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Orion

Orion

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Orion
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  • @Orion said:

    Mods, please note this is not a suggestion thread. I want to get some community feedback before I create a real suggestion, which I'll place in the appropriate section of the forum, so please don't move this thread.

    I was thinking about the Legion and how many of us thought they'd be a multi-character killer with different powers and that you'd have to swap between them mid-trial, depending on the circumstances. Instead we got, well, Legion, who can be fun to play as, but obviously doesn't measure up to that concept.

    So I was thinking, could a killer like that work? And if so, how? With that in mind, leave your ideas below. After a few days, I'll create a suggestion thread combining what I perceive to be the best ideas (taking into account multiple factors, but primarily how balanced they seem to be on paper) and we'll see if the devs go for it.

    I've had a few ideas so far, but I'm only gonna post one for now because it's quite long.

    "DID" killer

    Backstory

    [insert name] is someone who has DID (Dissociative Identity Disorder). I didn't give this part any thought beyond that.

    Active power: Unpredictable

    "Unpredictable" gives you a random buff, all with equal probability. Options are:

    • Increase your Bloodlust tier by 1. If you don't already have Bloodlust, gain Bloodlust. If you're at Bloodlust 3, this will fail.
    • Become immune to stuns for 15 seconds.
    • The survivor you're chasing will become Exposed for 5 seconds. If you're not chasing a survivor or if the survivor you're chasing is already exposed, this will fail. If you're chasing multiple survivors, only the closest one will be Exposed.
    • Gain Killer Instinct for 10 seconds. If you already have Killer Instinct, this will extend its duration by 10 seconds.

    Unpredictable is based on a token system. You gain one token every minute, or each time you hook a survivor.

    Special ability: Split

    "Split" splits the killer into two bodies. One part is AI-controlled, the other is player-controlled. The AI will attempt to find, chase, and down survivors for a limited period of time, while the player can do whatever. The bodies are identical and there's no way to know right away which one is which.

    • The AI body lasts 45 seconds by default.
    • The AI body does not gain Bloodlust during a chase.
    • The AI body has the same stats as the player at the moment Split is used. So if the player already has Bloodlust, or if they're using a perk that increases movement speed, reduces hit cooldown, decreases terror radius, etc., the AI will have those same stats for its entire duration.
    • The AI body cannot see auras.
    • Once a survivor is downed, the AI body immediately disappears and the ability gauge is depleted.
    • Split can be recharged by hooking survivors (+50%) or being blinded (+5%) or stunned (+5%). If you are currently immune to stuns via your active power, however, getting stunned will not recharge your power.
    • Split does not passively recharge.
    • Split is fully charged at the start of the trial.

    Add-ons

    • Common - Slightly decreases (-10%) the chance of gaining Bloodlust when using Unpredictable.
    • Common - Slightly decreases (-10%) the chance of becoming immune to stuns when using Unpredictable.
    • Common - Slightly decreases (-10%) the chance of exposing the survivor you're chasing when using Unpredictable.
    • Common - Slightly decreases (-10%) the chance of gaining Killer Instinct when using Unpredictable.
    • Uncommon - Moderately decreases (-15%) the chance of gaining Bloodlust when using Unpredictable.
    • Uncommon - Moderately decreases (-15%) the chance of becoming immune to stuns when using Unpredictable.
    • Uncommon - Moderately decreases (-15%) the chance of exposing the survivor you're chasing when using Unpredictable.
    • Uncommon - Moderately decreases (-15%) the chance of gaining Killer Instinct when using Unpredictable.
    • Uncommon - Moderately increases (+3 seconds) the duration of Unpredictable's effects.
    • Rare - Considerably decreases (-20%) the chance of gaining Bloodlust when using Unpredictable.
    • Rare - Considerably decreases (-20%) the chance of becoming immune to stuns when using Unpredictable.
    • Rare - Considerably decreases (-20%) the chance of exposing the survivor you're chasing when using Unpredictable.
    • Rare - Considerably decreases (-20%) the chance of gaining Killer Instinct when using Unpredictable.
    • Rare - Considerably increases (+5 seconds) the duration of Unpredictable's effects.
    • Very Rare - Considerably increases (+20% for each) the charge you get from being stunned or blinded.
    • Very Rare - If your second body puts a survivor in the dying state, teleport to that survivor's location.
    • Very Rare - Moderately increases (+10 seconds) the duration of Split. Bonuses of this type do not stack.
    • Very Rare - When using Unpredictable, you will always get an applicable bonus. (Meaning that if you were not in a chase, for example, you would not get the bonus that exposes the survivor you're chasing)
    • Ultra Rare - Gain two random effects when using Unpredictable.
    • Ultra Rare - Considerably increases (+15 seconds) the duration of Split. Bonuses of this type do not stack.

    TL;DR

    • The killer gets random bonuses that may or may not come in handy during chases via use of their power and can split into two entities, one controlled by a bot, via their special ability.
    • The lower-tier add-ons allow a greater control over the probability of getting certain bonuses, or their duration.
    • The higher-tier add-ons boost the main power or the special ability.

    Perks

    Perk 1

    When you gain Bloodlust, you also gain Killer Instinct for its duration. Gain {30/40/50}% more Bloodpoints for actions in the Hunter Category.

    • A simple effect designed to help killers during chases, since it shows you if other survivors are nearby waiting to get a stun or a blind. Also works well in combination with Beast of Prey, particularly for BP.
    Perk 2

    Every time you hook a survivor, gain 1 token, up to 5 tokens. For each token, the duration of stuns caused by perks is reduced by {4/5/6}%. All tokens are consumed when you're stunned by a perk.

    • A sort of "revival" of Enduring's lost effect, with an important caveat: you need to hook survivors to gain tokens.
    Perk 3

    When a survivor becomes Exposed, reveal that survivor's aura for {1/2/3} seconds.

    • The idea here is to synergize with perks like MYC and killers like the Shape, without becoming oppressive when used with NOED or Fragrant Tuft of Hair.

    What do you think? How could this idea be improved? Do you have any of your own in the same line as "killer that has multiple powers" or "killer that is multiple people played simultaneously"?

    It's easier if I just quote it.

  • @Anara said:

    https://us.v-cdn.net/6030815/uploads/TY591POD6CK8/e2rlhs1xsaa3f85.jpeg

    When I saw this charm, and the "secret dlc" I though about a FNAF chapter.

    They said 2 new maps this year, so one other license chapter.

    Im not a big fan of FNAF but there is a lot of us that asked for it. And it could fit very well dbd.

    That's a game by BHVR, from before they were BHVR. If anything, they'd add that game, not FNAF.

  • That's to be expected. Killers have unique powers, survivors are skins.

  • I hope it's the Candyman.

  • @NVerde said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218550#Comment_2218550

    I don't agree and that's an incredibly negative way of looking at it, that it will ONLY lead to bad things. It may lead to bad things - but not doing something because you are afraid of pissing off BAD people is not the way to make progress.

    This. If we didn't do something for fear of upsetting a few #########, we'd still be living in caves.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218497#Comment_2218497

    Technically it's the homosexual flag- there's a seperate one for specifcally MLM (gay) and WLW (lesbian).

    Though I do agree- bi, pan, trans, ace, MLM, WLW flags.

    At least we can get it through mods I guess.

    It's LGBT pride flag. The fact that people only focus on "G" when they hear "LGBT" doesn't change that.

  • @MongolPSR said:

    I was only sad that it's just a gay pride charm. Smite is a great example where they have multiple pride flags. Gay, bi, lesbian, asexual, trans, and pansexual. Wheres my bi flag I want to show my colors too!

    It's LGBT pride flag, not gay pride flag.

  • @Midori_21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218243#Comment_2218243

    He was also diagnosed with ALS. And most people with ALS die within 1-5 years of diagnoses.

    Here's hoping he pulls a Stephen Hawking.

  • They'll be banned. Easy enough.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218273#Comment_2218273

    You do realise that basically everything you're saying is just helping to illustrate how immensely difficult this perk is to use?

    And for what pay-off?

    You do realise that basically everything you're saying is just helping to illustrate how immensely difficult this perk is to use?

    That's why I suggested a buff.

    And for what pay-off?

    You waste a lot of the killer's time. Long enough to finish several generators, depending on the area.

  • This is how I think they're going to work:

    • Survivors interact with dull totems to light them.
    • While lit, those totems give survivors bonuses.

    Now, one of several things is possible:

    • The killer will have to find and destroy the totems.
    • The totem will stay lit for a set period of time.
    • The killer will have to find and destroy the totems, but if they don't, the totems will go out by themselves.


    Here's what I definitely don't want:

    • Boon totems are lit automatically at the start of the trial.
    • Boon totems stay lit permanently.
    • The killer will have to find and destroy the totems.
  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218232#Comment_2218232

    No, it can't. It literally could only possibly work if the killer has no other lead to go on, which you as survivor will have no way of discerning, and then you also need to hope that no one works on the gen after you set up the perk.

    Once in probably about 500 matches it -might- make a killer turn his head. That's not a workable perk.

    You say survivor's standards are too high, I say your standards are too low.

    It literally could only possibly work if the killer has no other lead to go on

    Incorrect. If the killer's lead is far enough away, you can get them to turn around.

    which you as survivor will have no way of discerning

    Sometimes you can tell the difference when a killer is going on a patrol and when they heard something and want to check it out, if you study the killer enough.

    and then you also need to hope that no one works on the gen after you set up the perk.

    That's true in most cases, which is why I recommended the buff. However, there are situations where you can set up a gen that you're sure nobody will go to. It has to do with the fact that most survivors always go back to the same gens.

    Once in probably about 500 matches it -might- make a killer turn his head. That's not a workable perk.

    Now you're just making up statistics.

    You say survivor's standards are too high, I say your standards are too low.

    No, I said that survivors have gotten used to perks that are too powerful. It's like the frog in boiling water analogy.

  • @GoodBoyKaru said:

    To me, even more heartbreaking than them saying ew at the pride charms was them mocking Puppers.

    He had a ######### stroke 5 months ago and lived, and had the confidence to make a public appearance. They have the gall to mock someone 100x the person they will ever be and it ######### shows.

    I'll be honest, I'd never heard him speak before and had no idea if that was the way he normally spoke. I kept my mouth shut because it felt inappropriate to bring that up. I'm sad that he had a stroke, but happy that he survived, and even happier that he didn't let it stop him.

    If you read this, Puppers, you're awesome.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217866#Comment_2217866

    I get that people like to repeat that meme a lot, but no. Take out those 'second chance perks' and the perks I'm referring to will still be garbage.

    No amount of nerfs to any perk will ever make Red Herring worth using.

    Red Herring needs a buff, to allow you to use it on any generator you've interacted with for a few seconds. However, it can still be used quite effectively.

  • What, Dwelf not good enough for you?

    In all seriousness, I don't see this happening. The whole point of the game is that survivors are normal humans; killers are the supernatural ones.

  • Wear the Pride charms with pride. Homophobes will out themselves (because they can't help it) and get themselves banned. Easy.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/252493/survivor-perks-way-outnumber-killer-perks

    Trouble is that probably around half of all survivor perks are just abjectly not worth using, and there's probably about 10, 15% that aren't even worth considering.

    Yes, there's more survivor perks, but the pool of survivor perks that are actually solid is smaller than the killer perk pool.

    Trouble is that probably around half of all survivor perks are just abjectly not worth using, and there's probably about 10, 15% that aren't even worth considering.

    Or survivors have just gotten so used to the second-chance meta that every perk seems worthless by comparison.

    • That's not a loss.
    • RNG isn't about "deserving", that's why "random" is part of the acronym. It ######### over everyone equally.
    • The hatch is a necessary evil, to help prevent situations where a good survivor cannot escape through no fault of their own, but rather due to their team. If you have a better mechanic in mind, please suggest it. The hatch isn't perfect, but it is (unfortunately) necessary.
  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217718#Comment_2217718

    True, but I still think a third one would be good, and not OP. Perhaps one of the Red Offerings (I recall one was good and one sucked). Perhaps they could make the sucky one +1 Zombie instead. :)

    An add-on for one extra zombie could work, but I'm still hesitant to support such a thing.

    @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217718#Comment_2217718

    By the time you get a kill though most gens will be done so it would be balanced. But being real adding an extra one for bigger maps is a fair ask. 3 for huge maps wont do much considering they move so slow... ptb is full of mixed skill, everything usually gets weaker due to the easier players I verse in ptb

    By the time you get a kill though most gens will be done so it would be balanced.

    Highly situational and debatable.

    But being real adding an extra one for bigger maps is a fair ask.

    Maybe.

  • @JakConstantine said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217788#Comment_2217788

    Pretty much, but it’s still different depending on perks and skins.

    Any character can have any perk from their side. Skins are the only real difference, and even that's pretty much irrelevant unless you're Claudette with dark skins.

  • @Taingaran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217722#Comment_2217722

    I want a complete rework of the Nurse Power (exactly rework, but not nerf). But it won't be soon)

    exactly rework, but not nerf

    You already said she's "broken", which I'm guessing is why you want a "rework" in the first place. Or were you actually referring to the bugs? Because those can be fixed and don't require a rework.

  • @Taingaran said:

    The nurse is an old broken killer who needs a rework.

    Her multiple nerfs (which, let's be honest, is what people mean when they say "rework") over the years haven't been sufficient?

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217681#Comment_2217681

    I don't know if that would be necessary, the two are pretty darn tame. Worst case scenario it gets up to (5) if you are the last Survivor left. If spawning more from dead Survivors is problematic for the code, I wish they had some add-on(s) that increased their number. Perhaps a Purple that added one more, and a red that added two.

    From what I saw in KYF, they spawn at opposite ends of the map. This means that 3 would cover a large portion of the map. 5 would just be impossible to play against. Don't forget, they're attracted to noise and can only be temporarily destroyed with a pallet.

  • @Moundshroud said:

    I think (2) is fine to start but I think whenever a Survivor is killed a Zombie version of them should be added increasing the total number.

    If the survivors were infected, that'd certainly be a neat mechanic, but then I'd reduce the starting number of zombies to 1. Maybe even 0.

  • Zombies do the following:

    • Alert you to the presence of survivors (when they stretch out their arms, that means someone is nearby)
    • "Chase" survivors (keeps them off generators and totems, and they have to waste time drawing the zombie away)
    • Injure survivors (self-explanatory)
    • Infect survivors (self-explanatory)

    2 is more than enough when they can do all these things.

  • It's just part of the killer's power. Besides, they're dumb as #########.

  • @GoodBoyKaru said:

    well someone's done my job for me sorry guys summary's cancelled

    Uh... this isn't a stream summary. The stream has a lot more information than this, and it's still going on.

  • I think they meant that if someone is reported many times, they'll be looked into directly and specifically.

    EDIT: I was wrong. This is an alarming change that will massively increase queue times and increase toxicity, since it'll be toxic players who're going to abuse the system.

  • @DragonMasterDarren said:

    This isn't something i am willing to bet money on due to FNAF's contentious nature and kiddie reputation but i won't complain about it if it happens

    I'd put down money that FNAF won't be announced at the end of today's stream.

  • It was obviously not going to be Lady Dimitrescu.

  • I'm not watching it, but I watch them by myself. Why would I go on a stream to watch another stream?

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2214591#Comment_2214591

    Generators are big and loud with huge metal poles sticking up in the sky. Totems are deliberately secluded and don't take 80 seconds to complete.

    Let's not forget that the whole point of small game is to cut down on searching time, so you don't have to investigate every nook and cranny. Even if you have totem spawns memorized, small game will tell you, with certainty, where they actually did spawn out of the many spawn configurations possible.

    Generators are big and loud with huge metal poles sticking up in the sky.

    But they still require travel to them, as well as assessing their general areas to avoid a 3-gen situation.

    Totems are deliberately secluded and don't take 80 seconds to complete.

    Yes? That's what I said.

  • The problem isn't agreeing with streamers, it's not considering something unless a streamer says it. For example, I pointed out the shift+W problem a while ago, wrote a short code to do the math based on multiple variables (BL and SB, for example), showed examples, and so on. But it "wasn't a problem" until whomever made a video about it. Then the forum was overflowing with people acknowledging the issue.

    There's also the problem of assuming that a streamer is automatically right about everything, no matter what they say. Argument from authority in its purest form.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213448#Comment_2213448

    I don't see why you could discount travel time. It's a part of the process, in addition to actually scouting out where each totem is.

    Plus, 70 seconds is still just 10 seconds short of completing a generator. There are a lot of better things you could have done in that time (like a generator, for example).

    Because travel time and searching time are arbitrary and depend on too many variables. That's why I'm stating the bare minimum requirements.

    EDIT: In case you didn't notice, I also discounted travel time and search time for the generator.

  • @reeves7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213863#Comment_2213863

    True,didn’t double checked because im at work. That was my mistake but based on those and the other stats,you can see that theres more dbd console than pc players

    The other stats are a cumulative "everyone who has ever played DbD" stat. It'd be like saying there are about 100 billion humans on the planet because that's about as many as have ever lived, completely disregarding that 90% of everyone who has ever lived is dead.

    None of those stats are reliable or definitive.

  • Thanks for the source. From what I understand, the PS4 data is not the total number of active players (meaning, people who play regularly), but an estimate of everyone who has ever played DbD on PS4. On the other hand, the Steam data is the number of active players. Those two numbers will, naturally, be very different from one another and cannot be compared. That's why the PS4 data keeps increasing forever, for every game.

  • @reeves7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213714#Comment_2213714

    i a simple research on google can prove im right,not everything needs to be served at the table.

    Burden or proof doesn't work like that. You make the claim, you provide evidence. Otherwise it just looks like you made it up, especially when you continuously refuse to provide any evidence and just say "do your own research".

  • @reeves7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213466#Comment_2213466

    You can find the stats by yourself,pc community is way smaller than playstation or xbox community.

    You're the one who made the claim, though, not me.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213448#Comment_2213448

    Totem time is 14? I thought it was 16.

    But still, travel + finding totems without Small game increase the time greatly.

    Healing is 16. Pretty sure cleansing is 14. I'll double-check.

    Also keep in mind that most totems are close to gens. Furthermore, you're not including travel between gens either.

  • @reeves7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213443#Comment_2213443

    Console players are the majority worldwide tho,the best thing is to add z ptb on both platforms

    I'll need a source for that, but even if true, it's meaningless. "Console" is not a single platform.

  • @C3Tooth said:

    Noed stays as a perk that Survivors either "rushing Gen risking Noed, or play safe by pay times doing totems"

    If Survivors pay that much time to get rid of all Totems, as I believe, it would take more than 1 Gen time for a whole to remove all totems, which already a win.

    For me, Small game is a hard counter to Ruin. I hate Ruin alot.

    Discounting travel time, it takes less time to cleanse all totems than it does to repair one generator (70 seconds and 80 seconds, respectively).

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213435#Comment_2213435

    Right, but what I'm saying is that that aid cuts down on the RNG factor of totems, which is their main allure: high risk, high reward. Nobody goes into the game with the knowledge that ruin will stay up the entire game, but small game takes a bazooka to that hope and kills a perk slot.

    Unless the killer doesn't have Hex perks. It's a gamble on both sides. The killer's gamble usually pays off, though, because most survivors are loathe to step away from the second chance meta (and always have been).

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2213423#Comment_2213423

    Running around every single possible totem spawn, especially in solo queue, is already RNGesus faith stat dependent enough already. Small game shaves an incredible amount of time off so that some tryhard sicko can cleanse goddamn blood favor in a minute after starting.

    Yes, that's exactly what I said: Small Game helps, but it's not a requirement. Like how DH isn't a requirement when you're being chased by the killer, but it helps.

  • Why do people enjoy running in circles? Different people like different things. The people you mentioned, however, were doing nothing whatsoever. My guess is, they were there to troll the killer and/or you.

  • You don't need Small Game to counter NOED, the same way you don't need it to counter any hex perk. It's a tool that assists in countering NOED. The true counter is cleansing totems (well, totem, singular - the one with NOED), which you can do without any perks. Small Game just helps you find totems if you don't know their spawns.

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