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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • I have a soft heart for survivors who act like they're new to the game, and often, my killing spirit will just leave me after seeing them try to run away in ways entirely not beneficial to their survival.

    They usually all end up escaping lol, and sometimes they even say things like, "Haha, you suck, killer!" which is absolutely adorable.

  • I don't know...I would really like if survivors would stick around more often so I could tombstone them :/

  • I agree.

    I also disagree with the design choice behind the Legion's mori in terms of power displayed and the amount of (overtly fake) agency given to the survivor in it. Same thing with DbD's lore; someone's trying too hard to fashion a hard-facts story without leaving anything up to the events of the game or to the player's imagination. It feels uninspired, tacky, and is not satisfying (unlike Hag's, which I think is the gold standard of the third person memento mori) as it stands currently.

    I'd love to see a Suzie memento mori.

  • I mean, it shouldn't, but the devs decided to do it anyway and create a worthless mechanic (other than impassioning the community against them).

    Also, the sounds from the rework are terrible.

  • Hatch:

    spawns closed. Never opens on its own.

    Survivors can take 15 seconds to open hatch (includes loud notification when nearing the end vaguely similar to exit gate opening) when appropriate requirements are met (some sort of indication appears/disappears from hatch texture).

    Keys do not automatically open hatch but rather allow it to be opened prematurely. (Key is used to allow survivors to open hatch. Once the key is consumed, the hatch takes 15 seconds to open. Stays open for 5 seconds and then automatically closes regardless of how many survivors are left in the match).

    Killers can close the hatch. Does not trigger EGC. Completing a gen allows for the hatch to be opened again.

    Hatch grabs return.

  • It really doesn't seem like your issue is with the memento mori, per se, but with the state of the game that survivors are expected to continue having a lot of gameplay time even after being caught once.

    If you think about how you are effectively expected to be given two additional chances to play the game after being caught once, perhaps that explains the source of your frustration?

    I know it did for me, which is why I've grown to despise 12 hook games.

  • @Ghouled_Mojo said:

    I was using a naughty Myers load out to kill healthy or injured survivors. Had a rough game but I caught a Dwight right at the exit past the gate. Animation started. At some point early in after raising him, he disappeared from Myers’ hand. His survivor icon at the bottom changed to escaped. When the animation was over I got the kill bonus. Not a big deal. We both got what we wanted but it’s pretty funny. Anyone else have this happen?

    dedicated servers' issues

  • @Emeal said:

    Looks like DbD Twitter just had a vote on Ormond or Autohaven.

    Autohaven won.

    https://twitter.com/DeadByBHVR/status/1323354936017637383?s=20

    no way.😨

    People liked Ormond as it is now better?! Wha- I...no.

  • @TheeSpongeman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1724210#Comment_1724210

    I wasn't aware she had the full lunge buff. Because when you start to chase after them, there's this weird slowdown for a couple split seconds.

    ah, yes. She can now lunge with full momentum instantly but she still doesn't have full momentum for just walking after teleporting. It's a design prioritization/ "balance" choice (for good or ill), I assume.

  • @WraithMaster07b_e2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369402#Comment_1369402

    I don’t think The Wraith’s Mori should change, but it should be updated a bit & add The Wraith ripping the survivor’s head and spine.

    oh...my

    that's quite graphic

  • Flashlight aiming was changed recently for the worse. It now feels very uncomfortable imo and as a killer, the beam looks like it is not being aimed at your eyes sometimes and still blinds you anyway.

  • Playing with OoO as a solo survivor who doesn't like being chased is scary.

  • I play Hag.

    What you are describing is the result of dedicated servers. Survivors now just get an extra 2-4 meters on you after a teleport.

    Hag has just become a lot harder to play as a new learner because if you don't instantly teleport, you lose a hit, the time you spent setting the trap, and the distance you spent walking from the trap to wherever you were before you teleported. It sucks.

    Things to note:

    You already always face toward the survivor who triggered the trap even if there's a wall in the way. You don't face the survivor if the survivor happens to run through you as you teleport (because the trap stops tracking the survivor as soon as you begin the teleport animation).

    She recently got a buff in the form of allowing her to get full momentum instantly when lunging out of a teleport. That was neat and made her a lot scarier to play against as survivor imo.

  • nope; you just lose a significant amount of bloodpoints that should have gone to something else.

  • Who said the devs are moving away from "synergy"?

    If they are, I need to update my opinion on their design.

  • Breakable Walls as they are now are sucky design.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719556#Comment_1719556

    The game is on a 4-minute timer at that point - Devs have previously confirmed that this is fine (a waste of everyone's time, but fine).

    huh; don't remember then doing that.

    but okay

  • had a three oak offering game a few days ago. We then got the game map. I was very sad because I wanted to see what it was like (eg was it a really bad asylum on a bad day?)

  • sure feels like the devs decided to play with their MMR system again, but I have no idea.

  • which 3 killers? I'm curious.

  • I believe not even attempting to hook any survivor after slugging everyone is holding the game hostage. Slugging is a-okay as long as it is a means to an end that involves completing your objective: pleasing the Entity. I personally sometimes see survivors bleed out in my games, and that's usually either because I can't find them or I have a choice between two survivors of which one to hook.

  • boo 👎️ Spine Chill on tier one Myers! He should be immune then compared to Ghostface!

  • omg yes.

    Speak the truth!

  • people generally don't know what they want exactly. Some people do spend the time to really analyze their feelings and gain a more objective perspective on the game, but that's the devs' job; to interpret.

    Doesn't really seem to be happening all that effectively given all of the negative feedback...

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718197#Comment_1718197

    Disagree. The hostage holding at loops cannot be done like before because of the heat mechanic. The hook camping with a pre-revved chainsaw cannot be done like before.

    They most certainly buffed silent Billy builds and probably do deserve their ultra rare status. I have to admit I do not use these much myself as I prefer turn speed and have been flirting with engravings.

    Otherwise the builds he had are largely availavle except two: instasaw and crack billy. I would like these back personally.

    Builds that are still available: silent billy (buffed with multiple different addons), bumper billy, drift king, curve billy. And now he has lopro too (although I’m not a fan).

    By holding hostage, I took you to mean that if a survivor left the loop, he/she could be instantly downed by a chainsaw backrev of sorts. If a survivor still leaves a loop now, that survivor will still be in imminent danger of a backrev because no Hillbilly will come close enough to overheating (due to micromanagement ugh) that he will not be able to have one rev left for a survivor in the open.

    If you mean something other than this, please explain.

    Changing silent Billy builds by just giving him an add-on that makes his chainsaw permanently silent outside of the terror radius isn't buffing builds. It's buffing one build, and that build includes Apex Muffler and a perk/add-on that gives him Undetectable. There is no widely accessible gradient anymore. Off-Brand Motor Oil can't be combined with anything to be anything meaningful either. This build isn't available without an ultra rare add-on, and since accessibility (and diversity + emergent gameplay) should be factored into whether something is a buff or not, it's not a buff in the broad sense. Specifically? sure. Broadly? no. This isn't even bringing up the question of whether this was a good thing, which I would argue it's not.

    Drift Billy? You overheat if you have too much fun drifting and not enough not-fun waiting for your chainsaw to cool down between runs.

    The add-ons that slow down gen speed or inflict mangled? Gone.

    The other add-ons either mitigate the downsides imposed by the rework (why have the rework then?) or give effects that are incredibly specific and strange so as to not allow for much of anything interesting to happen at all outside of prepackaged scenarios. Not to mention (and now I'm really going on about what I so dislike lol) that some of the add-ons just make no logical sense. Mother's Helpers? Is the Hillbilly swallowing them or something? The boot series? Is The Hillbilly now wearing multiple sets of boots when he equips more than one boots add-on? WHERE DID YOU PUT THE LOGIC??! (i.e. Hag eats everything or uses her curse to imbue her traps through offerings and Trapper's add-ons all make sense in whatever combo; he uses them like Old Hillbilly did his add-ons).

    None of those are emergent builds, which is a big deal, and when you say "available", I have to assume you're agreeing with the devs that these are and should be the only pre-set builds allowed to Hillbilly?

  • Rather than tiers, why not address the larger issue?

    @Kind_Lemon said:

    (for bloodweb and perk leveling, skip past the spoiler/italics)

    Spoiler Spoiler Warning ▲ ▼

    First and foremost, I think a White Ward should prevent add-ons from being lost upon an escape if the devs do go through with this change. I personally dislike it given that I have very few clean rags or rubber grips despite having upwards of one hundred of brown bloodpoint offerings each. Keeping these add-ons after a successful escape is the only way they can compete with the amount of bloodpoint offerings without burning through tens of bloodwebs worth 50,000 points each.

    About killers keeping add-ons: I think considering adding the rule that killers lose their add-ons only if a survivor escapes would be an intriguing idea even if only for the sake of lore (eg. the Entity rewards killers for doing well). However, before considering this, the issue of bloodpoint gain, the cheapness of bloodwebs, and perk acquisition needs to be addressed.

    Perks and Bloodweb leveling

    As it stands now, perks can only be obtained through the bloodweb, and the sheer number of perks in the game requires an inordinate amount of bloodpoints to be spent and bloodwebs to be run through in order to acquire most (if not all). The developers decided to make the bloodweb cheaper to combat (among other things such as 8k common bloodpoint offerings) the grind to acquire all the perks. In doing so, the developers allowed players to breeze through bloodwebs and accumulate hundreds of add-ons and offerings that can't be used in enough games before the player reaches the bloodpoint cap and has to start leveling again or waste the points.

    The BEST solution (not the easiest) is to add another menu in the bloodweb tab that is designed solely for upgrading perks and then increase the prices of items on the bloodweb. I have incomplete drawings I may edit in later, but for now, imagine it as similar to the UI structure of the loadout tab (add-on choosing, offering choosing, etc.). There is a bloodweb section and then a perk section that can be switched between with ease.

    How it functions:

    • The bloodweb no longer spawns perks higher than the first tier and teachable perks, so once a player has purchased a perk in the bloodweb, he/she will have to travel to the perk upgrade menu.
    • In the perk upgrade menu, players will be able to see the perks they have purchased off the bloodweb. All perks (other than the first tier of teachable perks) not purchased from the bloodweb will not appear. If a player clicks on a perk, a prompt will show up asking the player if he or she would like to upgrade the perk a tier (or downgrade, but I'm still not sure about having this option) and will show a price twice that of the next level's rarity (eg. upgrading from common to uncommon will be 8,000 and upgrading from Very Rare to Ultra Rare will be 14,000).
    • Purchasing a perk on the bloodweb does not immediately consume another perk node. Instead, The Entity will first consume the highest rarity node in the furthest ring.

    I think this solution is best because it removes the problem part of the grind from the bloodweb, the sole way for killers to get items and add-ons and the only way for anyone to get offerings. It gives the developers more flexibility in the future to play with prices and the numbers of rarities of nodes on any given bloodweb. Even perhaps more crucially, it allows players more agency in deciding which perks to be able to upgrade, avoiding (for the most part) unwanted perks and giving players more of an option to plan out builds and strategies without relying on chance to such a degree.

    https://us.v-cdn.net/6030815/uploads/YQKFIWTIZGMM/perk-leveling-282-29.png

    https://us.v-cdn.net/6030815/uploads/LLMYBPPJFFWX/perk-leveling-286-29.png

    (ik the amount is inconsistent with what the above post states. Follow the post and treat the pictures as rough drafts.)

    (P.S. This also brings back Ultra Rare and Common perks)

    --

    Kind_Lemon 

    An advocate of place-able totems, an "untethering from obstacles" pallet interaction (required before pallet usage), and the removal of Exposed from tier 1 Devour Hope.

    Also supports changes to how many survivors need to be present to start repairs on a generator.

    #revertNurseaddons #reverttieroneDevour #reverttiertwoBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

  • you've probably already seen videos, but I wanted to share this one:

    https://youtu.be/x_2BNazFS30


  • In terms of patrolling hooks and slugging recently unhooked survivors, I tend to see that every match.

    I am the killer.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1717827#Comment_1717827

    They aren’t exactly content creators but their discord has a bunch of clips. Here’s one:

    https://youtu.be/fc1Xd8KvV28

    @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1717932#Comment_1717932

    They accomplished what they wanted: nerf instasaw, remove chainsaw hook guarding, remove hostage taking at loops, and buffed silent billy builds / cross map snipes.

    I think the instasaw could be buffed again. He has no cooldown reduction anymore or addons that buff two to four categories. Let us play a regular 4.6 crack billy again. With the old brown/yellow addons as higher rarity (green/purple).

    @WishIcouldmain said:

    But was it nerf he got a sick new theme. The add-ons aren't as good anymore. And overheat occasionally gets to me. But overall I play the same and the theme is awesome.

    @Steel_Eyed I tried watching your video but then had to nope out when the roar happened, so while I would like to comment about the video, I can't. Also, I would like to point out that the devs did not, in fact, accomplish the goals they said that they were out to accomplish. Instasaw doesn't exist anymore, and that's the only thing that they accomplished. Did they remove camping made more beneficial because the killer's power is a chainsaw? No. All that they did was train newer killers on how to better hook camp with a chainsaw, and faking a chainsaw into a grab is still just as viable. Did they remove the killer's ability to completely take control of a loop? No. Billy can still do that; it just takes a little longer as he waits a little more between chainsaw uses. Did they buff silent Billy builds? Not really. They honestly nerfed the ingenuity and just said, "you want this effect? Have an add-on that does it, but since what we're doing is dumbing down creativity and it would be too strong, we have to make the add-on an ultra-rare and give it some downsides". No longer having an uncommon option for the chainsaw noise reduction is not cool, not to mention they'd been broken for several patches so I couldn't even use them as I remembered them before he was reworked. Did they buff cross map snipes? It's not really a snipe... and regardless, that's also a no. They did nothing to give Billy with anything less than Ultra-Rare add-ons any help with having opportunities to be sneaky (which in my opinion should be hard to do anyway given Billy's intended design).

    So, whoop-de-doo for ineffective and harmful re-works.

    @WishIcouldmain I hate the music. Nothing against your opinion, but if a change makes it so that extremes are formed and the changes are forced on everyone rather than giving everyone more options and increasing per capita satisfaction, that's a bad change. #rankedchoicevoting

    I would be all for having the option to change what music plays for any particular player, however, and I think that would be an awesome change.

    @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/202272/why-is-billy-not-as-popular-as-he-once-was

    *Reads the title*

    Me: Because people overreacted strongly out of proportion to the changes that were actually made. Hillbilly is honestly no less viable than he was before, and his playstyle has hardly changed at all. I swear to God if somebody says "Because he got gutted"...

    *Reads the very first comment*

    https://forum.deadbydaylight.com/en/discussion/comment/1717449#Comment_1717449

    https://tenor.com/view/stitch-facepalm-mad-gif-14877930

    I would like to point out that while a number of people hold that as their cause, the majority of the reasons I see for people not playing Billy is because of the roar and animation issues (along with add-ons that stifle emergent creativity, but this I've only extrapolated from the implications commenters have made about add-on changes as opposed to seen written verbatim). Edit: and the message to micromanage coupled with jankiness.

    Generalizing the reason people stopped playing Billy as either "he was gutted" or "overreacted strongly" is a mischaracterization. The vast majority of people aren't saying that he's less viable but that he's just notably less enjoyable.

  • I am the same way. I basically start abandoning everything I know when I'm playing against Trapper.

  • Don't actually like either killer (because both use the newest rig), so my suggestion would be to wait. But, ofc that's always up to you.

  • The perk coloring is appealing.

  • I really liked his concept. Like REALLY liked his concept. I didn't like his implementation as much :/

    Then the devs made him not that. Now, I still don't like him but moreso.

    --

    Kind_Lemon 

    An advocate of place-able totems, an "untethering from obstacles" pallet interaction (required before pallet usage), and the removal of Exposed from tier 1 Devour Hope.

    Also supports changes to how many survivors need to be present to start repairs on a generator.

    #revertNurseaddons #reverttieroneDevour #reverttiertwoBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave

  • @BadWraithMain said:

    It sounds like Heavy getting punched in the groin area. BHVR pls fix

    good point.

  • I shall explain:

    I hook you, you get unhooked.

    I play with you for several more minutes as I attempt to whack-a-mole all the survivors into slugged submission. I mori the survivors that then annoy me. I hook the survivors by whom I was pleased.

    'tis fine like the line representing how many milliseconds you have before you bleed out.

  • thx; I've always wanted to see crows descend upon a survivor to consume them alive, and this would be a good way to get that into the game (outside of some new killer's mori) lol

  • The devs, for whatever reason, thought they needed more of a theme to Felix's addition, and they thought that these offerings would make the hatch and basement have more opportunity for interaction and planning.

    They don't seem to understand that unless one of those offerings is paired with a realm offering that players do not arbitrarily care where the basement or hatch spawns unless a survivor has a key and/or wants to escape through the hatch.

  • @Kind_Lemon said:

    From a comment I don't want buried on another thread:

    "Survivors in the dying state no longer have a life bar. Instead, after remaining in one place on the ground for 30 or more seconds, crows will begin to land on a dying survivor's body. A new crow will land every 10-15 seconds. After there are 4 crows on a dying survivor, a murder will descend from above to consume the survivor alive. A killer or survivor running within 4 meters of the survivor will scare all the crows off. Crows will immediately begin landing once the disturbance has left.

    Best solution imo because it fits the horror atmosphere of DbD while allowing enough time (60 seconds minimum) for killers to find a survivor that has given up."

    I propose this change to give survivors both more agency in how their gameplay progresses in the dying state and to expedite the scenarios in which multiple survivors are downed without Unbreakable or a way to escape the trial and have to wait for the killer to find and pick them all up. I wouldn't mind instead keeping the survivor life bar but shortening it drastically and replenishing it every time a survivor is downed.


  • You seem to genuinely say this out of confusion, so I'll link this here for your information:

    @Kind_Lemon said:

    Summary of this entire discussion: The roar sucks (99% of commenters agree). Please consider removing it.

    It was in the Billy PTB changes video, and it almost made me laugh at how silly it sounded. I certainly hope it gets removed or, at least changed (eg. how Spirit's sounds were made to not be Waluigi's).

    Edit: It's live, and it's just as comical. In addition to that, it's noticeably repetitive in a way that's potentially annoying and the notification that he's charging reduces the potency of several stealth add-ons and tactics the killer might use.

    Edit 2: It's so unnecessary and abominable that people have stopped playing Billy because of it and can't take trials with him seriously in the slightest. Additionally, the issues with his hitbox and animations and camera still exist, so all the PTB did was make him less fun to play (reducing the frequency of survivor complaints to "solve" the problem). For shame.

    Reasons people don't play Billy (i.e. reasons he's not fun to play):

    1. The roar
    2. The roar (again), janky animations, forced camera angles, and general sounds
    3. Curving for the hell of it is punished beyond missing the survivor
    4. This one might just be for me, but his specific music is really not something I want to hear
    5. This one might also just be for me, but I can't repeatedly start a chainsaw rev at a survivor as a taunt without dealing with the overheat mechanic


    Reasons Billy still is sometimes not fun to play against:

    1. very large chainsaw hit detection zone
    2. backrevs are strongly rewarded

    And you know what the rework did to solve those issues or any of the other ones survivors had and still have? Nothing. The rework only made him less fun and nothing else.

  • John Carpenter.

    Actually, save him for the sound design team even though I think he would do much good for both teams.


    Constellation Libra for balancing team. Even if it just served as a guiding principle, it would do wonders.

  • @BabyBubz said:

    Obviously, i enjoy playing it as a survivor, not because of the size mostly. This place has many pallets and it's harder to get a 3gen there for killer.

    As for the killer itself...Well, i'm gonna be honest, it's #########. Usually i choose killers as hag, huntress and deathsinger and since i'm not a pro player, it's quite impossible to have any pressure if survivors aren't dumb. Scratch marks are easy to loose because its too bright, gens are far away from each other (easy gen rush for swf). Sometimes i'm lucky or doing good so i win but mostly not. Same issue for Rotten Fields, i have small monitor, it's impossible to see anything through the corn :(

    haha; I was going to say after just looking at your first part that playing survivor on the map and not giving the killer any room to...snowball ;D means a fairly straightforward experience but that you were not considering the killer experience. But then you did.

    Ormond is an atrocious map.

  • @BubbaisDumb said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714498#Comment_1714498

    I didn't say it was a good idea. I think it should be gone completely however I figured some would be too fond of it to see it go, thus having it as a perk be a sort of "middle ground".

    No I don't because I have been playing for less than 3 weeks. New players exist, shouldn't assume everyone knows everything about the game since it's inception.

    No, actually all the Kobe's I have experienced were actually pretty great if I'm being honest. The reason I think the feature should be removed is because people are using it as a penalty free DC and very little else. I want it gone to try and reduce the selfish behaviors of my fellow survivors.

    lol I'm so sorry; I have this knee jerk reaction to balance decisions like that just because of the figurative mild-trauma the devs have brought about with certain changes (and lack thereof). I meant it as nothing personal, and I hope you're enjoying the game so far! I should really have not be browsing the forums when I'm tired, haha.

    Having perks serve as a middle ground for balance issues often ends up with the balance issue not actually being addressed properly (i.e. "genrush" and slowdown perks) and makes players either feel dependent on perks or not even see the mechanic because it isn't worth changing the meta (which is that way because of core game issues). I hope that explains a little bit of my posiition.

    And ah; I see your issue is not the Kobe but the penalty. Again, I'm a proponent for changes that change the underlying issues than changes that constantly have to battle against the expression of those issues, so I still don't support your suggestion even though I'm pretty sure I understand why you make it.

  • it's not inconsistency if you think of the actions that would make no sense what a half-way state would be. It's also for balancing purposes.

    The kind of consistency the DbD devs love to do constantly (and consistently :P) affects the balance of the game negatively.

  • @GeordieKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707520#Comment_1707520

    Placeable hex totems? dear god no sorry but that is awful idea killers already have little time to work with from patrolling, chasing, gen def, breaking pallets and walls now while all survivors got to do is gens. If we were going to force killers to place totems it just upright going to kill hex perks as why would a killer want to waste the little time they have avaiable to go and place hexes in what im guessing is pre determined spots around the map.

    Also the idea of broken hex just popping back up in the same spot is not a good one as survivors will go ahh ruin is back up let me head up to the same spot and deactivate it again.

    So again the current undying is a good perk as it gives killers more time in the game so there are more chases, which is the fun part of the game btw not holding m1 for a number of seconds. But it also has stronger counters ie doing bones bringing map, detective hunch etc so undying and ruin doesnt have a permanet lose lose situation and hey get them both you just took out two killer perks out of 4. Also to refresh a point i made survivors have been asking something to do more then just gens well the killers who bring undying and ruin is giving up two of their perk slots so you survivors have something else to do bar gens.

    Why would you assume pre-determined locations?! That quite literally defeats the entire purpose of place-able totems. The idea behind place-able totems is that it does 2 things:

    1. Gives killers agency over where they want their totems and allows for more strategic planning.
    2. If your totem breaks, it's significantly more your fault than it is now, where totems can spawn next to a tree in a field on AutoHaven.

    see:

    @Kind_Lemon said:

    Totems

    Totem spawns have been for quite some time (this has died down somewhat recently) the subject of a heated playerbase's ire. The history of totems has been difficult, and some of the more memorable highlights were lighthouse totems on hills, totems spawning in the middle of open fields, and totems spawning in LOS of survivors. The developers, since the introduction of totems, have hand-chosen totem spawns, and this post aims to finally break that tradition. Coming from a comment from one of the developers about being unsure if cleansing totems he had placed himself was cheating (humorously stated), I realized that the next step for totem placement was to give the choice to the killer player in each match. Now, this does bring up a series of necessary, complimentary changes that would be needed to shift from developer-placed to player-placed totems, but this post is going to cover all potential issues and pose solutions to each one of them.

    The killer receives five dull totems at the start of every match. This is coded into every killer's power, so that just like how GhostFace's crouch is designed, totem placement requires an unused button and is completely optional. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (this fuctionality is similar to how The Trapper places traps, and this ability includes placing totems inside the basement). Pressing the (E) button again when within 24 meters of the totem will apply the first Hex perk positioned in the killer's loadout (as chosen before loading into the trial). Totems cannot be within 24 meters of one another (cylinder) and take a total of 2 seconds to place into the environment. Consider a summoning from the ground animation (like Freddy's snares).

    These changes prevent totems from being too close together, addresses how this ability might function through killer UI, and also (negligeably) provides a potential way for killers to lure survivors (through dull totems) away from objectives.

    What this means for NOED

    All Hex perks may need to be slightly modified to compensate for this new mechanic, but NOED (and Haunted Grounds) is going to receive special attention in this section. NOED will can no longer be prevented prior to the final gen's completion. Instead, if there is not already a dull totem within 24 meters of the killer, the killer will first have to go through a slowdown and a 2 second animation before lighting the totem, at which point nearby survivors will have a heads up on NOED. This does mean that a killer could hook down a survivor, hook the survivor, and then place the totem right in front of the hook, but scenarios like that already effectively exist currently and do not comprise the majority of experiences with NOED. In the case that this is an issue, the NOED hex might receive a timer and only be able to be applied to a totem for the first 30 seconds following the last gen's completion.

    For Haunted Grounds, the hex will not apply to a totem until there are at least two dull totems on the map with the killer within 24 meters of one of them.

    Design

    Having the playerbase choose their own totem spawns will always ensure that totem spawns are changing from trial to trial and prevents the developers from wasting time and resources on just moving around totem spawns to make finding totems a little harder for players. Additionally, where a killer places his/her totem now carries more meaning and requires more game knowledge and removes any frustration that may arise from particularly bad RNG.


    I've explained this in other posts, but with Undying, having a broken totem instantly respawn in the same place (maybe with a different color until Undying is cleansed?) lets a survivor know that they have to go find another totem first and they don't accidentally keep finding and cleansing the same totem in different spots over and over until only Undying is left. It removes the randomness of cleansing, which is a good thing.


    The current Undying is a badly designed perk and is bad for the game. Defending a perk's design by just saying that since it makes matches longer, it must inherently be good, because longer matches means more chases. I would also like to clarify a position: "chases" are not the nature of the aspect that is fun about the game but "killer-survivor interaction", which chases fall under. Killer-survivor interaction comes in many different forms, and I am the kind of survivor who enjoys the non-chase parts of that. And when you talk about counters, sure. All that the undying prevalence is doing is making it so that I can't bring in hex totems casually into a match anymore because of the increase in maps I see or suspicions of a totem-detection perk I have. So, in addition to being sucky as survivor, the side effects suck as killer. Finally, when you mention that survivors have wanted more things to do, survivors are not interested in a longer task list or a sequence of somewhat meaningless (internally meaningless as opposed to externally meaningless, and in some cases even harmful) actions due to the random nature of totems. Survivors are interested in more things that are less linear or cause them to interact with other parts of the game with which they don't typically interact. Undying is far from that.

  • you have obv not seen the other changes this company likes to make.

  • I extremely dislike it and am most certainly not going to use it in any more killer matches. What's the point of going at a somewhat slow speed for a few seconds where you can't even hit anything? It clutters up my bloodweb too.

  • hehe

    I love burning shrouds of separation and watching survivors dc for no reason. My queue times are fine; they're the ones having to go back to lobby purgatory.

    But when I'm survivor, I usually don't see that happen :/

    and if it does, that's an oof.

  • *SLAP*

    oh, wow! That's a big one. I can hear the slapping of console players from over here on the mouse-and-keyboard-user end.

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