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2929388#Comment_2929388
So why do you even play the game?
Btw, this could count as working with the killer. Which falls under griefing.
I wouldnt count being stuck with a camping bubba in a trial as gameplay thats an exaggeration, if you give me a bot feature which will do the gens for me i might let the game run in the background as there is only one way of gameplay anway and do something else in that time since it doesnt require individual input from myself otherwise i cant be asked to stay in this boring farming simulator.
Im sorry if i missunderstand this and you wanted to suggest to disconnect as soon as you spot the bubba instead of playing the game a bit and die on the hook then as the better option since its possible even more efficient timewise to get into an actual game instead.
-
Do you really think i invest time in a trial when i see the killer is a bubba and refuses to have any sort of gameplay due to poor gamedesign. Aslong as these individuals get more then 0 bloodpoints and a temp ban for doing it 3 times in a row im not wasting my time with such a match. Theres nothing to gain from it no matter if you win or loose.
-
Fun in my DBD! We have to make a hotfix to convert this into sweat or toxicity thanks for bringing this topic up in the forums so we can look into it. We make sure to send Bubbas along the way as soon as possible.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2923725#Comment_2923725
Killers are not campy-tunnelers. It's only because of CoH that camping and tunneling sprung into existence. Once CoH is nerfed, survivors will never see camping and tunneling again. Well, maybe after DH is nerfed also. After DH is nerfed and DS and BT are removed, then camping and tunneling will magically vanish. Sprint Burst and Adrenaline probably will need to be removed after DS and BT, then camping and tunneling will disappear. Once the only perk survivors can use is Corrective Action, then camping and tunneling will be removed. Well, maybe get rid of all of the survivor perks and make sure they don't have arms and legs, then camping and tunneling will be removed, the killers promise.
The point to make is not even dead hard in my opinion, i think most players enjoy chases even if they go a bit longer and when you fight against an individual who can keep up and counter you thats quite interesting but you dont have time for that and instead of boosting the interesting and skillful part of the game BHVR limits it.
The thing is that going for alot of chases is not a viable strategy vs players that are good and better because you can do gens so quickly. As long as 4 players are alive gen defence is a fight against windmills and not a viable strategy either. From the beginning of the game you are in a loosing position and have to keep a certain momentum to avoid getting stumped and create momentum to be able to get a single kill.
Whats left when neither to go for new chases after a hook nor gen defence are viable strategies vs the gen rush. Camping, tunneling sluggin which is honestly the last stronghold killers have. The most boring part of the game is left over right now and if BHVR would boost the survivors even more to overcome this the killers are done.
If you wanna push the game in a healthy direction, give the killers enough time to chase through fixing the broken objective time of the survivors. Once this is done you can punish the braindead tunneling and camping into the ground and noone would shed a single tear.
-
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2923715#Comment_2923715
sorry but tunneling isn't toxic its an effective strategy that good killers use to win, there isn't anything inherently toxic about it unless its used to harass a specific player (over multiple games)
tunneling is neither a tactical play that requires situational game understanding or requires alot of individual skill.
The experience and understanding of a killer usually shines in a chase and what he choose to pressure situational but this is not rewarded currently. Its poor game design, that favorites poor gameplay and pathetic players.
Im pretty sure you could program the trapper bot from the tutorial into a basement bubba and he would beat 70 percent of the lobbys within 3 lines of program.
-
Tunneling is first and formost the result of imbalance in the objectives of both sides.
-
@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2921327#Comment_2921327
.... You should be losing at least 1-2 generators at the start... that's balanced. Do you not understand how killer works?
The thing is that you loose those 1-3 gens no matter what after you first chase. Now survivors have done completly chilled and brainless 30-50% of their objectives right at the start and you have done 8%. You are already straight away now under big pressure and in a loosing situation, dare you to make a single mistake from now on if this is a group which is playing efficiently for their win or share the glimpse of a moment for a fun interaction.
The general time it takes to complete all gens without brand new parts or toolboxes but gen defence perks is from my experience between 4-10mins depending on the strength, sweatiness of the team and how favorable the map is.
Tell me now how many hookstages you want to go for in 4 minutes when you play a low mobility killer. When to travel from one side of the map to the other takes already 20s and the average chase time lies between 30s-1m30s (non sluggin/camping/tunneling vs pre leaving gens + hold w + pre dropping pallets) and hooking people takes 10s as well.
-
@RenRen said:
I genuinely wouldn't mind not playing for kills if the majority of survivors weren't being dicks about it. I get 2-6 hooks? I'm bad. I kill everyone through tunneling and camping? I'm playing toxic. If the devs just balanced around good players this wouldn't be a problem.
I think they should stay true to the original purposes of the roles. Survivors should escape and killers should kill. I think a killer not going for kills and having a harmonic coexistent with the survivors would make this game even more pathetic in gameplay and appearance then it is already.
The main problem is still the way to short and one dimensional objectives for the survivors in comparison to what the killer has to archieve if he plays what is generally percieved as good. Once this is fixed you can perfectly fine punish camping and tunneling into the ground through lesser rewards and counters of survivors.
-
I had a day when i played vs 5 basement babbas in a row as surv in soloq. I understand why they exist currently and i am even somewhat favorable to know they are out there to give the most toxic survivors a headache but these days i would probably just dc when i see one, i dont care about bloodpoints, i dont care about rankings or mmr, i only somewhat care about my own fun aslong as the trial is interesting and i can witness skill and nice plays with the 5 people involved but these matches are generic and it feels like you play vs a bot with 0 skill. Some people suggest to just rush through the gens and leave but honestly not even that is worth the time and energy in my eyes, i rather wait for the next game, switch back to killer or quit the game for the day. Theres just nothing to gain from such a match no matter if you win or loose.
-
A general rule of thumb in casual games in the past was that when we reach 1 gen, one person has to be dead.
5-4 gens (Early Game) Lets spread out these Hooks, Have some fun Chases.
3-2 gens (Midgame): Lets make someone dead on hook converts into aight fun is over, time to kill.
1: (Lategame) Lets see the wreckage left of these gens and see if i can drag this phase out long enough to convert one more kill.
Endgame: Basically chaos and everything can happen there, survivors feel cocky and think they have already won when they reach it and sometimes going for extremly dumb plays which can result in a 4k which shouldnt have been possible.
With the gen rush these days, (all gens can be done even with no toolboxes under pressure within 4 mins) its easy to see why people tunnel. Survivors skip the early game phase as fast as possible which is very easy doable and the result is reaching the mid game phase which means for the killer he has to convert now to a mid game gameplay -> get someone dead on hook and kill them. If the killer got only one hook in that time its easy to know what will happen and whats the best and only play for them in that moment.
I would also argue the Killer is completly handicapped in the Early Game, gen defence isnt possible vs 4 healthy spread out survivors and the only option is to go for that chase which usually takes 1-2mins anyway. A killer with Low Mobility and no Instadown will nearly always loose the early game desperately.
-
I played the game a while back as solo q survivor when the hag came out. I played it for like 2 months reached red ranks then the game became stale and i got inactive and only somewhat informed myself about the following chapters until the clown came out.
In the beginning i thought the game had great potential, even though graphical improveable the killer skins were cool and the general atmosphere as well, i hoped the gameplay would become more diverse with the appearing chapters then running around pallets, but the horror aspect of the game dropped real quick and was mostly rewarding a cocky playstyle, this lack of variety made it stale.
I came back now a month ago, not sure why, i just felt like i wanted to play a match of DBD. It was interesting to face all the new killers and this time around i started playing killer but beside becoming more efficient with my gameplay and very rare appearing fun moments the game seems again like it has not much more to offer for a longer stay sadly. If i wouldnt know the anniversary would come up, i probably would have stopped again by now even though i dont have much hope for it to shake things up.
-
@humanbeing1704 said:
I definitely like playing pyramid head but I always get people who would rather run in the open and die then get tormented it's annoying not being able to use 50% of your power
Torment in a Loop: I find it fairly easy to torment people, at one point in a chase you will always have them zoned out around a loop and they will step on it if they stay or choose to die in the open which honestly happens rarely as the second option to me they mostly go for the chance of increased chase time.
Torment at the End of a Chase: You can even force the torment in some scenarios when you see they cant escape you and you will get them, get real close and hug them with the Rights activated which can lead them to panic and run around you leading to them steppin into the trails.
Hook Defence with Torment: In the case that they are not tormented you can still draw some tactical lines around the hook and pressure the unhook scenario which will usually end up getting the rescuer tormented since they want to move in the most direct way to it, and even the unhooked person when they run away. They will not have the time to run around or crouch over them if done right. This can work with each object the survivors want like totems and gens.
Hiding Torment: Another less efficient option that you can try every now in then is to hide your torment like for example bear traps in favorable spots (usually high grass or around a corner which they might carefree run into) , every now and then this will not only torment people but also give you useful information. Like i had a game yesterday when a claudette was doing the gen in the courtyard on midwhich and my brightness settings where not optimal to check every bush there, so i just tormented the area a bit and repressured it.
Crosspoint Torment: Less recommendabel but sometimes decent can be tormenting the middfield a bit. Mostly indoor maps, like Lerys can suprise people, the staircases of the game map or entrances to the hallway on rpd. They usually choose to get tormented over the time investment it would take to bypass it.
Usage of Battlefield Torment: The last tip i remember is even if you have someone tormented and it would be somewhat favourable to sent them into a cage, you can look around you to watch where the remains of the trails of torment from your battlefield of the chase are and find a favourable hook instead. Mostly the battlefield torment is more random and have a decent chance of catching people off guard.
-
Definitely a good beginner guide for pyramid. Some advanced tips could be probably added like where you can make a trick shot or how to face certain loops scenarios with your Punishment of the Damned. I was suprised when i realized i could shoot through the inner side of the school bus f.e. and hit people even when visually it appears like a ramp and height difference that would not work. I played Pyramid for a month now but not sure i found all of them.
My experience so far:
For the perks i got decent value so far with Infectious, Lethal, No Way Out, Im all Ears, Corrupt, Pain Resonance, Plaything.
Im All Ears is a good perk and a fun one on him no question but every now and then i felt like its done nothing the whole game, because the survivors were going for loops which had to less of a visual blockade or the predictions where to go next in a chase were for both sides simply to obvious or the actual survivors are just smart enough on a certain level and can predict the short path your trying to take anyway in a hold w situation. So the usage for most comes back to loops with high walls from my experience with a physical barrier (dropped pallet / window). Once they figuered out that you have the perk, which is not hard since every second pyramid head use it, they can build distance to the wall, play a bit of a back and forth if necessary use dead hard. Its a bit of a 50/50 in those situation vs good survivors if the perk ends up getting you value and for the case that they holding w you can only watch their ass wiggle with the wall hack ability.
My current build for efficiency is:
Corrupt, simply necessary in the times of gen rush otherwise you loose 2-3 gens. Still do not think it will carry yourself, a good team can do all gens in 4-7mins under pressure while a casual one take up to 9-10mins.
Pain Resonance which works like a tiny BBQ if someone screams but with the advantage of defending and regressing gens from afar which is needed because of the low mobility. It would be interesting to see how Pop does in comparison but i do not have the clown teachables yet, i still dont think it can keep up with it unless your playstyle is to tunnel the first person as fast as you can.
Plaything is something i just recently swapped in as a midgame perk simply to deflect people from gens, works quite decent but i need more games to see if i keep and recommend it.
No Way Out seems to me like the best endgame perk you can have on Pyramid Head so far. Most often its fairly easy to reach the 4 tokens to squeeze out the most efficiency and which can give you the time for like 2 extra downs, which usually leads to mori a person and getting someone else hooked. I only can remember one time in the past 200 games when i got less then 3 tokens only which was on RPD against a swf who were doing an escape streak challenge with an average of 8-10 times more playtime then me.
Somewhat helpful:
Lethal Persuer: In Connection with Corrupt its decent, you get a quick chase but only depending if this chase will be a quick down you will actually get value from it which is knowing which gen has been worked on relative to blocked gens and spawning positions and ruin the early game progress they have done so far if you can. Also most survivors dont even hide or even want to get chased immediatly. Most often the perk does to less to be justified.
Infectious Fright: Was one of the first perks i used, now in retrospect it formost changed games from 3k to slugged 4k (because for some sadistic reason they always ran into the area of the last survivor) and helped to pick up chases immediately when you cage people. The people you uncover will be formost people with flashlights, sabotools or body blockers from my experience nearby which are most often noticeable and bypassable with his power anyway. The people who are bold enough who want to challenge you the hook stage are usually inefficient for gen progress in the team and a decent loopers which makes them unattractive to chase anyway. And since i have a lot of hooking perks meanwhile i dont go for caging that often anyway.
I tried and dropped Tinkerer, Ruin, Undying and Deadlock since they were not consistently helpful.
Tinkerer, Discordance, Deadlock: Most often you will know which gen is worked on with these perks but you have no time to be there before the gens pops anyway or to defend it.
Ruin & Undying: Ruin feels like it has a realistic lasting time in the boon era between 5s and 2mins in 1 of 100 games it will last until the end. Undying does not effect the up-time of that perk noticeable.
-
Some additions from my perspective, overall we are on the same page i think.
What does he represent/ how should a game vs him feel like?
Allover i have to say, i percieve pyramid head as a killer which could have a "mysterious" element to him when you face him which makes certain status effects interesting and he should go for alot of chases. Therefore i think his addon-ons should mainly buy him time to do so. Within his powers there are 4 resources to inject a manipulation of these.
1) The trails of torment which could support him to end chases quicker if a survivor makes the mistake to run on them repeatedly.
2) The cages which could bring a passive effect onto the survivor (could be either rescuer or rescued person) which could hinder them to act the most efficient way after a rescue.
3) The tormented status effect as a passive effect to manipulate survivor efficiency.
4) A sucessful punishment of the damned attack could be rewarded.
What kind of status effects?
Seen on what kind of killer Pyramid Head is, i think some of the status effects the addons inflict at the moment could be better. Especially Haemorrhage is to mention. Personally i imagine pyramid head as a killer that should rather work with mental exhaustion or body sickness then literal torture through physical pain, like a killer like pin head would go for and that status effects like haemorrhage, mangled or broken implies then.
Therefore status effects like exhausted, hindered, incapacitated, oblivious, undetectable and blindness i percieve as the most fitting to bind to his powers.
Chase Manipulation Addons
Trails of Torment causing Hindered (Addon)
Most often you will notice the creation of Trails of Torment in a chase within a loop, and as such the addons could help to reduce the chasing time. Hindered could slow down (percentage has to be evaluated) survivors while running on the trails (+0.5-1s after leaving) around a loop which could pressure for suboptimal pathing and lower the value of holding w to escape there, less favourable i also see exhaustion in a smiliar context which could deny survivors to gain distance through certain perks for a certain amount of time.
Aura-Reading in Chase for Wallshots (Addon)
A fun way to manipulate chases would be a stable addon for aura reading within a chase, similar to im all ears. One of the peak satisfaction of a pyramid head is still hitting survivors through walls and out of sight. Usually the lines of sights are broken while the survivors are holding w so i don't think it would be most useful to bind it to the trails but find a different way to activate it.
Being Tormented - Tormented Status Addon (Obliviousness/Exhaustion)
The tormented status on a survivor is good for pyramid head since it basically saves him the time for hooking and makes tunneling available, but i think theres definetly potential to boost it and would give survivors actual reasoning to fear and avoid trails actively while not in chase which is only somewhat existent currently. I can imagine alot of things here weaker versions could include obliviousness which would be more of a casual option to give a game a certain flavour like atleast a bit of the mysterious feeling by being a bit unaware atleast, honestly wouldnt be that noticeable from a killer perspective probably and only occasional lead to a free hit. In stronger version i could even see exhaustion as an additional status effect, which could be a nice counter to the overused perks and samish playstyles we face everyday. Also i would make both of these additional effects last for a noticeable amount of time maybe even aslong as these survivors are tormented but well therefore you have to use an addon slot and cant use it for range increasements for example. Seen on what other killers have as high tier addons this could be definetly in range for a low mobility killer without an instadown.
Cage of Atonement and Tunneling / Aura Reading of Caged Survivors and Incapacitated Status
Another interesting idea is to work with the cages a bit, for exampel make caged survivors less efficient for a while, the biggest worry i would say a pyramid head has when caging someone, is loosing pressure if the person which was caged gets instantly rescued from the person who sits on the gen on the other side of the map, and depending on how big the map is, traveling to this cage can be a big time investment, yet if you leave those two unpressured they will heal and rush through the gens nearby. In case you decide to go for a survivor on your current side instead of going to the cage you will usually trade off the gen which was already worked on + the progress on the next gen nearby depending on the chase time you need.
Addons could increase this decision making and quality of managing 4 survivors for a little longer, a little pay off to rescue from the cage since you usually get a free safe unhook, also i wouldnt boost pyramid heads capability to tunnel so i dont think effects like broken or mangled should be used for the rescued person. I would either make the person who rescued more attractive to hunt or less efficient. Maybe make the killer see the rescuers aura for a short period of time and making the person oblivious so if the person goes back to the gen he doesnt get a headstart and will be an easier target overall. Another idea would be to make the rescuer person incapacitated for some seconds. Which would slow down the heal of the injured person (most people can heal through boon and self care anyway) and reduce the gen pressure.
Having this extra time and the information of what people are doing after the unhook or the other person as decent huntable option could lower the need to tunnel and provide more options in decisionmaking such as more chases and a healthier gameplay.
Punishment of the Damned
I think we could also have an addon that boosts the Punishment of the Damned efficiency which could be one of his best addons. Hitting a survivor consistently with the Punishment attack can sometimes be hard, yet i think instead of a boring M1 attack we would all like to see his ability rewarded. The exposed status effect as already suggested makes the executioner more fearable for a while, but to bind this instadown ability within certain limits (not abusable near a hooked/caged person etc.) to his Punishment could be more of a joy and great reward.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here some Ideas in which i invested like a hot minute to design and which made me actually interested in playing them, im sure you will find flaws but yea overall i think we are on the same page on what could be added even if the final design could be different of course.
0.) After sending a survivor to a Cage of Atonement, the next succesful punishment of the damned attack will inflict the dying state on healthy survivors. The cooldown of a missed Punishment attack is reduced by 25 percent in this time. This effect could work with a timer like 60s and will automatically end after executed succesfully. This effect doesnt work within x-meter range next to a hooked/caged Person. This effect could have a cooldown of x seconds until reactivated.
1.) The unhooking time to release a Person from the Cage of Atonement is increased to 4s, after sucessfully releasing the caged person, the rescuer will scream and suffer from the exposed (aggressive version) or incapacitated (passive slow down version) status effect for 30s. (Would make it a bit of a gamble what addons the killer use and give a more tactical aproach instead of headless instant rescues, the slowdown for unhooking is a tiny balance for the map distance and a warning indication for survivors).
2.) Survivors which are moving on a trail of torment become exhausted for 20s, re-entering the trail will reset the timer. (Make survivors use their heads instead of blindly relying on dead hards etc and make his chases more of a challenge)
3) Survivors which are moving on trails of torment are effected by the hindered status effect with a 20 percent penality on movement speed. This effect ends 0.5 seconds after they've left the trail.
4) You are able to see the aura of a survivor who rescued someone from a Cage of Atornment for 4s. The Rescuer suffers from the oblivious status effect for 30s.
5) You are able to see the aura of survivors interacting with a pallet or window for 6s within 48m next to you. This effect has a cooldown of 30s.
6) Increases the Range of Punishment of the Damned by 2/2,5m. ( Range Addons are fine, but 2 of them are overall enough maybe make a single good one so you can pair it with other stuff and maybe a useless 0.5m brown one for newer players if they have nothing else if you need one more)
7) Survivors which are tormented suffer from the oblivious status effect until they loose torment or unhook another survivor. (One of my favorite moments with Pyramid head is when playing against him is when he is undetectable, mostly because the killer chooses tinkerer, and he silently approaches a gen for a range attack, always a cool image to witness, lets spread out this obliviousness but not for unnoticeable 60s.)