NMCKE
NMCKE
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2334575#Comment_2334575
Here's the deal, I'm going to review your ideas, giving feedback and ultimately see which ones I'd keep. Then — I'm going to offer my add-on pass and you can review my ideas, same thing that I did to yours.
Once we both reviewed each other's ideas, we can pick ideas from both of our lists to make our own add-on pass! 😁
This should be fun, hopefully! 🐷
Workshop Grease [Feedback] — Actually love the idea! Gives a little stalling and wouldn't harm newer players because all they have to do is pay attention. As a benefit, would allow you to sneak closer to them because they are tunnel visioned on the skill checks. Perfect idea!
Utility Blades [Feedback] — I have to strongly disagree because it would encourage you to actively target the trapped survivor to gain value from the status effect. That's a problem with all status effect add-ons, you have to target trapped survivors to get value from them, which is counterproductive.
Interlocking Razor [Feedback] — Really neat, the current version has a huge progress loss penalty, but wouldn't completely reset their progress if they were almost done searching. Would work well with Workshop Grease as well, very nice combo!
Rusty Attachments [Feedback] — Not a bad idea, but it overlaps with other add-ons that already do this. Would prefer this did something completely different than just a stronger version of an existing add-on. Again, good idea, but pretty boring change — no offense of course.
Amanda's Secret [Feedback] — These are the type of add-on changes I find interesting. I don't know how I feel about this add-on, but I enjoy the fact it's way better than the previous iteration. We would need to compare each other's ideas to see which one to keep.
Rules Set NO.2 [Feedback] — Pretty interesting, I love how it involves the obsession because not many killers have add-ons that actively target the obsession. I do have a similar idea that I will share very shortly.
Add-ons I'd Keep: Workshop Grease, Rules Set NO.2
Add-ons that I wouldn't keep: Utility Blades, Rusty Attachments
Any add-ons I didn't mention, I'm going to need your help to convince me or see if my idea is better.
Going to post this comment, so that I don't lose my progress. My add-on pass will be posted soon after this comment so don't worry!
Continuing, here's my add-on pass. 🐷
Utility Blades [Yellow] — Survivors who freed themselves from a RBT will have their repair speed slightly decreased for 45 seconds [Slightly = 10%].
Face Mask [Yellow] — Survivors who haven't freed themselves from a RBT will suffer from the Oblivious Status Effect while repairing a generator. Status Effect persists for 15 seconds after canceling the repair.
Interlocking Razor [Pink] — Survivors who begin searching a Jigsaw Box when they are within your terror radius will be unable to cancel searching until either they finish searching or their health state changes.
Rusty Attachments [Green] — Survivors who freed themselves from a RBT will suffer from the Mangled Status Effect for 45 seconds.
Amanda's Secret [Purple] — Survivors who take damage from your ambush attack will be under the influence of Amanda's Secret. The next time they are occupied with a non chase related action, they reveal their aura to you, and for 8 seconds after canceling their action.
Amanda's Letter [Green] — Moderately increases ambush movement speed [Moderately = +0.6m/s]
Shattered Syringe [Brown] — Slightly increases ambush movement speed [Slightly = +0.2m/s]
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2334297#Comment_2334297
Workshop Grease (brown) - Survivors while interacting with Jigsaw boxes will not get sound warning for skillchecks.
Utility Blades (yellow) - Survivors caught in trap will suffer from Broken Status Effect until their trap is removed.
Razor Wires (yellow) - Survivors hit by your dash attack will suffer from Mangled Status effect.
Interlocking Razor (green) - Failing a skillcheck at Jigsaw Boxes will reset their search progress back to 0.
Rusty Attachments (green) - Decrease the time it takes to charge the dash attack by 0.25 seconds.
Amanda's Secret (purple) - Survivors who escape from trap will suffer from Incapacitated Status Effect for 20 seconds and scream to reveal their position.
Rules Set No.2 (ultra rare) - Your obsession starts the trial with an activated trap on their head.
Here's the deal, I'm going to review your ideas, giving feedback and ultimately see which ones I'd keep. Then — I'm going to offer my add-on pass and you can review my ideas, same thing that I did to yours.
Once we both reviewed each other's ideas, we can pick ideas from both of our lists to make our own add-on pass! 😁
This should be fun, hopefully! 🐷
Workshop Grease [Feedback] — Actually love the idea! Gives a little stalling and wouldn't harm newer players because all they have to do is pay attention. As a benefit, would allow you to sneak closer to them because they are tunnel visioned on the skill checks. Perfect idea!
Utility Blades [Feedback] — I have to strongly disagree because it would encourage you to actively target the trapped survivor to gain value from the status effect. That's a problem with all status effect add-ons, you have to target trapped survivors to get value from them, which is counterproductive.
Interlocking Razor [Feedback] — Really neat, the current version has a huge progress loss penalty, but wouldn't completely reset their progress if they were almost done searching. Would work well with Workshop Grease as well, very nice combo!
Rusty Attachments [Feedback] — Not a bad idea, but it overlaps with other add-ons that already do this. Would prefer this did something completely different than just a stronger version of an existing add-on. Again, good idea, but pretty boring change — no offense of course.
Amanda's Secret [Feedback] — These are the type of add-on changes I find interesting. I don't know how I feel about this add-on, but I enjoy the fact it's way better than the previous iteration. We would need to compare each other's ideas to see which one to keep.
Rules Set NO.2 [Feedback] — Pretty interesting, I love how it involves the obsession because not many killers have add-ons that actively target the obsession. I do have a similar idea that I will share very shortly.
Add-ons I'd Keep: Workshop Grease, Rules Set NO.2
Add-ons that I wouldn't keep: Utility Blades, Rusty Attachments
Any add-ons I didn't mention, I'm going to need your help to convince me or see if my idea is better.
Going to post this comment, so that I don't lose my progress. My add-on pass will be posted soon after this comment so don't worry!
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@TamboRhyyn said:
It's a shame that Hex: Blood Favor is almost never used; the concept is really, really neat. The effect doesn't have a ton of merit to it often because the range is so short, and survivors often just keep on running once they see the effect take place. The use is really niche for a hex perk. I am once again bringing up a suggestion of mine to make Blood Favor Hex-Worthy and interesting, I hope.
I think Hex: Blood Favor should have an effect similar to Dark Devotion. Dark Devotion allows you to carry the terror radius of the killer once you've been hit. I think that the pallet blocking effect should trail with the survivor for the duration of the perk, so wherever they go, pallets within 16 meters of them will also be blocked until the time elapses. That way, the effect is threatening, still has a cooldown so it isn't overbearing, and can be disabled.
I really think this effect would be interesting as a basis to go off of at the very least, thoughts?
Doesn't change anything, it would still block pallets within 16 meters of the hit point. Meaning experienced survivors will know to not trust any pallets until they are well away from the hit point.
Of course it would surprise them at first, then it won't happen again. SWF would alert the entire team, then the surprise factor goes away.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2333715#Comment_2333715
Ah yes, add-on pass she seriously needs.
Got any add-ons you would rework?
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2332677#Comment_2332677
I forgot an example that I know does work
if you take a mettle of man endurance hit you don't get deep wounded so if you afterwards use a styptic you can take 2 endurance hits in a row, completely slipped my mind
I'm talking about Endurance while in Deep Wounds. The game won't let it happen.
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@Chocolate_Cosmos said:
Changes to Pig traps
- Auras of Jigsaw Boxes are no longer showed to Survivors until their trap is activated (add-on by default).
- Pig can no longer see her Jigsaw Boxes.
- 1st Jigsaw Box that will Survivor complete will have 100% chance to not contain a key to escape from the trap.
Changes to special attack & crouch
- Reduce the time to crouch to 1.2 seconds from 1.3 seconds.
- Ambush charge time reduce to 0.6 seconds from 0.75 seconds.
- Increase dash speed to 7.1 m/s from 6.9 m/s.
- Pig while crouched is moving at 3.9 m/s up from 3.6 m/s.
I think this would make Pig less about RNG (luck), more better and faster at stealth, better and more motivated to use her power at loops / mindgames and also it would reduce tunneling Survivors that have their trap on their head so they have a chance to escape from the trap but at the same time not escape from trap in like 30 seconds after being unhooked.
This looks fine to me, I would definitely accept this, but I want to add some more icing to this cake:
- Ambushing an occupied survivor automatically grabs them
- RBTs automatically activate after the 5th generator, but the EGC timer will pause if there's an RBT in play
- Add-on pass
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@Purgatorian said:
The gens have never gone so fast as they have during this event, please add more objectives that must be done to slow the game down just a little bit.
Gens have been getting done at around the 5 minute mark, not getting to sacrifice 1 without tunnelling, lucky if I get more than 3 hooks at all. Now there are the really good killers out there that can down in seconds but the average player base can't. No, git gud is not good advice.
People say there's no such thing as gen rushing. 5 minutes per game? So the gens are crawling along are they? This is getting ridiculous now and is breeding more toxicity in killers which turns into a vicious cycle of breeding more toxicity in survivors. Games have never been so toxic.
You are going to lose a lot of players and not keep many of the new ones if this keeps up. Yes, you have no competition but that still won't stop people giving up on the game. Please, you do have a good game, if not a little stale now, and a lot of us want it to succeed for many more years to come
To those who complain about tunnelling. Is it not the same as after the killer kicking a gen you go straight back to it therefore tunnelling the gen. Then you have no right to complain. You are doing your objective just as the killer is also.
I'd prefer we don't slow down the early game, but make the endgame more interesting.
Exit Gate Switches are no longer located next to its respective gate — They are randomly placed in the map. Survivors can locate them by following the visible wires connecting both the switch and gate mechanism.
Survivors wouldn't see the location of the switches once all generators are completed, just the exit gate locations. Meaning they would find the exit gate, use the wires to find the switch, then opening their escape. Would be very interesting.
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@saltmineinaction said:
I always run Small Game in solo queues because I know that 99% of the time, my teammates won't do totems. Also it counts how many totems have been done so that way you can see if there is a chance for NOED to spawn for example, or if there is still any hex totem up.
The problem is, you shouldn't have to run perks just to gather information that SWF have as basekit.
Meaning a totem counter should be basekit, no perks required and you can potentially use that perk slot for something else if you would like.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2332429#Comment_2332429
So you confirm my point?
You list two Perks which you declare as "not meant to counter tunneling very well" and "does not counter tunneling in the slightest" and another Perk which is out of the control of the respective Survivor, because a Teammate has to have it.
Let alone that conditions make Anti-Tunnel Perks pretty unattractive, it does not really help if I have to heal another Survivor for a full Healthstate if I get found first...
Yeah, I'm supporting your point.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2332616#Comment_2332616
I would disagree but I can't find a video of my counterpoint anywhere so im going to call it a tie for now
Any damage negated by Endurance has the consequence of putting you into Deep Wounds. Deep Wounds doesn't allow you to negotiate any more damage until you mend to the injured state.
I know this because if you use a Styptic Agent, then take the final protection hit to active Mettle of Man, you will notice that Mettle of Man is not protecting you with the Endurance status effect.
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@bjorksnas said:
Don't forget to add a stipulation that no mither can't take protection hits while in the deep wound state or you can just park 2 no mithers next to each other and be immortal
Endurance cannot be applied while you're in deep wounds. It's just something the game doesn't allow.
Therefore, you don't have to worry about that happening.
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@HaunterofShadows said:
eeeehh. On an endgame build I see the loud noise notification being a problem but it only activates when a gate is interacted with the first time so you could just tap it then hide
Essentially this, you can easily waste the killer's time.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2331385#Comment_2331385
Because it is basically the only Anti-Tunnel Perk which exists. Especially in Solo Queue I cannot really guarantee if that guy who unhooks me does it safely or if they even have BT.
It is not a good Anti-Tunnel Perk, but basically the only one. That is why it is taken.
Actually, there's quite a few anti-tunnel perks, but none are as reliable as DS.
- Second Wind
- Borrowed Time
- Off The Record
Second Wind requires a full heal, all 16 charges to activate, meaning any less and it won't activate. Upon the prerequisite, it has a 20 second timer, which is plenty of time for the killer to down you. Granted, Second Wind isn't meant to counter tunneling very well, its main purpose is efficiency.
Borrowed Time is strong, but you can't trust teammates to use it when they unhook you. Meaning if they don't have it, you're getting thrown back on the hook. Otherwise, it's pretty solid when your team has it equipped.
Off The Record doesn't counter tunneling in the slightest despite trying to hide your presence. It only works if the killer is soft tunneling you, which means they won't throw the game to tunnel you, but if they have the opportunity to tunnel you — they will do so.
Decisive Strike is reliable because it takes effect immediately after being unhooked. No prerequisites and you don't have to rely on your teammates. As a bonus, it wastes more time in general regardless if they slug you or eat the DS — BT doesn't waste as much time as DS. Moreover, the fact that DS exists in the perk pool makes the killer have to gamble on weather or not you are running it. Leading to some situations where killers avoid picking you up, meaning you can benefit from DS even when you're not running it.
This is why DS is so powerful, no wonder every survivor uses it. It does what it's supposed to do unlike other perks.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/2331868#Comment_2331868
I don't think our ideas are similar at all. My idea is a counter to negative status effects but doesn't have much impact against hexes, while your idea is a Lucky Break that directly counters hexes.
It is a nice idea, but I feel like if you want to counter a hex, you would bring Small Game, Detective's Hunch or Counterforce, as it would help all survivors as opposed to the ones close to you. I feel like it would encroach on the territory of those perks.
There's no other perk that counters status effects like Mangled or Blindness, so I would prefer if Vigil kept that functionality rather than be another perk that counters hexes.
To be fair, a lot of perks overlap each other, it just depends on the playstyle.
Detective's Hunch, Small Game, and Counter Force have their own niche that they support despite having their similarities.
You would use Vigil if you believe a threat cannot be shutdown in time — giving you extra time. Detective's Hunch reveals objects, including totems, potentially helping you prevent a threat. Small Game gives you pinpoint accuracy and counter to know your team's totem progress. Counter Force gives you a cleanse boost and gives you direct aura reading on totems. As you can see, most totem perks focuses on preventing a threat while Vigil reacts to a threat.
However, either way, I like the idea of Vigil reacting to status effects. It's something that we don't have in DBD.
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@Power_Guy said:
The way I see it, moris should activate when you're HOLDING a survivor on Death Hook.
This gives the time for DS to proc, or for flashlight/pallet saves. But you only have that small window (like you do now when trying to save someone being carried); miss, and the Killer can mori.
All you'd need to do is add an animation for the killer throwing their victims to the ground, then have it play from there as normal.
It would be cool if the killer destroyed the survivor whilst holing them, then throws them to the ground for the finisher. If you went through the trouble to pick them up, minus well do something to them before tossing them to the ground.
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@Cancan71 said:
You look over your friends even in dire situations.
After unhooking a survivor safely or completing 2 healing actions on another survivor, you gain a token.
When facing another nearby survivor, press the active ability button to perform a 2 second channeling action and use a token on that survivor. Pressing the active ability button while facing no one will use the token on yourself.
Using a token will remove the Blindness, Hemorrhage, Mangled, Hindered, Oblivious, Exposed, Broken, Incapacitated and Deep Wound status effects from the selected survivor, as well as gives them immunity to those status effects for 16/18/20 seconds.
Status effects given by a killer's base power triumph Vigil and can not be removed.
The removable status effects of other survivors are revealed to you when they are near you.
With the new rework laid out, I will answer some questions that you might have had.
Q: Wouldn't this ruin some killers that use status effects as their powers, like Ghostface or Myers?
A: With this rework of vigil, any status effects caused by a killer's power won't be removed, but status effects caused by a perk or add on can be removed. So you can't remove an Exposed caused by a Ghostface stalking you, but you can remove an Exposed caused by Starstruck. Similarly, you can't remove a Broken caused by Plague's vomit, but you can remove a Broken caused by the Legion pin add on. This works the same across the board.
Q: What about perks like Devour Hope or Rancor, which cause a permanent status effect?
A: As a general rule, status effects caused by an once off action like getting hit or breaking a totem are permanently removed and don't come back after the 20 second immunity, while perks that cause a constant effect do come back after the 20 second immunity. So perks like Devour Hope or Rancor would make you exposed again after 20 seconds, while other perks like Iron Maiden or Haunted Grounds would have their exposed removed permanently until you perform the required action to get the status effect again. If you have a question about how any specific perk or add on interacts with this perk feel free to ask me.
Q: What about the Exhaustion status effect?
A: Since the perk removes status effects instantly, I decided to remove exhaustion from the list. Exhaustion perks are already powerful enough and I want the perk to focus on other status effects, as current Vigil is only used for reduced exhaustion, which I feel is a missed opportunity for a unique perk.
Q: How would you counter this as a killer?
A: First of all, if you don't have any perks or add ons that cause status effects, you can ignore this perk. If you do, try to look out for status effects being removed, for example maybe you noticed Broken being removed far too quickly, or that a survivor with Hemorrhage is not bleeding as much, and then try to find out who is using the perk. You can also catch the survivor performing the unique channelling action, which would show you that they have vigil, so you can focus on them and don't let them gain tokens. Another thing to note is that killer status effects like Bloodlust or Undetectable are not affected by Vigil.
What do you think of this rework? It might be a bit complicated and maybe overtuned, but I think that this rework is a great way to bring this perk back into relevance in modern DBD. Let me know what you think of this.
I had a similar idea, it essentially does the same as your idea, albeit less complicated or worded more friendly.
Vigil
Your kind heart has the ability to repeal evil.
When under the direct influence of the Cursed status effect, become immune to its associated effects up to a maximum of
40/50/60 seconds. While active, survivors within 16 meters to you will be protected as well. Once out of range, they remain protected for an additional 15 seconds.Once the duration has been used, Vigil deactivates.
Vigil Matchups Against Hex Perks
Ruin
Without Vigil
Canceling / interrupting a repair action will cause the generator to enter the regression state, at an increased speed of 200%.
With Vigil
Canceling / interrupting a repair action will put the effects of Ruin on hold for the duration of the timer. If another survivor touches your generator, Vigil is no longer protecting that generator if they decide to leave it. You have to be the last survivor touching that generator to prevent Ruin regression with Vigil.
Crowd Control
Without Vigil
Vaulting a window will cause it to be blocked for 20 seconds by the Entity.
With Vigil
Vaulting a window will cause Vigil to protect that window from the effects of Crowd Control, which is 20 seconds for each vault [3 uses before deactivation].
Haunted Grounds
Without Vigil
You become exposed for 60 seconds.
With Vigil
Vigil makes you immune to the exposed status effect for 60 seconds [would deactivate Vigil].
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@Dangle03 said:
i love the idea of trickster having multiple different knives. but tracking knives seem OP and people would just only use those. and pierce blades seem kinda dogshit, because more often than not you will only be chasing one person
Tracking knifes wouldn't be like aimbot, you have to be close enough for them to track enough to hit them.
Piercing knifes can go through walls, meaning you could down survivors without even seeing them.
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Pretty simple, Feral Frenzy will injure survivors. Using Feral Frenzy on an injured survivor will inflict Laceration, which requires 6 points for them to be put into the dying status. Laceration fully decays after being fully healed or downed.
Feral Frenzy Scale
Healthy Survivors- 0 Chain Hits: Injured
- 1 Chain Hit: Injured + 1 Laceration
- 2 Chain Hits: Injured + 2 Laceration
- 3 Chain Hits: Injured + 3 Laceration
- 4 Chain Hits+: Injured + 4 Laceration
Injured Survivors- 0 Chain Hits: 1 Laceration
- 1 Chain Hits: 2 Laceration
- 2 Chain Hits: 3 Laceration
- 3 Chain Hits: 4 Laceration
- 4 Chain Hits+: 5 Laceration
Quality of life changes / Buffs
- Fatigue reduced to 3 seconds
- Damaging a survivor with a basic attack doesn't reset half of your FF cool-down
- Can chain FF hits between 2 or more survivors — as long as each survivor you FF is different from the last
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2330090#Comment_2330090
You’ve pretty much echoed my thoughts here, because I too can see why they’re hesitant about how they’d change it.
Preferably, just remove the cool-down and have the duration increase based on how many unique survivors you have hooked. Would be strong since you're blocking all pallets within 16 meters for 32 seconds with all unique survivors hooked.
However, it's not like the survivor's defenses aren't taken away until after they failed to prevent the initial hit. Even then, they can traverse 16 meters in less than 4 seconds with the speed boost. Upon all of that — it's a hex perk.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2329961#Comment_2329961
I wouldn´t say that´s a 50/ 50. Spirit may see scracth marks and blood and hear you. And survivor has just a supposition.That´s not a 50/50 but a 75/25.
She has insane movility and big advantage on pallets and structures. Some people say that Spine chill counters her....no way. When you are running to a structure or pallet and she is chasing you it´s obvius spine chill will get activated. But u can´t know where she is and the distance you have on her.
I agree, people saying she's a coin flip isn't exactly true. She gets more information than the survivor does, meaning more likely than not, she's going to make a better prediction than you — especially if you're injured.
It's pretty rare when a situation between you and the Spirit is a pure coin toss.
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Okay, just to make things super simple.
Dead by Daylight can never be balanced
This is because we have Solo Queue and SWF, which play completely different. You cannot accommodate the differences between the two of them, it's just impossible.
Even if you balance around the average between the two, you're still going to leave solo queue behind while SWF thrives. You cannot balance this game accurately until we close the communication gap that they have.
Before we choose how to balance the game, we need a foundation first.
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@Verconissp said:
Nope.
It' should stay imho.
just have to be Effective at gens and get out quickly my guy,
Which we all know is fun for both the survivor and killer...
Coff Coff SARCASM Coff Coff
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@TheClownIsKing said:
So Blight had significant fixes and changes to his base kit and add ons since his release (bugs still need to be addressed), and Hex: Undying got a much deserved, and fair nerf.
But why have the devs not looked over Dragon’s Grip, or Hex: Blood Favour?
Personally, Dragon’s Grip probably doesn’t need changes, but I’m astonished that SOMETHING hasn’t been changed about Blood Favour. I don’t think it’s as weak as many claim, but it certainly isn’t useful in most cases it activates in many maps.
Could it be that because it may be used so infrequently that they simply don’t have enough data to make balancing decisions on Blood Favour?
I believe the developers are being careful with how they change Hex: Blood Favor. It's a perk that disables the survivor's ability to defend themselves, while within its effective range. Vaults do help stall, but you have things like Entity Blockers and Bloodlust ruining all of that.
While I agree the perk needs some love, making a incorrect change will be devastating. If I'd change the perk, I would remove the cool-down and increase the duration to 16 seconds. As a bonus, each unique survivor hooked increases the duration by 2/3/4 seconds.
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@Munqaxus said:
Here are some perks that really need a buff and simple suggestions to fix them. (There's a lot of killer perks that need buffs too, but for right now, here's the survivor perks in serious need of help)
- Smash Hit - Activates when you throw a pallet down
- Power Struggle - Remove the wiggle progress requirement
- Repressed Alliance - Remove the requirement to currently be working on the gen.
- Self-Preservation - (I have no idea on this one).
- Camaraderie - Remove the requirement for a survivor to be close and allow it to work on both hook states.
- Off the Record - Add removes scratches and blood pools.
- Any Means Necessary - Remove 4 second requirement.
- Mettle of Man - Reduce to 2 protection hits.
- Poised - Make it an activate ability.
- Boil Over - Increase sideways strafe to 100%/125%/150% (Not sure if that will help this perk)
Smash Hit — Dislike the idea, I'd prefer they reduce the speed boost duration to 3 seconds and have the speed boost effect after the animation. Then I'd like the perk to have tokens based on how many times you stunned the killer, up to 5 tokens. Each token increases the speed boost duration by 0.4 seconds. The perk description would say slightly increases the duration up to a maximum of 5 seconds. Would reward going for stuns.
Power Struggle — I'd would be fine with this if it doesn't work when the survivor is picked up at a pallet because that would be OP.
Repressed Alliance — Wouldn't mind, but the perk would still be poor.
Self-Preservation — Too easy, have it remove grunts of pain, breathing, scratch marks, and blood trails.
Camaraderie — That's nice, but then it would give a free 64 seconds on the hook. I personally don't care, but it's going to be annoying for killers. I was thinking it would be identical to Lucky Break to where it has a time bank that you use. Camaraderie would have 40/50/60 seconds in the bank, and after being on the hook for 15 seconds (giving time for the killer to go away), the perk would activate. Any survivors or killers within 16 meters to you will cause Camaraderie to pause the hook timer, using the time bank, for as long as there's time remaining. Would be really cool to be honest.
Off The Record — Totally, 100% support for this. Anti-tunnel perks should be OP or very strong.
Any Means Necessary — It would be annoying to stun the killer, reset the pallet, then stun them again before they can recover. I prefer just removing the cool-down entirely and attach a BP bonus to it as the variable for perk tiers.
Mettle of Man — I can live with this change, and remove the aura reading negative too.
Poised — Indifferent, active abilities are going to be problematic since having DH and poised conflict each other since both would use E.
Boil Over — I disagree, would be too annoying. I prefer removing hook auras entirely so that the killer would need to pay attention to surrounding hooks instead of relying on auras.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2328321#Comment_2328321
SWF have all the information perk for free
That's what I'm saying, you can't balance both SWF and Solo Queue when both are fundamentally different in how they play. You just can't and that's why DBD game balance can never be achieved until the developers close the communication gap that both parties have.
Having the obsession mechanic as base is nice, but it's not enough. I don't want perfection, just enough information for solos to not be forced to run perks just to play catch up with SWF.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2328240#Comment_2328240
Well as someone who is solo 95% I dont look bad, if people watched my gameplay youd just see bad survivors dropping like mad while I'm carrying the game. Ranks is a huge issue, 2 red rank players can be so far apart in skill it's stupid. Iv seen red ranks that cant look behind them at all in chase and miss skillchecks constantly. Rank is an issue
Ranks is not the only reason why solo queue sucks, no communication also plays a role. It's just a mess, you can't balance the game around both SWF and solo queue when they play completely different — it's just impossible.
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@EntitySpawn said:
Solo is fine. Ranks however arent. Alot of red ranks should be green at best.
"Solo is fine. Ranks however arent."No.
Ranks aren't the problem, it's the fact that we have no communication amongst each other. Even the best survivors will look inexperienced in solo queue because no communication screws them over more often than not.
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@ManWithALemon said:
Take a look at these three addon descriptions.
https://us.v-cdn.net/6030815/uploads/V6OSXFQNM8PV/desktop-screenshot-2021-07-01-13-35-30-42.png
https://us.v-cdn.net/6030815/uploads/2EZR0FVI8PYX/desktop-screenshot-2021-07-01-13-35-39-23.png
https://us.v-cdn.net/6030815/uploads/2ECV7H4CXJBD/desktop-screenshot-2021-07-01-13-35-46-79.png
All three of these addons have two things in common.
- They only work while Victor is charging a pounce.
- Said requisite was NOT THERE BEFORE.
All three of these addons used to work when Victor was idle and you were controlling Charlotte. Now they've been changed so that they only work when Victor is charging a pounce.
This is a hard nerf to these addons that make them literally, genuinely, absolutely pointless. Soured Milk and Madeleine's Glove were really good because Victor's Killer Instinct was determined by the range of his shrieks, similar to Doctor's static blast—if a Survivor could hear Victor, Charlotte could see them. So louder Victor = more tracking. Now, though? The addons actively hurt Victor by making it harder to charge a long-range pounce without being heard, or making it more obvious he's charging a pounce mid-chase. As for Drop of Perfume? Already a low-tier addon, but now it truly serves no purpose. After all, what's the point of making Survivors Oblivious when you're PLAYING AS VICTOR?
These are stupid, senseless nerfs that completely gut three entire addons. And once again, it was a Twins change that BHVR did not, in ANY BLEEDING CAPACITY, mention or tell to anyone in any way. This is the fourth, count 'em, FOURTH shadow-change to Twins since 4.7.0 and the THIRD shadow-nerf.
I get people don't like playing against Twins, but I haven't seen a Killer get this surreptitiously changed in the entirety of DBD. Even when they nerfed Pig 37 separate times, they had the integrity to tell us it happened. This is just ridiculous.
Drop of Perfume is useless because what's the point of making surivors oblivious when Charlotte is Undetectable when idle? Devs please.
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@MadLordJack said:
Actually, in that scenario they can only get up to 8k BP, and you were essentially bullying a baby killer which doesn't take much effort because, you know, 5 minutes.
I'll keep that in mind for when I get tunneled as the survivor.
Don't worry, I'll just let the killer tunnel me, heck, I'll point at the hook while I'm at it.
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@Boss said:
Hmm, well the general consensus at least seems to be that it ranges from normal to awful in producing good results.
About half seems to enjoy it though.
Mmmmmmmmmmmmm i think i'll skip it for now, but i couldn't say that without your comments, so thanks for sharing!
Also what @agonizing said, that was pretty much my first thought when it came out, and it still is. 😅
Coup de Grace is just poor perks that often causes more harm than good.
Problems: Saving tokens requires you to do quick attacks, not lunge attacks, meaning any hit you would get with a lunge won't be a hit unless you waste a token.Rework / OverhaulCoup de Grace
You like giving false hope to those who wronged you.
Gain tokens when doing the following:
- 1 Token: Hooking an unique survivor
- 2 Tokens: 6 Total Hooks
- 2 Tokens: 8 Total Hooks
When you have a token available and the survivor is outside of your lunge range, your lunge gains the following bonuses while a token is consumed:
- 30%/40%/50% Lunge Duration
- 30%/40%/50% Lunge Speed
Can no longer gain tokens once a survivor is either killed or sacrificed.
This pretty much makes Coup de Grace a decent perk. It doesn't solve everything, but it's way better than its previous iteration.
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@whycantIwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2319989#Comment_2319989
but that's literally what they have to do, you take 16 seconds 5 times and no noed. they even have coutner force now so it's done even faster
NOED only exists to destroy solo queue, it needs to be changed.
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@WexlerWendigo said:
So, a lot of survivors right now are feeling frustrated when they wait forever in the queue, only to spend the whole game on the hook, or with the killer on them 24/7 trying to secure their kill. On the other hand, killers are struggling to apply pressure with four survivors, as currently the game heavily punishes killers for not getting sacrifices.
The game needs to encourage and actively reward players for not tunnelling, by way of not only BP, but in the ranking system. Hooking all 4 survivors should contribute towards pipping, and you could take this even further by rewarding killers for hooking all survivors before 3 generators are completed for example.
This would make playing survivor more pleasant, but also give killers the choice to not have to play in such a scummy way that the meta currently demands.
I’m sure some people will complain about the fact that this will likely lower the kill rate. The thing is though, I think reducing kill rates is worth making the game much more healthy, and less sweaty for BOTH sides. Whenever you killer someone with the system, let alone the whole team, would feel like a much bigger achievement than right now, and puts more focus on the 1v1, rather than 4v1 which can be very overwhelming as killer. This is just an idea though, as I think there needs to be effort put in to make the game less toxic.
Pretty simple, here's a few base and perk changes:
Base Changes
Powered Status Effect: When further than 32 meters from the hook:- 5% Haste Effect, 10% Attack Recovery, 10% Action Speed
Perk Ideas
Pure Evil: When a survivor is unhooked, their repair speed is decreased by 25% for the next 40/50/60 seconds.Death Sentence: When an unhooked survivor is put into the dying state in the next 15 seconds, the savior will become exposed and can be killed by the killer for the next 20/25/30 seconds.
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@TumbleElf said:
You may know that In the 5th anniversary stream announced a change to keys (they will be changing them to make them more balanced, or reword them in general, we don't know)
I would like to know your ideas on the upcoming key change! (What do you want the keys to be)
Thanks!
Item: Key
ChargesRusty Key [Replaces Broken Key]: 16 Charges
Dull Key: 24 Charges
Skeleton Key: 32 Charges
Hatch Spawning Rules: One survivor alive or exit gates activated.- Takes 8 charges to open the hatch, progress isn't saved.
Secondary Ability: Reveal survivor auras and choose a survivor to give them a bonus. Charges are consumed for as long as the bonus is applied. Bonus can be canceled upon picking the same survivor.Bonuses:Vault Speed: 25% boost — Consumes 0.5 charges per second
Altruistic Speed: 50% boost — Consumes 0.25 charges per second
Movement Speed: 7% boost — Consumes 1 charge per second
Scratch Marks: Removed — Consumes 1 charge per second
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@glitchboi said:
Haven't you realized? Holding M1 in 2021 is toxic on its own! Educate yourself, don't be toxic.
/s
Me playing Dead by Daylight is toxic.
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@TheClownIsKing said:
No, not strong in the slightest. It only wastes a marginal amount of the killers time.
Thank you, killers shouldn't be losing to this perk alone. If they are, there's a bigger problem at play than just the perks.
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@Yogerman1997 said:
2 survivors alive
2 gens left
10 minutes checking generators without anyone work on them
both survivors escape via hatch using a key
SCORE SCREEN:
plunderer instinct
Here's how to fix keys:
- Hatch will only spawn when there's either one survivor alive or the exit gates are activated.
- Key's have a new secondary effect other than aura reading
Done, keys aren't OP and have a purpose other than opening the hatch.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2311263#Comment_2311263
That's exactly how I got it, took 3-4 games but found a pink map and a pink key eventually.
Yeah, it's doable, might take a few games to get one because ultra rares from chests are not a cake walk. 🙂
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2311551#Comment_2311551
YES! I like all of this, but don’t you think Dren would fit though? She’s very creepy/bizarre, and the way she rapidly evolves would fit into the game’s mechanics. Nemesis is an example of a power becoming stronger once specifications are met. So this wouldn’t be difficult with her/him/it.
We could have skins to change the gender or appearance, that would be cool! 😁
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@WaveyTrey said:
Anyone remember Dren? The animal/human hybrid from Splice? Maybe they should put her/him into this game. Dren starts the trial female, but as the trial prolongs she eventually mutates into her male form. Becoming OP. So the strategy is to get out as fast as possible before Dren takes its final form.
Other than that Dren starts off attempting to sting you with her tail mid ranged. Her stinger poisons you, causing you to lose a health state slowly over time. The more she stings you the faster the buildup. When she develops her wings she can then perform a flying lunge to bite you, much like a Demo lunge. Her male form combines all these powers, and makes them stronger. The tail has more reach, and the flying lunge breaks through walls/pallets.
You'd like to expand upon your idea.
The Creature
Movement Speed — 110%
Terror Radius: 24 Meters
Height: Short
Power: Hybrid Lethality
Having a variety of tools at its disposal, The Creature can quickly surprise survivors.
Special Attack: Lethal PounceCreate a path by holding the ability button, then release it to finish the path. When at either endpoint of the path, press the ability button to dash across the path at high speeds until you reach the other endpoint.
- Colliding with a healthy survivor will damage them for a single health state.
- Colliding with an injured survivor will apply deep wounds.
- Colliding with a deep wound survivor put them into the dying state.
- Colliding with a dropped pallet will destroy it.
- Colliding with nothing will cause a short fatigue.
After using the path, it will automatically be removed. Only 3 paths can exist on the map, creating more than the maximum amount of paths will overwrite the earliest one.
Special Ability: Lethal FlightPress the ability button to spread your wings and take flight in the air, completely disappearing. While The Creature is in the air, you will be able to move as if you were still on the ground, but you cannot perform any actions until it lands. Pressing the active ability button will cause The Creature to land wherever you're positioned at after a short delay and audible warning.
- Landing on a survivor will immediately put them into the dying state.
Cool-down of 75 seconds after landing.
Special Passive: Lethal IntelligenceAttacking survivors with either your basic attack [1 Point] or Lethal Pounce [2 Points] will increase The Creature's Intelligence:
- 3 Points: Decreases Lethal Flight cool-down by 10 seconds.
- 6 Points: Decreases Lethal Flight cool-down by 15 seconds and increases maximum amount of paths from Lethal Pounce by 1.
- 9 Points: Survivors deep wounded by Lethal Pounce will have their bleed-out timer uncontrollably deplete.
- 12 Points: Lethal Pounce can no longer be interrupted by dropped pallets.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311263#Comment_2311263
I think they had a challenge similar to this one in a past Rift, and I brought in either a Skeleton Key or a Map to get it done, so that's pretty much my plan this time around. I have a decent number of both saved up on a few survivors, but it might take a few tries. Plunderer's + Appraisal might be the back-up option if supplies run low, lol.
It's just tendous because you would need to get lucky enough to obtain an ultra rare item. Then, you would need to escape, but if you have a Skeleton Key — the killer will likely tunnel you out of existence unfortunately.
It's doable, just can be frustrating at times. 😁
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@ChiSoxFan11 said:
BNP and/or syringe should not count for the challenge, as they're add-ons for an item, and not the item itself.
Either Skeleton Keys or Rainbow Maps would work? Goodluck finding that from a chest, even with looting perks.
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@Mandy said:
I can't share anything that's not already public knowledge I'm afraid. We did say in our Anniversary Stream that the key rework would be with the Mori rework and I cannot offer any further information than that at this time I'm afraid.
Thanks for at least answering, we all value transparency. 🙂
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@GamingTroller101 said:
https://forum.deadbydaylight.com/en/discussion/comment/2309963#Comment_2309963
There's always going to be a way, but taking some action is better than no action. I do agree bots are necessary, but until the developers decide bots can be properly implemented, then at least some action against intentional DCers is especially necessary.
You can only go so far with technology detecting players trying to loophole DCing before you start punishing innocent players. Bots are already in the tutorial, which means they either have the means to do so or are close to doing so.
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@Orion said:
It doesn't matter much if it's from a flamethrower, pyrokinesis (although this is the best one), or an oily metal bat and a matchstick, but we need a killer whose power is to burn things.
What do I mean by "things"? Well:
- All vegetation (including corn, hay bales, those short bushes on Haddonfield, and so on, but not trees or walls made of vegetation). This means the vegetation stops existing, period.
- Pallets (resulting in delayed pallet breaks with some debuff to survivors if they vault a burning pallet).
- Breakable walls (see above).
Furthermore, the killer should be able to set windows on fire, to apply the same debuff as when a survivor vaults a burning pallet.
The debuff should be something simple, but threatening (it is, after all, fire). I'm thinking something like:
- Survivors are slowed while affected by the flames. Alternatively, they move left/right by some amount at random intervals (because of the pain).
- There's a gauge that fills up over time.
- The more they run, the faster the gauge fills.
- To get rid of the flames, survivors have to perform an interaction similar to healing, but they're putting out their burning clothes. In other words, they have to stop, crouch down, and then try to put out their clothes. The interaction lowers the gauge over time, as opposed to having a set time. In other words, unless it's completely finished, they will stay on fire. This is to incentivize dealing with the power early and completely, as well as punishing them for staying on fire for prolonged periods of time.
- If the gauge fills all the way, survivors become Broken and everything they touch catches fire (similarly to the Plague's infection). The Broken status lasts for some time after they've put out the flames.
- At this point, a second gauge starts. If the survivor does not put out the flames by the time it fills up, they are put into the dying state and the flames are immediately put out. The Broken status is also immediately removed.
Now, to prevent something like Legion from happening (a killer whose power is essentially to make survivors hold M1 for a long time), I propose that every time the gauge fills up completely, the next time that survivor catches fire (so the second gauge after the survivor is Broken is not affected by this), the gauge is slowed by some percentage (which stacks).
This means that they will have to hold M1 for shorter and shorter periods of time the more they are burned (you could say it's because the wounds are cauterized or something), while this killer is incentivized to "spread the damage", since it can result in pallets breaking on their own.
Special ability could be like the Doctor's, but with fire and depending on line of sight. This means that any survivor that hides behind an object that completely covers them (this will probably need some leeway and tweaking due to the unreliable LoS we've seen with Ghostface) is safe. Everything and everyone that has LoS on the killer and is within a certain radius, however, is set on fire. That means vegetation and so on.
Alternatively, the killer's special ability could be to light their melee weapon on fire, so anything they strike or touch (so if they vault a window, for instance, it catches fire; same thing if a survivor touches the killer's hitbox or if they stun the killer with a pallet*) is immediately set on fire, while any vegetation they walk through burns up. I think this one would be best.
*The pallet would catch fire immediately, which would then make the survivor catch fire.
Let me know what you think!
Just worried that a survivor who's on fire would be put on boring timer because they can't put out the fire while being chased. Meaning whatever time they have for both the first and second meter will be their maximum chase time regardless of how skilled they are. Add-ons that shorten the meters will make this worse.
I'll let you decide on how to fix this or clarify if I misunderstood / missed something. Other than that, great idea and would be nice to have an elemental killer to the game.
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@GamingTroller101 said:
I think all killers and survivors can agree that having one survivor disconnect early in the game or kill themselves on first hook ultimately completely ruins the fun of the match and reduces the total bloodpoints gained by all players.
I believe this issue could be solved by highly deincentivizing disconnecting through bloodpoint penalties and increased DC penalties based on actions during the match. Let's say a survivor is angry that the killer downed them through some non-exploitive way and they disconnect between being downed and being hooked. This is highly indicative of ragequitting rather than unintentional internet issues, and so should these players not be more severely punished? I suggest treating a disconnect of this nature as the equivalent of two disconnects and granting a -10% bloodpoint penalty to that player for the hour after their DC penalty ends. I understand that this may in actuality cause players who intend to DC to wait a few minutes before disconnecting. However, since ragequitting is generally a "in the moment" type decision, a player will be less emotionally motivated to disconnect after being unhooked (about at least 45 seconds after being downed). There will obviously always be exceptions, but this change should deincentivize more players from disconnecting. There is also the concern of unintentional disconnects during this time period, but given how low of a probability of disconnecting within the 10-30 seconds between getting downed and hooked is compared to a 10 minute match, I see more players disconnecting in this time period intentionally than unintentionally. Repeated offenses could increase the bloodpoint penalty and increase the DC multiplier.
I have a similar idea for the suicide on first hook. This one is a little more easier for detecting intentional suicides since the game can easily detect a specific series of actions within a certain time frame. The game could check to see how fast a player's hook state bar goes down. For example, if the game detects the player's bar goes from first hook (100%) to below 50% of the total hook state bar in under 15 seconds, then the game should treat the scenario as an intentional DC and punish similarly to my suggestion above. This would be applied ONLY if there are survivors remaining in the trial that are not on hooks or in the dying state. This way no one could get punished when the game is over basically and survivors are just trying their luck in attempting to escape.
This is something I came up with on the fly, so feel free to leave any thoughts and comments. I understand that killer disconnects are also a thing, but obviously those simply end the match then and there while survivor disconnects are more impactful.
While it would be nice to punish people who are trying to loophole DCing, people will still find a way to not play a game. The best solution is to replace DC'd teammates with bots and report players who break ELUA / game guidelines.
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@Jarol said:
How would you make Clown Tier-S?
New status effect, Intoxicated: Unique to the clown.
- Survivors that make contact with the gas will become intoxicated.
Intoxicated l: Gained upon touching gas. Anything outside of 32 meters is blurred; anything outside of 64 meters is unrecognizable.
Intoxicated ll: Gained after being within contact with gas for 8 seconds. Anything outside of 24 meters is blurred; anything outside of 48 meters is unrecognizable. Movement inputs / actions are slightly delayed, including skill checks inputs.
Intoxicated lll: Gained after being within contact with gas for 8 seconds after reaching Intoxicated ll. Anything outside of 16 meters is blurred; anything outside of 32 meters is unrecognizable. Movement inputs / actions are slightly delayed, including skill checks inputs. Suffer from the Oblivious status effect until no longer Intoxicated lll.
- Intoxication depletes over time when performing actions. Intoxication is completely removed upon being unhooked by any means.
General: Invigorated gas activates immediately, delay is removed. Slightly reduced the effectiveness of the slowdown from the regular gas.
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@Mandy said:
yes, keys do not require any charges in order to be able to open the hatch...the charges relate to the other benefits of the item just not the hatch opening.
Hey Mandy, has there been any updates one keys? Anything at all that you can tell the community? Even the smallest amount of information will help. We were told that were supposed to be looked into, but we haven't heard anything since. 😕
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@SquillDBD said:
- Cut the time it takes to kick a gen in half (now takes 1 second instead of 2) (with Brutal Strength it now takes 0.8 seconds instead of 1.6)
- Kicking a gen now applies an immediate 5% regression
Surge Buff:
Your eerie presence charges the air and interferes with technology.
When you put a Survivor into the Dying State (no longer requires a basic attack), all Generators within 40m (up from 32m) of you instantly explode and start regressing.
Applies an immediate 10% (up from 8%) Progression penalty.
Surge has a cool-down of 60/50/40 seconds.
I'm all for making regression perks better, but I'm just worried about stacking them together. Which means most regression perks won't be as powerful as they should be because they can be stacked with each other.
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I'd like DS to be usable twice since it's been balanced to only target killers who tunnel / camp.
Perks that discourages anti-fun and-or encourages fun strategies should be powerful in my opinion. Camping, Tunneling, Slugging, Gen-rushing, safe unhooks, spreading hooks across all survivors, and the list goes on.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/2307224#Comment_2307224
Would be a hell of a lot better than 3.5 seconds (the current time)
Nope, I got you, the ultimate DS buff.
Upon stunning the killer:
- Heal a health state and gain the endurance status effect for 60 seconds
- Start sprinting at 150% the normal movement speed for 5 seconds
- Leave no scratch marks for 5 seconds
- Automatically completes a repair on a random generator
- Reduces the killer's movement speed by 50% for 5 seconds after the stun