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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @Deadeye said:

    Sounds pretty cool. There are some things which I can't figure out exactly regarding fairness. At least I cannot estimate if it would feel like "no counterplay" etc.

    For example I think maybe remove the "items" and replace them with some kind of stations with a serum that starts to react when you are infected and very close, so you have a chance to detect that. Would at least waste some time to go for the stations and check, then maybe increaste the inceraction time. Or maybe you can use them to get a x second immunity to infections, but the refill for that station then takes twice the time.

    Also, having no chance to dodge a survivor attack might also turn out too strong. So maybe there needs to be some hint when you take control, but the control lasts longer (unlimited) while you can activate a mutation sequence that grows some thorns and makes evil sounds and then you get the limited takeover duration with a speedboost.

    If he isn't viable enough with the survivor control, you might give him some special tentacle attack or whatever, that is available when you have noone controlled. Maybe the special attack body part is the body part that can perform the special attack

    But as I said, I have no idea how to balance such things, so just some ideas how to tweak that.

    Remember, you move at 100% MS during hostile takeover, not 115% or whatever, and Hostile Takover gives the survivor you are taking over a red glow and stuff. So there is no confusion that you have in fact taken control over that Survivor, and if the other Survivors manage to get any distance whatsoever then you have no way to close the distance.

    In order to get a hit with Hostile Takeover you need the Survivors to already get super close to each other without your direct intervention.

    The control also can't last very long because by definition while you are controlling a Survivor they are straight up unable to play the game since you are moving their character for them. Having that happen for only 3 seconds is fine, but having it last for a long enough duration for a proper full chase would be problematic and a speed boost effect would make him a stronger Legion.

    Having stations rather than items is totally something I can look into however.

  • And honestly I have no idea what the main body would look like, but it wouldn't need to be anything large.

  • @ihavesomethingstosay said:

    Would survivors know if they are infected also this is great I think you really made all those ideas come together from the previous forum. Also I had an idea what if you could use a survivors perk while assimilated like waste there sprint burst. Also I think being able to assimilate downed survivors would be a good idea because you someone come to pick me up and than attack the savior.

    Survivors do not know that they have been assimilated until you use Hostile Takeover, at which point they obviously know.

    I don't want you to be able to use perks while controlling a Survivor because it would make things to volatile for a balance perspective, part of the balance behind this is that you cannot properly chase another Survivor with Hostile Takeover due to lacking a speed boost to cover distance with beyond the lunge from your basic attack.

    I should probably define what happens if an assimilated Survivor is downed, but for now I'll just say that they have to be in the injured or healthy state for you to use hostile takeover but having them assimilated and then using Hostile Takeover the second someone picks them up is totally fair game.

  • @Jakojo said:

    Sounds like Dr. Mundo as a killer

    Dr. Mundo is just Huntress when you think about it

  • For the record controls work like this. At any given moment you are either in your Main Body, Separated or in the Assimilated body

    Main Body: M1 - Basic attack, M2 - Seperate, Control - Switch to Assimilated body (nothing if no one is assimilated)

    Separated: M2 - Stalk to attempt assimilation, Control - Cancel separation to return to main body

    Assimilated Body: M2 - Activate Hostile Takeover, Control - Switch to Main body, Other controls (ex:movement) don't do anything

    Hostile Takeover: M1 - Basic Attack, M2 - End Takeover early and return to Main Body, Everything Else - Standard Survivor controls

    You do not see UI of Assimilated Survivors (ex: Perks, action progress ect), you just get a camera that functions as if you were playing as that Survivor. Basic attacks during a Hostile Takeover (which let me remind you is in 3rd person) are in the direction the camera is pointing and have all the standard mechanics and hitbox's associated with a basic attack.

  • Made one:

    @NuclearBurrito said:

    The thing

    Movement Speed: 4.5 M/S (112.5%)

    Terror Radius: 20 Meters

    Power: Assimilation - You are capable of splitting off from your main body at any time. While separated you are undetectable, move at a massively increased movement speed of 8 M/S (200%) and may attempt to assimilate into a Survivor by stalking them for 3 consecutive seconds. You may not damage Survivors or generators while separated. The body you control while separated is that of a small snakelike creature. You may use the secondary power button while in this state to return to your main body canceling the separation.

    You may see your main body's aura at all times.

    While a Survivor is assimilated you can see their aura and have access to their perspective, granting you a 3rd person camera centered on that Survivor you can switch to and from using the secondary power button. You may also activate a Hostile Takeover.

    When Hostile Takeover is active you may move the assimilated Survivor for 3 seconds and you can preform a basic attack on other Survivors during this time using the assimilated Survivor's body. Once activated you lose the undetectable status effect and will have a red stain and terror radius centered on the Survivor you have taken over. After the effect ends the Survivor is no longer assimilated. You cannot drop pallets while taking over a Survivor.

    Note: While taking over a Survivor you simply use the standard Survivors move-set except M1 preforms an attack. This means you can vault windows and pallets, you may crouch, walk, sprint and you move at the regular speeds for doing those actions as a Survivor. You cannot drop the Survivors item, drop a pallet or use the item, nor may you preform any action requiring the M1 button such as repairing generators or opening the exit gates.

    Scattered throughout the map there will be 6 purification injections. A Survivor may pick them up and they count as a standard item. To use it the Survivor must preform a 10 second channel, doing so will remove the assimilation effect and put the Killers power on a 20 second cooldown. If the Survivor is not assimilated then nothing will happen and the item will still be consumed anyway. After an injection is used another one will spawn randomly on the map but far from where Survivors currently are. Exiting the gate or the hatch with an injection will cause the injection to be destroyed.

    Survivors do not know if they are assimilated.

    This Killer was created for @ihavesomethingstosay. Please give any feedback. I'm not sure if I'm going to create Perks and addons for this Killer idk. And since this Killer concept is pretty involved please do not hesitate to ask any questions about how it works.


  • @ihavesomethingstosay said:

    yo use this also works on a swf level because of you realizing your infected you have to stay away from your team mates or risk them getting infected also forcing survivors to be independent also fights gen rushing

    I'll make a post with a full concept. I'll @ you with it when it's done

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388266#Comment_1388266

    I really like this concept. It could start out with you being snake like little blob, you can infect something in the envirinment or directly enter a survivor. Movement speed as the snake would have to be hillbilly fast as you cant attack anyone directly.

    Once a survivor is infected you can attack with m1 to just do an attack, m2 would allow you to move from the survivor youre currently in to the survivor you hit, but both attacks look the same.

    You choose when you want to "take over" the person you infected, but once you do you have 30 seconds to make an attack. Failure to hit anyone in that 30 seconds results in you being removed from the host and having to infect someine else. Successfully landing a hit puts you back in the passive phase but theres a cooldown of, idk 10 seconds, before you can take control of the survivor again.

    Not sure how well this concept fits "The Thing" but it could be a really bad ass original character if not.

    yeah something like that. Again there would need to be a way to damage a Survivor without using another Survivor, since otherwise you would have no way to down the last Survivor, and also you would need to get them to a hook somehow.

    Simplest solution is to just have a "host" beyond the 4 Survivors that just acts like a normal killer for when doing normal Killer things. . Potentially make them 112.5% or something to discourage using it as your main form of attack.

  • @DBDPlayerOne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388123#Comment_1388123

    Why should all of those been valid options though?

    The survivors brought perks they didn't use the entire match - and may have never been used - to combat this exact scenario. So why shouldn't they have gotten to use their perks? This just seems like a preference rather than a valid argument. When Killers have the forethought to bring perks that come in super clutch in specific situations, they too should be able to capitalize on them. That's part of the game.

    And what is your proposed solution to this?

    Note that some alternatives would include giving a way for the Killer to stop DS from activating in the first place. For example with borrowed time, so long as the Survivor on the hook isn't in your terror radius the perks effect won't activate.

    Unless your name is Pyramid Head, you have to hook Survivors at some point, so they will inevitably be unhooked thus activating the perk. This is why Adrenaline is a non-issue by comparison, since you can absolutely be expected to stop the last gen from popping under normal circumstances.

    For the purposes of the scenario in the video we can replace Adrenaline with Unbreakable for a similar outcome so this doesn't resolve the no-win scenario. But it does explain why I'm targeting DS instead of Adrenaline or Unbreakable here.

  • @DBDPlayerOne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388123#Comment_1388123

    Why should all of those been valid options though?

    The survivors brought perks they didn't use the entire match - and may have never been used - to combat this exact scenario. So why shouldn't they have gotten to use their perks? This just seems like a preference rather than a valid argument. When Killers have the forethought to bring perks that come in super clutch in specific situations, they too should be able to capitalize on them. That's part of the game.

    And what is your proposed solution to this?

    I say should be valid because until you bring perks into the picture, they ARE valid.

    It's just like how it's valid to loop a pallet several times before dropping it, but if you are playing against a freddy or a doctor suddenly it's no longer valid.

    In any case, the issue here isn't that some arbatrary valid option isn't valid because of a perk. That happens all the time and can be fine. The issue here is that ALL of the options are being covered here.

    As for solutions. Simply make DS's pre-requisite text be "if you were the last Survivor unhooked then being picked up from the dying state... bla bla bal stun". That way only 1 player can have DS active at a time, and interruption or locker grabs would not trigger the perk. This could even potentially replace the timer mechanic entirely as a counterbalancing buff.

    Adrenaline here is only problematic because slugging was the only valid option here. Since this change would give a different solution (hook the unhooker) Adrenaline countering the 3rd option of slugging is no longer an issue.

    Basically, countering SOME options is fine at least in theory, countering ALL options is not.

  • @ihavesomethingstosay said:

    your right maybe if it were a game mode instead

    Totally. Done right those kinds of mechanics are completely amazing.

    Throne of Lies and One Night Ultimate Werewolf are excellent examples of this.

  • Second wind, Autodidact, Blood pact, Spine chill

    I have a weird build I know. Bite me.

  • @Lt_R1ZE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388253#Comment_1388253

    Well how about 5/3/0 debuff would that kill the perk because I don't want to kill it I want it to be less popular but I still believe that killer should be punished for failing and also gets rewarded for keeping totems up also u get a 1 hit down.

    Look, you don't need a debuff. The perk would have to be balanced without it anyways because tier 3 is the one that matters. It's not hard to just have a meaningless end-game BP buff that scales from 50% to 100% and call it a day. You ultimately have the nerf you wanted of removing the speed boost, the only difference being that now someone who wants to use the perk anyways can meaningfully do so with the Tier 1.

    And yes a 5% or even 3% debuff would kill the perk at those tiers.

  • A stealth Killer that somehow tries to sneek up to a Survivor an "infest within them". While infested you get a 3rd person camera centered on that Survivor.

    While infested in a Survivor you may activate your power to briefly take over allowing you to use their body to hit another Survivor, at which point the power ends and you have to start the process all over again.

    Getting all of the details right would take time. Note that the Killer would need to also be able to hit Survivors normally and would need a reason to not simply exit the infested Survivor (which you would need to be able to do) and hit the infested Survivor yourself.

    I could try and draft something more comprehensive and fleshed out on a separate thread if you'd like.

  • @Lt_R1ZE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388244#Comment_1388244

    It definitely needs a nerf/rework its going to put dbd in a bad place balancing wise later down the line and with new payers each month they will just rely on this perk and will never get good

    If they truly never do get good then they will eventually start facing and losing to Survivors that DID get good.

    But regardless that doesn't change the fact that a MS reduction like what you have proposed would Kill the perk.

  • @ihavesomethingstosay said:

    wincon alteration could make for an an intresting killer by itself

    It would, however I don't see it working simply because it's too drastic of a change to the games core premise.

    Wincon alteration mechanics are the kind of thing you have to design the entire game around from the ground up.

    Compare Town of Salem's Vampires to Throne of Lies's Cult and Unseen.

    Vampires are an unbalanced game ruining mess

    Cult and Unseen are a super unique super fun set of factions

    The difference is that ToS wasn't built around conversion but ToL is.

  • @Lt_R1ZE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388233#Comment_1388233

    Not really because u still get 1 hit downs and vault speeds would be the same

    Vault speed is irrelevant, you shouldn't be vaulting in the first place, and a 1 hit down is irrelevant if you can't get to them in order to use it.

  • Having a movement speed debuff, especially of that magnitude, would make the perk completely unusable until tier 3.

    Just give it some kind of BP effect and scale that.

  • @ihavesomethingstosay said:

    me and my friend were talking about the thing as a chapter idea we thought shape shifting first because of course but what are some other ways of breeding distrust in your teamate without shape shifting any ideas

    keep in mind, by wincon alteration what I really mean is that you need to somehow get a Survivor to want to willingly harm the other Survivors in some way.

    Since that way the Survivor on comms is encouraged to straight up lie to their team and thus they can't assume their friend is telling the truth when they say otherwise.

    This is the method social deduction games use. You can't break the game with comms when the enemy could be one of the people you have in your discord in the first place.

  • @ihavesomethingstosay said:

    me and my friend were talking about the thing as a chapter idea we thought shape shifting first because of course but what are some other ways of breeding distrust in your teamate without shape shifting any ideas

    Short of wincon alteration you can't. Comms can bypass any other method used.

  • In fact, any means necessary is another perk with diminishing returns, since the more pallets you pick up the less pallets are available to be picked up. Meaning if everyone has the perk you will be bottle-necked by available dropped pallets

  • While not universally the case. The issue with perk stacking isn't that the perk is somehow only overpowered when several are in play, but rather that while it's more impactful than a perk should be, it's not so much more impactful than everything else to be gamebreaking. However, when all 4 Survivors run the perk, they also get 4x the power boost over the norm, which IS enough to be gamebreaking.

    However, the fact that the 4 Survivors are running the SAME overpowered perk has nothing to do with it.

    1 Survivor running current DS

    1 Survivor running old MoM

    1 Survivor running old DS

    and

    1 Survivor running old Sprint Burst

    would be comparable in strength to all 4 Survivors running DS right now. Yes it wouldn't be quite the same, but it would have the gamebreaking effect you are hoping to solve with the dynamic system you are implementing.

    This is because the perks effects, while they do stack, do not synergize with each other. A Survivor having DS does not make a different Survivor's DS perk more effective. Instead, having several of them crosses a threshhold, a threshhold which can be crossed by using several different perks with a similar function instead if needed, but it's not about there being 4 identical perks in play.

    BT isn't somehow less powerful if you are the only Survivor running it. DS isn't less powerful if you are the only Survivor running it and neither is perks like Dead hard and unbreakable.

    In fact, Unbreakable had diminishing returns from multiple Survivors running it. Since a single Survivor running it can simply pop the perk and pick up the other Survivors, meaning the other Survivors don't need to also run the perk to get picked up.

    Same applies to Deliverance.

    The only relevant perks I can think of that DO have a self synergy of some kind are Self Care and Adrenaline. And both for the same minor reason.

    Adrenaline supports prioritizing rushing the gens over healing when you only have a few gens left. If everyone has adrenaline then everyone can ignore healing and focus on the last gen thus getting it done faster, while if only some people had adrenaline then the ones that don't still need to heal slowing down the gen rush.

    Self Care meanwhile supports healing alone since you won't have to find others. If someone without self care runs up to someone with self care to get healed then the travel time is lost anyways.

  • Sure. Just make it so that when this Killer uses his power, he causes all electronics within 32 meters of the target Survivor to explode and regress by 100%.

  • @DBDPlayerOne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388061#Comment_1388061

    Why?

    He knows both people were recently off-hooked and picked both up anyway.

    Sooner or later he has to pick someone up, yet all of his options had DS avalible. And even if he picked no one up an slugged both of them they both had adrenaline and would have immediately picked themselves up at no time cost for the Survivors.

    Picking up the unhooker

    Picking up the unhooked

    Picking up no one

    All 3 of these should have been valid options. However because of perks all 3 of these are now losing options.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/165785/how-does-the-dead-by-daylight-community-feel-about-a-killer-with-no-ability

    It would break the game as the game loops and such are made for 115% speed just imagine a 120% base speed + PWYF it would get 135% speed and that hella fast on loops combine that with faster recovery per hit it would be hit and downed in 5 secs for survivors

    I mean, while they still should make sure every Killer has an active ability component just for the non-balance reasons alone. I wouldn't count out 120% base MS so quickly. We already have plenty of powers that hardcounter traditional looping in one way or another and we also have plenty of powers that speed up general movement AND we have powers that do both at the same time.

    So having a Killer with 120% MS and a relatively weak active ability isn't fundamentally problematic. Yes they'd be much better in loops compared to a lot of Killers, but they wouldn't be unique in this status nor would they be the best at it assuming their power isn't anti-loop on top of the speed.

  • For the record. The Survivor portrait would show who is tainted to all players. It will also show Survivors but not the Killer who is feared.

    Tainted Survivors have a slight black mist effect to signify to the Killer that they are tainted, this is not intended to hinder stealth.

  • His only similarity with the Oni is that he has a transformation mechanic.

  • @Booper_Of_Snoot said:

    Interesting but feels like a more powerful oni

    Oni has an instant down, instant pallet breaks, his dash and a completely different method of power acquisition.

    I'd buy him being stronger than Oni for whatever reason (if you'd like to make such an analysis please do, it would be useful). But I wouldn't say he's equivalent to him enough to just be a straight upgrade or downgrade.

  • As another example. In league of legends you spend the majority of the game focusing on getting gold and killing minions and champions. However your win condition is to destroy the enemy nexus. If getting gold did not help you destroy the enemy nexus then no one would care about getting gold.

    In fact, a lot of games have you do things that are not the ultimate win condition as incredibly important but theoretically optional tasks you complete in service towards your win condition.

    Capturing non-king pieces in chess

    Gathering resources and trying to deny enemy resources in starcraft

    Planting sunflowers in PVZ ect

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387933#Comment_1387933

    The game is balanced around 2-2, everybody has said that the tutorials are deceptive and don't cover a majority of the game, your "goal" as a survivor is also to SURVIVE, yet immersed people who hide all game and contribute nothing are punished.

    Kills as killer are a REWARD, not a right. They are an END GOAL, not the entirely of what you're focusing on. Your true goal for a majority of the game is to protect generators and stop them from being completed.

    Outdated thinking like yours are probably the reason (or one of) the hidden MMR system is being implimented! Other killers aren't adapting to deal with their current situation, they just want to see skulls at the end rather than live in the moment of gameplay.

    Yeah? Your end goal IS your win condition by definition. The tutorial may not cover everything, but it DOES cover the win conditions. Immersed Survivors are punished, but again, the emblem systems aren't good at encouraging optimal play and pointing that out doesn't prove that it isn't a problem in the first place.

    Balancing around 2-2 is the devs ideal average, not the devs ideal mode. If 50% of games are 4k's and the remaining 50% are 0ks then the 2-2 balancing has been successfully achieved even tho not a single game actually is a 2k in that scenario.

    The reason why the Killer so much time protecting gens is because failure to do so means the Survivors will escape, and escaped Survivors can't be Killed. The Killer mains have determined by practice and experience that putting more effort into gen protection than into finishing chases tends to be more effective at getting Survivors Killed which is why that's the primary strategy.

    However even then there are exceptions, in particular end game builds explicitly do not give a ######### about the gens being completed because the strategy is to Kill all 4 Survivors after the gens are already completed using perks like NOED and Bloodwarden. This is because the focus on gen protection is a consequence on how the Killers goals interact with the games mechanics, and not a direct consequence of the goals themselves. If gens did not help the Survivors escape then Killers would not care about their completion.

  • The Obsession was always a mechanic for both sides. Object and the original DS both were Survivor perks effected by the obsession mechanic.

  • Survivors based off experimental evidence from things like the few tournaments that happened among other things.

  • Made a few changes.

    Changed or reworked a few of the addons

    I changed taint to be applied pre-down instead of post-down, that way Human form would consistently grant beast tokens when downing Survivors. Purifying is to counter the wolf, not the man.

    Biggest change was that I replaced the 5 token effect from 1 M/S increase in MS for each feared Survivor, to a 2 M/S unconditional MS increase. This is both more consistent and doesn't give the wolf free whispers. I know he already gets tracking via aura reading, that's not my point.

  • There are ways to accomplish this niche without literally lacking an active ability of any kind.

    Myers for example had better base stats as the main effect of his power (16 meter TR, faster vaulting and in T3 better lunge) and I've made some Killer suggestions who's power effect are primarily just stat manipulation effects:

    @NuclearBurrito said:

    Lore - A loyal worshiper of the Entity even before being pulled into the fog the Acolyte is very used to making sacrifices.

    Weapon - Ornamental Dagger + Blood vial (when hitting a survivor he has an animation of the blood dripping into a vial

    Movement Speed - 115%
    Terror Radius - 32 meters
    Height - Short

    Power: Blood Ritual - Every time the Acolyte hits a survivor he gains a blood token. He can channel M2 (2 seconds) to expend 2 tokens in order to call upon the entity's favor giving him a choice of 3 essence orbs: Green, Red and Blue which can be selected from simply by looking at the appropriate orb and pressing M1.

    Once an Orb is obtained pressing M2 again will consume the currently held orb which will grant you a temporary Absorption buff depending on the color of the Orb used for 20 seconds and then a permanent Essence buff also dependent on the color when the duration runs out. Each Essence buff may be collected multiple times and stacks with itself indefinitely.

    The effects are:

    • Green - Increase your movement speed by 0.2 M/S and your vault speed by 20%. Essence effect - Increase your movement speed by 0.04 M/S
    • Red - Increases your pallet and generator breaking speed by 25% and decreases your Successful Attack recovery by 50%. Essence effect - Increase your pallet and generator breaking speed by 5%
    • Blue - Decreases your terror radius by 10 meters and increases your Lunge duration by 0.2 seconds. Essence effect - Decreases your terror radius by 10%.

    Add ons from most common to least common

    COMMON ADDONS

    • Cursed branch: Start with 1 Green essence
    • Blood stained cloth: Start with 1 Red essence
    • Unopened letter: Start with 1 Blue essence
    • Talisman: Slightly increases summoning speed (-0.25 seconds)

    UNCOMMON ADDONS

    • Alm of Haste: Moderately increases the absorption vault speed increase of green orbs. (+5% vault speed )
    • Alm of Bloodlust: Moderately increases the absorption attack cooldown reduction of red orbs. (+12.5% attack cooldown decrease)
    • Alm of Secrecy: Moderately increases the absorption lunge range increase of blue orbs. (+0.05 seconds lunge)
    • Canvas Talisman: Moderately increases summoning speed. (-0.5 seconds)
    • Decorated vial: Increase absorption duration by 10 seconds

    RARE ADDONS

    • Aged Alm of Haste: Increases the effect of green essence moderately. (+0.02 M/S haste)
    • Aged Alm of Bloodlust: Increases the effect of red essence moderately. (+2.5% pallet breaking)
    • Aged Alm of Secrecy: Increases the effect of blue essence moderately. (-5% TR)
    • Rotten Talisman: Considerably increases summoning speed. (-0.75 seconds)
    • Crystal necklace: Moderately increases all Absorption vault speed, attack cooldown and lunge duration effects.

    VERY RARE ADDONS

    • Rotted Alm: Moderately increases all essence effects.
    • Cultist Robes: Orbs cost 1 less blood
    • False Idol: start with 1 of each essence
    • Sentimental Relic: The first time you absorb each color Orb all Survivors will receive the exposed status effect equal to it's duration and you will not receive it's essence afterwards.

    ULTRA RARE ADDONS

    • Iridescent Alm: Each orb grants an additional essence. Reduces the Absorption duration by 15 seconds.
    • Bloody Offering: Your first 3 orbs are free, tremendously increases summoning speed. (-1 second). Additional orbs will cost 1 more blood than normal.

    Perks:

    • Ritual of sacrifice - You may kill 1/2/4 survivors who have been rescued from the hook after the summoning phase (Note: This only saves the time between picking them up and hooking them since they are dead on hook at this point)
    • Hex: Devotion - Each hooked survivor increases your movement speed by 5%. This effect is persists for 5/10/15 seconds after the survivor is unhooked. These effects are disabled if the hex totem is broken
    • Curse of solitude - A random survivor is the obsession. Anyone who does a cooperative or altruistic action with or on the obsession or has a cooperative or altruistic action done to them by the obsession gets exposed for 20 seconds. The obsession gets a 15/10/5% action speed bonus to non-altruistic non-repair actions preformed alone and an additional 5% bonus for each other dead survivor

    SURVIVOR PERKS:

    • Hyper Sensitive - Pain fuels you. You gain an additional 50% speed when getting hit by the killer for the (first 1 second)/(1.5 seconds)/(entirety) of the speed boost.
    • Without a trace - You escape with nothing left from you. When the exit gates are powered you leave no scratch marks for 40/50/60 seconds.
    • Fleet feet - You make your way around easily. While healthy and not in the killer's terror radius or in a chase you run 4%/5%/6% faster

    Credit to @L3gi0nMa1n for most of the addons and @8obot1c for the Survivor perks

    @NuclearBurrito said:

    Another take at one of my older Killer ideas. Specifically a werewolf Killer.

    The Wolf

    Terror Radius: 0 (more on that)

    Movement Speed: 4.4 (110%)

    Power: Unholy Curse - You have 2 forms, Human form and Wolf form which each have unique effects. You start the trial in human form and can transform by holding M2 for 2 seconds, you move at 3 M/S (75%) during the channel and there will be a non-directional global audio que when transforming into a wolf. (Transforming into a human is nearly silent)

    Human Form:

    • You are passively undetectable and move at a reduced speed at 4.4 M/S (110%)
    • Basic attacks on Survivors will apply the tainted status effect, which lasts until it is manually removed (more on that) or until they are downed.
    • Downing a tainted Survivor grants a Beast token, powering up the wolf form and consumes the taint. You may have a maximum of 5 Beast tokens which last for the entire trial.

    Note: On injured Survivors, taint is applied AFTER the down. Meaning a tainted injured Survivor will still be tainted in addition to giving a beast token when downed. But an untainted injured Survivor will NOT great a beast token, but will be tainted afterwards.

    Wolf Form:

    • You have an increased terror radius (40 meters) and an increased movement speed of 4.8 M/S (120%)
    • Tainted Survivors within your terror radius are considered "Feared" which has effects depending on how many beast tokens you have and your addons.
    • You must have at least 1 Beast token to transform. The effects of Beast tokens are the following:
    • 1 Token: You may transform into wolf form
    • 2 Tokens: Feared Survivors move 0.1 M/S Slower (5%)
    • 3 Tokens: You see the aura of Survivors that become feared for 5 seconds
    • 4 Tokens: You have an extended lunge range (same as T3 Myers)
    • 5 Tokens: Your movement speed is increased by 0.1 M/S for each feared Survivor

    Prayer Statues:

    • 5 Prayer Statues will spawn all around the map.
    • Survivors may pray at a prayer statue for 10 seconds to remove the tainted status effect.
    • The Killer may destroy prayer statues while in human form disabling it for the rest of the trial. However this will also disable transforming for 30 seconds. Destroying a statue takes 2 seconds and is effected by anything that effects breaking speed.

    Perks

    • Mark of the Beast - Survivors you hit with a basic attack become marked. The next time they attempt to heal, repair, open an exit gate, open a chest, break a totem or sabotage a hook they will scream revealing their aura for 3/4/5 seconds and consuming the mark.
    • Hex: Decay - After a Survivor has vaulted over the same pallet 4/3/2 times it will instantly break. This effect is disabled once the Hex totem is cleansed
    • Hidden Rage - If you hit a Survivor with a basic attack within 5 seconds of them entering your terror radius this perk activates. Your next pallet break or vault action within 20/25/30 seconds will be preformed 100% faster.

    Addons

    Brown

    • Decrease how long you are locked in human form after destroying a Prayer Statue (by 10 seconds)
    • Tainted Survivors glow white
    • You transform from wolf form into human form 0.5 seconds faster
    • Increase the aura reveal duration of feared Survivors by 1 second

    Yellow

    • Decrease how long you are locked in human form after destroying a Prayer Statue (by 15 seconds)
    • 1 less Prayer Statue spawns
    • Decrease time to transform into Wolf form by 0.3 seconds
    • Feared Survivors have a 5% reduced action speed
    • Increase the aura reveal duration of feared Survivors by 2 second

    Green

    • Decrease time to transform into Wolf form by 0.5 seconds
    • Feared Survivors have a 10% reduced action speed
    • The slowdown effect on feared Survivors is increased by 0.05 M/S (2.5%)
    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 2 seconds)
    • Increase the aura reveal duration of feared Survivors by 3 second

    Purple

    • The first time you down a tainted Survivor, gain an additional beast token
    • You can see the aura of Prayer Statues
    • Increase the aura reveal duration of feared Survivors by 5 second
    • Each beast token increases your terror radius by 2 meters while in Wolf form

    Red

    • You start the trial with a beast token
    • You may obtain up to 6 beast tokens. The 6th beast tokens causes feared Survivors to have the exposed effect

    Note: The aura of Prayer Statues are NOT revealed to anyone. They are considered to be Killer Belongings for the purposes of perks and items.

    Both of these Killers get better base stats as a result of their powers with only a minor active component used in order to get the stats in the first place. However I'd imagine they'd both still feel very distinct to play as simply because of the active effects they DO have giving a slight but important change in playstyle compared to a base M1 Killer.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387832#Comment_1387832

    https://forum.deadbydaylight.com/en/discussion/comment/1387855#Comment_1387855

    Funny thing is though, and I've said this heaps before, but this game and the pip system by extension are designed around the HUNT and not the kill. It's not about optimally wiping out a small population, it's about torturing a small group.

    You are rewarded for scaring survivors and moving them off generators, injuring them and leaving them bleeding, then killing them off after the have SUFFERED. This is why a killer like the Legion is actually fantastic to rank up with, while Plague and Billy players keep whining about their results. Inflict pain and suffering, draw out the game as long as possible, go for the OPTIMAL 12 hook game, or at least 10 hooks and all that then come back to me and tell me of your results.

    I don't know I am consistently the only one who actually sees this and spreads this message.

    THAT'S A PROBLEM.

    The games objective and the games ranking system are supporting different things.

    Your goal as Killer is to murder the 4 Survivors as per the tutorial, but the ranking system isn't properly rewarding you for doing so. That is NOT a good thing.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387782#Comment_1387782

    Or maybe you should just calm down and NOT rush through survivors like killers keep saying about gen-rushing because either side rushing hurts everyone.

    The emblems work the way they do for a reason. Everyone who relies or constantly uses instant-downs are penalised by having less of these emblems because they are doing HALF THE WORK. I run A Nurse's Calling on my Pig build, but I use it to target the one healing, rather than the injured one most of the time.

    It's easy enough to change one thing about your play and get rewarded for it, rather than saying that a whole mechanic of a game needs to be reworked.

    Sure you can change your play. But in doing so you are playing less optimally compared to if you didn't.

    The best and most efficient game possible is one where you as Killer down all 4 Survivors immediately, hook them all, and win the game. This scenario has 4 chases and 4 hooks. You cannot do better than this, so if you have the option to do that, any other options are suboptimal.

    Since the entire function of a ranking system is to ensure that the most optimal players are matched together that means punishing optimal play for ANY reason, yes that includes camping, gen rush, tunneling ect, is always counterproductive to it's function.

    So in the case of an instant down like billy's saw. If you are relying on the saw then that means your results will be worse than billy's that don't when playing against Survivors that implement counters to the saw. So you don't need a dedicated punishment, their results will speak for themselves.

    If the Survivors don't counter the saw, then you were relying on something relyable, which is exactly what you should be doing in the first place and thus should be rewarded accordingly. Even if we explicitly don't want people to rely on chainsaws for downs, we should still pip people that successfully do so, otherwise they will continue to face Survivors that don't counter the saw. If we pip them then they will be facing better Survivors that DO know what to do against billy's saw. And we know they can handle it because we'd be doing the same thing on the Survivor side, meaning the top rank Survivors were the ones that Survived the mid rank Killers.

  • @Peanits said:

    This isn't something we'd really want to do. If you are intentionally giving someone the hatch, you're doing the opposite of what you're supposed to do as the killer. That's not to say that you aren't doing something nice, but the emblem system and bloodpoint system aren't meant to reward you for being a nice guy, they reward you for playing well.

    That said, part of the reason why it's such a nice thing to do is because you're sacrificing something for yourself to give to someone else. You're giving up points and giving them points instead. If you were rewarded all the same no matter what, it would create an expectation that you should always do it. You don't lose anything by doing it, so people would naturally assume you're being selfish if you hooked them and denied them points. That part, more than anything, I'm not crazy about. Suddenly doing what you're supposed to do makes you a bad guy.

    Plz fix chaser emblems and malicious emblems punishing you for being too efficient and fast.

  • Wait no. This nerfs gen regression, since that mechanic works in terms of absolute numbers instead of as a %

    It wouldn't be too hard to fix and might even be a good thing since it makes 3gens harder to keep, but still.

  • @Wubalubadubdub03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386793#Comment_1386793

    It would be amazing if they added this. Your idea helps to stop tunneling, camping, and gen rushing, while also adding something new and keeping the game "fresh".

    Yup. And so long as you use the simple repair speed formula of: (1*lantern modifier)*other repair speed stuff

    There is no further changes needed to things like perks.

  • @Seiko300 said:

    Uh, the best event that Dead By Daylight ever saw? 2018's Hallowed Blight obviously! Why wasn't this listed???

    If you're telling me it wasn't listed because "the withering blight was the follow up and most recent event ehmehemehmeh" NO. The Withering Blight SUCKED. It was hardly an event at all and stripped everything from its predecessor that made the entire Hallowed Blight Unique, Fun, Interesting, Mysterious, and creepy and spooky and everything a halloween event should have been, it was outstanding.

    You know what the withering blight was? WITHERED PUMPKINS ON GENERATORS. And sub-par lore that didn't hold a candle to the Hallowed Blight's story tossed into the new archives. That's IT. There is absolutely no significant difference to separate the Withering Blight from some of Dead By Daylight's most boring events: The Scorching Summer BBQ event, and the Howling Grounds Lunar New Year Event.

    I refer you to my one year old poll which I wrote at the time shortly after the Withering Blight went live in November of 2019 (because as you might remember, the withering blight was delayed):

    https://forum.deadbydaylight.com/en/discussion/102325/who-here-actually-prefers-the-withering-blight-event-over-the-hallowed-blight

    63 total votes. 57 of them all agreed that the hallowed blight was better, 3 said they weren't sure, and only 3 people or 4% of respondents said the withering blight was better. An almost unanimous vote.

    The absolute mess that was the Withering Blight still pisses me off to this day.

    All because the community clearly and blatantly over-exaggerated the issues and faults that the Hallowed Blight suffered from, pushing the devs into a corner to respond, and they did, by massacring the best event we had ever seen at the time and would ever see for years to come. The only thing that comes close was the Lunar New Year Moonrise event of 2019

    The Hallowed Blight was an incredible event. It changed the entire pace and atmosphere of the game, introducing a highly sought after secondary objective which forced survivors to juggle a kind of balancing act between doing generators, and milking visceral cankers. The Menu itself was completely overhauled festively decorated for the holiday and according to the new lore introduced, the music pushed forward that atmosphere with a slow, quiet, and creepy track which heavily contrasted the louder original Dead By Daylight theme. Each day new diary entries from an unknown character "The Alchemist" deepened the mystery and gave players something interesting to look forward to- a reason to log in and play each and every day of the event.

    Hallowed Blight 2018:

    https://us.v-cdn.net/6030815/uploads/I6YLZ560DGAW/image.png

    https://us.v-cdn.net/6030815/uploads/VXC95NPBY09N/image.png

    https://us.v-cdn.net/6030815/uploads/KKZH6IHOCJS3/image.png

    Withering Blight 2019:

    https://us.v-cdn.net/6030815/uploads/BXHYP93WFC5N/image.png

    This was literally the only screenshot I could find. Clearly people were so excited and in awe of the menu design they forgot to take screenshots. And lemme tell ya, Ghostface, does not look happy that he was a year too late and couldn't experience the hallowed blight.

    Honestly I could copy and paste everything from that thread from last year and it would still stand as valid points today. I actually encourage people to read what I wrote and what people thought about it at the time. For the rest of you I will copy and paste my concluding TL;DR statements for people to read:

    "The visceral canker added so much more than just a secondary objective, it provided atmosphere for the event, really letting you know that something was off in the realm of the entity. Taking this key and crucial feature away from the event took away the one thing that made it unique, distinctive, and fun.

    The removal of the only change in gameplay (the visceral cankers) left the community with nothing but normal gameplay, which we can already experience most 80% of the 365 days of the year. Events are meant to shake things up and change things slightly, along with the last years Hallowed Blight, the Moonrise event was also a perfect example of how the devs were able to accomplish this.

    The Menu is so much less festive in comparison to last years hallowed blight, and the year prior's All Hallows Eve. All there is left are a few pumpkins and the sad husk of what used to be a pumping, pulsing, creepy visceral canker. Even the music seems to be toned down in the menu especially in the killer character selection screen where we see more and more killers have unique themes applied to them when selected (The Clown, The Legion, The Shape, The Demogorgon, etc.) the spooky event theme should always take priority during an event

    The Diary Entries released every single day from last year gave something to look forward to, and a reason to play each and every single day. It gave you enough information but left you with something new to leave you in suspense the same way a TV show keeps you coming for another episode."

    I really hope they do better this year for 2020.

    I literally missed Hallowed Blight when I was making the list.

    It definitely belongs on it and I do not consider Withering Blight to be a follow up. It was 100% a mistake and if I could edit it into the list (I can't) I would.

  • @Wubalubadubdub03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385308#Comment_1385308

    Your entire post implies using the lanterns, which is what I disagree with. The general idea is definitely interesting.

    Don't get hung up over it. The general idea was the important part.

  • @Yogerman1997 said:

    Before the 4th year anniversary started and X2 bloodpoints

    X2 bloodpoints events and these daily rewards whas the best one, no annoying missions, no annoying in-game objective, just free points :)

    i wish the next one whas x2 bloodpoints + 50k daily reward + daily skin reward

    all at the same time :))) without annoying objectives.

    That's not a playable event. That's explicitly not one of the options.

    Remember I'm asking about the event that's the most fun to participate in. Not the event with the most satisfying reward. Blood point events are ONLY rewards and thus don't qualify from the start.

  • @blue4zion said:

    This general idea isn't bad. I wouldn't go with lanterns but also don't know what to replace them with.

    However, I feel this could become very unfun late game for survivors, especially if 2 survivors are left and most or all lanterns are broke.

    It makes it a bit more rough to finish a gen while the other one is keeping them busy in this scenario.

    Anything to compensate for that?

    If we make the speed WITH the lantern greater than 25% increased as I discussed as being an option to help with camping then the alternative scenario of 2v1 while the Survivors DO have a lantern would be easier than it is now rather than harder.

    If the issue is that the no lantern scenario is too problematic then we can increase the number of lanterns to decrease the odds of it being an issue significantly. Especially since less Survivors in play means less lanterns need to be in play for all of them to have one.

  • @Wubalubadubdub03 said:

    Im not completely on board with the lanterns (not really fitting with the dbd theme), they were designed specifically for that event.

    But another secondary objective (totems, chests) would be amazing.

    It doesn't HAVE to be lanterns. Any mechanically equivalent analogue would do the trick.

    I only used lanterns in the OP because it's what the event uses.

  • Borrowed Time, Babysitter, Better together, Botany knowledge

    BT lets you get him away from campers. Babysitter is used for it's namesake to keep the Killer on you instead of the baby, better together to help him find gens and Botany Knowledge so you can repeatedly heal up your friend when he inevitably gets injured.

  • The idea is interesting but the payoff is too big. I'd rework that aspect, the obsession portion of the mechanic is cool tho.

  • I LOVE his power! He's the perfect ambush Killer.

    0 TR for as long as you want

    115% MS while in stealth

    An instant down that doesn't force you to telegraph yourself (via-99ing)

    The ability to attack while in stealth

  • @Booper_Of_Snoot said:

    Has been implemented, abused by survivors and SWF so immensely that it was ridiculous, and removed

    Run camaraderie 4head

    Camaraderie really doesn't help anything

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