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Saltjar34

Saltjar34

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Saltjar34
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  • PrEss E to cEasE your ExistencE

    in E Comment by Saltjar34
  • What if this was added as an extra ability to Bitter Murmur? It doesn't seem to do enough at this state so giving it the Left Behind ability doesn't seem so bad

  • Yes! I'd love to have a night hunter as a killer. Brecken or Jade a survivor would be nice. Plus, there's already a multiplayer in Dying Light anyway (Be the Zombie) and the devs can just pick one of the many abilities the night hunter has as its ability (I'd love to have the grappling hook arms). Heck, I've even already made a perk for it in case it ever existed :

    Backflash

    Backflash guarantees a Sport Flashlight in your first chest search

    While running, you may aim the flashlight beam behind yourself. You do not slow down while using the flashlight

    Increases flashlight efficiency by 15%/20%/25%

  • @Tsulan said:

    Am i the only one who thinks survivors get to much information? Years ago, survivors had to pay attention. When someone was downed, they had to remember if that survivor was injured before or if some sort of exposed status effect is active.

    Now survivors know what perks affect them even before they affect them. They can see that they are affected by Overwhelming Pressence, even before hearing the killers heartbeat. Which gives them a visual warning that the killer comes. They can see that Ruin is active or Lullaby. They can see whenever Undying is on the map by getting a notification whenever they are close to a totem.

    Why do we need so much information? Wasn´t the game more fun, when people had to guess and actually pay attention?

    Because back then, SWF did not exist. Now that it did, solo needs to be buffed so that it can be on par with SWF. Only then will the game be balanced. If you're still complaining, just remember that if a totem counter is added in any form, we might be able to get old undying back because it'll be more balanced for solo

  • @QwQw said:

    Those who wear the new Nea outfit though, well, we won't speak of what I'll do to them.

    Whatever you do, just don't insult her hair

    (This is a reference to something by the way).

  • Just put the indicator in Small Game. Problem solved, they now have to waste a perk slot to know.

    That or the basement candle idea from one of the comments in this thread

  • @C3Tooth said:

    If u ever played Hollow Knight, u may know each charm (like perk in this game) consume different charm slot, some requires 1, some requires 4 (max 11)

    I was thinking, what if each character has 16 perk slot. Weak one like Deja vu requires 3 slots. Most decent perks require 4 slots. Game changing perk (exhaustion, Unbreakable ect) requires 5 slots. Perk sets would be like:

    3+3+3+3+4 (5 weak perks play)

    4+4+4+4 (classic)

    3+4+4+5 (op perk requires weaker other perk)

    Hey I remember that mechanic. I'm still trying to grasp until this day why Kingsoul and Joni's Blessing takes so many charm notches for the effects they give. That's the problem, strength of a perk is based on how a person plays it. Some people will say that Hiveblood isn't worth 4 charm notches while a master dodger can make use it amazingly (You can also farm soul using it with Grubsong. It makes exploration and obstacle traversing much easier).

    This'll cause more problems to balancing with some perks not worth more charm notches while some people might find new exploits with the many weak perks they can have. For example the perks in the backpack build are typically considered weak but with this mechanic, you can basically run Iron Grasp, Mad Grit, Forced Penance, Hangman's Trick, and Agitation assuming the last perk is strong enough to warrant 4 charm notches.

  • @CornHub said:

    Basically everytime you cleanse a totem you get a token then going into a locker consumes said token. Thoughts?

    Sure. I mean, survivors always complain about not having time to clean totems. So making this perk easier to use seems like a good idea

  • I once made this idea in a thread regarding giving a cooldown to Overcharge

    After kicking a generator, great skill checks during repairs on that generator do not grant any progression bonus. This effect lasts for 30 seconds or until a survivor fails a skill check on that generator. Failing a skill check on that generator grants an increased 3%/4%/5% extra regression penalty.

    Overcharge can only be triggered once every 30 seconds

  • @ItzPixelYT said:

    I don't know why it's just throwing knives but just seems like a lazy chapter to me. Anyways with the name like The trickster I think we should have this kind of power.

    I think we could of seen the first killer to change the objective of the game entirely. Have a bunch of bombs set a round the map instead of generators and survivors have to collect a liquid from jack in the boxes to disarm the bombs before they explode, but not every jack in the box has the liquid or whatever and instead expells gas that inflicts different states on a survivor like exhausted, exposed, blindness, make them hallucinate the killer chasing them etc...once 5 bombs have been disabled then the survivors can leave the normal way...

    As for his basic hits I think he should of have a knife and also have a throwing knife he can use to infect a survivor and make their vision blurred or something

    Literally anything like this would of been better than someone spam throwing blades.

    So much potential wasted yet again...

    I know there's a few things like toolboxes which would have issues with these kind of mechanics but honestly I think this would of been a really cool idea for the game instead of what we got.

    I like your idea. I can genuinely imagine DC's Trickster pulling that trick off on the Flash. Problem is, it seems RNG based, kind of like Pig's traps

  • image 2.png

    Found another one of these. I just find the placement to be oddly funny

  • @FilthyQuentin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978067#Comment_1978067

    https://forum.deadbydaylight.com/en/discussion/comment/1977145#Comment_1977145

    Why would Buckle up make Blood pact look useless. It's not like survivors lay on the ground the whole game.

    Your buff idea seems nice but it still has the reason why noone would run it because it only works when you heal someone from dying state and you would usually know if the killer is near by anyway.

    You didn't read the part that said "wiggle progression". You can basically see the aura and how close a survivor is to escaping from the killer's grasp. This is good for 2 things

    1. Knowing when to do some sick Breakout hook sabo body block stunt to save someone
    2. Knowing where the killer currently is after he had downed a survivor. This point is basically what makes Better Together worth using (I really want Better Together to do something else with its secondary ability. Seriously)
  • KILLER QUEEN'S THIRD BOMB! BITES THE DUST!

    So here's a fun fact, rewinding time is possible in multiplayer games. It's literally Kira's ultimate attack in Eyes of Heaven and All Star Battle. Problem is, this in a fighting game where there are 4 characters that have an extreme power up at some point in the match which is why rewinding time has a purpose there but that's not all. It is a fighting game and rewinding time meant that you can just re-achieve whatever you lost in a few seconds if you're good at combos.

    In DbD, it takes 80 seconds to achieve an objective and approximately 30 seconds to find and chase a survivor. Rewinding time would be very punishing for both sides with survivors being affected the most. Plus what extreme power up will you be preventing? MoM? Flip-Flop? Look, I want Yoshikage Kira in DbD but this isn't how.

  • Do you know why Blood Pact and Buckle Up apply such weird effects? Because they were made to stand out compared to other perks. Giving haste to Buckle Up is just going to make Blood Pact redundant and useless. I like the theme of Buckle Up letting you know how well your teammates are doing and whether or not it's worth saving them. That killer aura reveal isn't that bad but it should probably be improved on. I've made a proposed buff for Buckle Up before :

    The recovery and wiggle progress of dying Survivors can be determined by the intensity of their auras at a distance of 128 meters.

    When you heal a Survivor from the dying state to the injured state, both you and the survivor see the killer's aura for 5/10/15 seconds

    Buckle Up ignores Blindness and aura cloaking abilities

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973627#Comment_1973627

    That doesn't mean there should be another perk that does it.

    AcKcHuAlLy... Do you know why Blood Pact and Buckle Up apply such weird effects? Because they were made to stand out compared to other perks. Giving haste is just going to make Blood Pact redundant and useless. I like the theme of Buckle Up letting you know how well your teammates are doing and whether or not it's worth saving them. That killer aura reveal isn't that bad but it should probably be improved on. I've made a proposed buff for Buckle Up before :

    The recovery and wiggle progress of dying Survivors can be determined by the intensity of their auras at a distance of 128 meters.

    When you heal a Survivor from the dying state to the injured state, both you and the survivor see the killer's aura for 5/10/15 seconds

    Buckle Up ignores Blindness and aura cloaking abilities

  • The problem with your idea are exceptions. Once WGLF is allowed to activate on an uncage, suddenly all survivors will be begging for their much more powerful perks to also activate on uncage and it'll end up with PH's caged becoming completely worthless. This is essentially how Huntress Lullaby and Unnerving Presence got nerved, they had exceptions

  • I never understood why Hangman's aura reading only works while carrying survivors. Just make the aura reading at all times so that it can at least be competent

  • Your idea for determined is basically how old Left Behind used to work. It was a terrible perk so making it basekit isn't a big deal, the only problem I have with your ideas are sandbags. You know, those annoying creatures who seek to lead the killer to you just for giggles? Those creatures are the reason why Better Together isn't viable and your idea of revealing your own aura to them or giving them boosts for dead survivors would just make them stronger.

  • Okay it took me long enough to figure this out. The problem with Red Herring isn't its placements, it's the activation requirement. If the killer can figure out if it's Red Herring, they can start searching every locker. To make matters worse, some maps have barely any lockers. Here's a change to Red Herring's activation method to make it more flexible :

    The generator stays highlighted until you start running at least 12 meters away from said generator

  • Nothing's wrong with SB. Even when combined with Fixated which lets you save it up without penalty. Even against Bubba which this perk is the strongest against, it's not unbalanced and can indeed be countered.

  • @Alionis said:

    At least there should be more activation conditions for CdG, a maximum of 5 times per trial for one increased lunge that you can't even save for when you really need it and is gone with a quick attack as well isn't worth using it.

     Here's an idea for Coup de Grace to make it a killer version of Dead Hard.

    For each 60/40/20 seconds not spent in chase, gain a token up to a maximum of one token.

    Performing a lunge consumes a token and extends your lunge by 100%

    Single use dash, just like Dead Hard

    Edit : It is now doubled

  • I bet that the next chapter will be riddled with bugs and glitches

  • @Clueless said:

    I think NOED is more comparable to OoO as they are not op, but just very unfun/unfair to play against so I would suggest a rework without trying to make it a pure nerf.

    No One Escapes Death

    Each time a Survivor is put into the Dying state by any means gain 1 Token.

    Once the Exit Gates are powered gain effects based on how many Tokens you have.

    • 1+ Tokens: Reveal Survivors’ Aura while they are opening the Exit Gates.
    • 3+ Tokens: Movement speed increased by 3/4/5 %
    • 5+ Tokens: Survivors are exposed for 5 seconds per Token you have
    • 7+ Tokens: End Game Collapse starts soon as the Exit Gates are powered

    What do you guys think of this idea? You have to earn the effects, so camping would be severally punished while trying to use this.

    Actually instead of making the tokens based on how many survivors you've downed, what if it's based on how many totems remain on the map?

    • 2 Totems: Reveal Survivors’ Aura while they are opening the Exit Gates.
    • 3 Totems: Movement speed increased by 3/4/5 %
    • 4 Totems : Survivors are exposed for 5 seconds per Token you have
    • 5 Totems : End Game Collapse starts soon as the Exit Gates are powered

    NOED's purpose is to counter gen-rush or at the very least survivors who do not care about totems. The problem is the person who cleanses the totems is always the one who gets hit by NOED while their gen-rushing teammates escape without harm. This at least ensures that the totem cleanser can die knowing they've contributed to the team

  • It's not gen times that needs to be nerfed, it's base regression that needs to be buffed

  • Because Elodie's hook scream is very loud

  • Do you know why bloodlust is hated? It's because it rewards the killer for being bad at what they're supposed to be doing which is chasing. Here's an idea for Coup de Grace to make it a killer version of Dead Hard.

    For each 30/20/10 seconds not spent in chase, gain a token up to a maximum of one token.

    Performing a lunge consumes a token and extends your lunge by 100%

    Single use dash, just like Dead Hard

  • @[Deleted User] said:

    The difference is other games you mentioned are balanced around a dodge.

    This game is balanced around the killer mindgaming and outplaying the survivor, which they remove with dead hard and extend chase longer than it should have been, usually by a lot when used correctly. This would be fine, if it wasn't for the fact that losing a chase can cost a match.

    That's a good point. However keep in mind that dead zones and unsafe loops are a great place since DH doesn't work really well there. Even in good loops, the strength of DH can still be mitigated by chase perks likes Bamboozle since it limits the amount of choices survivors have.

    But I do agree about one thing and it's that DH ruins the power of many killers with the only exception being Bubba. Personally, the worst thing about DH is that it renders every single exhaustion perk invalid.

  • @Dipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1816808#Comment_1816808

    I mean, normally in my rounds killers come to my spot when I fast vault. They don't know that there's a rushed vault. It could also be that I am healing someone and missed a skillcheck. Killers can't see the cause of the notification, only the location

    Well if that's the case then Zanshin Tactics just became a decent perk since you'll be able to know that the loud noise notification is created by a vault spot.

    But yeah, I think your idea would make a good secondary ability for Red Herring or an just an entirely new perk

  • @DoomedMind said:

    Yeah that's true, but I admit as a killer main (even if I play a lot survivor), I'm not sure if I want survivor perks which would bring SWF advantages to exist, because SWF is actually painful to face :/

    People have been begging for solo survivors to be brought up to the same level as SWF. Plus unlike Kindred which would really benefit from being made basekit, Small Game will never be made basekit due to it having a specific utility (anti-totem which means it's not useful for every game). This means that you can buff it as much as you want as long as it doesn't end up being more powerful than perks that do the same (Like Detective's or maps) due to the survivor having to use up a perk slot.

    Personally though, I would rather make Small Game have a totem counter and increase its cooldown to 20 seconds. Since most perks that effect specific killer powers are going to be reworked anyway, might as well as give it an equally powerful effect (Also the cooldown is increased since you can no longer accidentally detect traps)

  • If you also want the same multiplayer feel of fighting off a monster with fellow survivors while doing numbered objectives, Dying Light has a multiplayer mode called Be The Zombie.

  • @Phasmamain said:

    Clown addon: Vial of vomit

    Survivors in your gas cloud will vomit for the duration.

    is this useful no is it funny yes

    Make it a brown meme add-on and the description is :

    Survivors hit by the gas cloud will vomit instead of scream

  • Due to the current "Never Heal" meta, this perk will still be trash for anyone beside Oni and Twins.

  • @KateMain86 said:

    Why is franklins demise still the way it is? This perk is so ridiculously unfun to play against that I literally just will not play against killers that run it anymore. I'm done with it. I'm sick of killers being able to delete my items giving me little to no chance to recover it. As if its not enough to go up against killers as they are with everything else, this perk is just like extra dessert for killers. AT THE VERY LEAST any item that franklins deletes from the match should be returned to the survivor when the match is over. If prevented the item from being used in the match. Theres no need to permanently delete it from their character.


    Why did you come back now? The forums are currently filled with complaints for the new UI. Come back later when the conflict has died down and maybe I'll end up having to tell you that Spirit Fury isn't OP.

    Also because I don't feel like typing an entire paragraph, I'll just link you my thread which defends Franklin's

    https://forum.deadbydaylight.com/en/discussion/221796/in-defense-for-franklins-and-why-overwhelming-presence-should-be-buffed#latest

  • So here's a fun fact for anyone planning on defending BBQ on this thread. You see, in TF2, there is a weapon for Spy called the Diamondback which gave guaranteed crits for every backstab or fully sapped building the Spy performs. In other words, it rewards players for succeeding at what they're supposed to do. Well guess what, some people in that community hated the thing. It goes to show that if an effect is strong enough, there will always be people who hate it no matter how healthy the requirement for said effect is

    But here's the thing, it's 4 seconds of aura reading on survivors who are probably far away, after a hook. Even Pop has a stronger effect than BBQ.

  • I have a proposed buff to Remember Me that might counter door 99-ing. I once saw this in another thread :

    Survivors need to complete a secondary gate opening sequence to open the exit gates. This sequence requires 0/1/2 seconds to complete

    Every time you hit the Obsession, gain a token

    Each token prolongs said sequence by 4 seconds. You can have a maximum of 2/3/4 tokens

    The Obsession opens exit gates 5%/10%/15% slower

    Basically you're running from the killer and you've 99'ed the gates. Then the moment it opens, a second progress bar appears and you end up going down. It makes adept Freddy dangerous since if you open the gates too quickly, you might trigger Blood Warden. Also the obsession debuff is so that this perk doesn't encourage tunneling.

  • Dying Light has some of the best themes I've heard. Same with Song of Horror

  • Well assuming you're here to have fun, I would suggest playing either Oni or Blight. A summary to Blight's ability is that he rushes, bumps into something and gets a period of time to turn before being able rush again and hit survivors or bump something else (Repeatable about 4 times without add-ons). For those two, I would suggest Infectious Fright though for Blight you can substitute it with Compound 21

    For the newer survivors, I would suggest you level up Felix. Desperate Measures makes Empathy and Solidarity a lot better while Built to Last is pretty fun on good items like purple medkits or toolboxes. Visionary is also there if you want to go to an indoor map.

  • I have a proposed buff to Remember Me that might counter door 99-ing. I once saw this in another thread :

    Survivors need to complete a secondary gate opening sequence to open the exit gates. This sequence requires 0/1/2 seconds to complete

    Every time you hit the Obsession, gain a token

    Each token prolongs said sequence by 4 seconds. You can have a maximum of 2/3/4 tokens

    The Obsession opens exit gates 5%/10%/15% slower

    Basically you're running from the killer and you've 99'ed the gates. Then the moment it opens, a second progress bar appears and you end up going down. It makes adept Freddy dangerous since if you open the gates too quickly, you might trigger Blood Warden. Also the obsession debuff is so that this perk doesn't encourage tunneling.

  • @NoxVeno said:

    Kill Steve Harrington! Forget all the other survivors. Kill Steve first! Steve must die. Tunnel him right out of existence. If chips ahoy Steve, facecamp then mori or rancor him! I hate Steve soo much!

    PS: Steve if your reading this, CALL ME!!!! LOVE YOUUUU

    Let me guess, you tried to get adept Steve and it broke you

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/220966/an-alternative-to-ds

    Not sure if this post is sarcasm, but Off The Record, Lucky Break, and Lightweight does actually allow a survivor to disappear when running away from a hook they were just rescued from.

    No no, this isn't sarcasm. I've actually done these types of posts before where I explain an alternative to very common playstyles using some types of perks in the form of an advertisement.

  • @LeChristmas said:

    Hahaha love this. Being primarily a killer main i reckon thia would work too since if i go back to hook and don't see either of them I'll just follow the stratch marks or listen for moans.

    Off The Record doesn't actually remove scratch marks, that's what Babysitter is for. But it does let you get the effects of Distortion and Iron Will for a lengthy period of time which I like since it frees up a perk slot which will be filled with Kindred for the safe unhook OTR relies on.

  • I'm more worried about what'll happen to Distortion. We know that it's mostly used to figure out what aura reading perks and add-ons the killers are using for about 3 times. With the new OoO, you can do that infinitely and not worry about jumpscare Myers draining all your tokens. I do still wish that Distortion gets buffed, I really like that perk but for now I guess the new OoO will fill the role current Distortion does

  • I once made a set of perks for a Don't Starve concept I once thought of. One of those perks fits the topic :

    Nightfall

    Your previous experiences with the dark has given you extensive knowledge about it

    You start the match with 2 tokens

    While in a chase, consume a token to stop the creation of scratch marks and pools of blood for 20/25/30 seconds

    You become Oblivious during that period

    Gain a token up to a maximum of 4/5/6 tokens by standing in the killer’s terror radius for 20/18/16 seconds without being in a chase

    “It’s getting late, it will be dark soon” ~Wilson P. Higgsbury

    Basically you become stealthy at the cost of losing the ability of discerning where the killer is, just like nightfall. The reason why I didn't tie the activation with distance to the killer is because you can end up using it to discern if the killer is near you. I don't tie it with terror radius either because then jumpscare Myers will make this perk unusable.

  • @Lexilogo said:

    The game's meta has primarily coalesced around chasing and etc and away from stealth playstyles. Mostly because Survivors, with good objective prioritisation, can afford to loop the Killer and get every gen repaired, so it makes sense that's where the meta ended up going.

    Generally speaking though, the best counter to stealth survivors are perceptive killers with good gamesense. As long as you're still working towards objectives, a good killer can and will find you.

    As a tangent, I would personally classify Hag as not weak to stealth. Her traps can be numerous and force players to destroy them or trip them (either way revealing their location) to pass, and more importantly she's the best Killer in the game at locking down an area of the map, meaning Survivors HAVE to show their faces against a good Hag to force through her reinforced zones.

    I know Hag isn't bad against stealth, I already put her as an example of a top tier killer who wasn't so bad against stealth. It's Urban Evasion that annoys her

    I once had a game as Hag where I had to deal with a pair of urban evading blendettes and never have I wished that I was running Mint Rag more than that one match.

  • @Phasmamain said:

    They do it for consistency sake. If for example surge worked on all attacks would twins be really good with it? Would it be 32 metres of Victor or Charlotte?

    What about huntress? A knockout huntress would not be fun at all

    Stbfl would lose stacks on special attacks? That ruins synergy with demo and pig

    Its just too hard to keep track of

    While I do agree that perks that activate upon injuring such as Sloppy, Franklin's, or STBFL should still be tied with basic attacks, perks that activate upon putting someone in the dying state shouldn't. I once thought of an idea to allow M2 attacks to work on non-ranged attacks :

    "After putting a survivor into the Dying State in a 4 meter radius around the killer"

    That's how you can remove the basic attack restriction without allowing sniper hatchets and honing stone traps to activate it

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902655#Comment_1902655

    What are you talking about? It's an offering for Survivors.

    This isn't unfair for the survivor. He's not going to literally start next to the killer in his view. He's going to start on the killers side of the map, nearest the killer opposite the other survivors. This is actually good for the survivor, because the killer tends to move towards the other survivors and doesn't search the other side.

    With Corrupt Intervention in play this also spawns the survivor near an open gen.

    These are advantages for the survivor.

    You have completely misinterpreted the suggestion.

    https://forum.deadbydaylight.com/en/discussion/comment/1903443#Comment_1903443

    You also misunderstood.

    Ah, I get it. Not a bad idea since if you want to be a looper for the team, you can burn the add-on and waste the killer's time. Even better for SWF since they can position their teammates more effectively.

  • @KateMain86 said:

    An offering to make the match completely unfun and unfair for 1 survivor that they have no way to prevent? No thanks. Why do you want this? Are you having trouble finding survivors with your BBQ & chili, whispers, discordance, Hex Undying and everything else killers have that literally tells them where survivors are? Sorry not trying to be mean but this is literally a no fun allowed idea for survivors.

    Because if survivor's can have Vigo's Shroud then the killer should also be able to have an equivalent for them too. RNG already does that to them anyway.

    In all seriousness though, that offering combined with BBQ can be pretty broken if the survivor affected doesn't have a stealth build. I would say when it comes to shroud offerings, the only change that should be added is to move Shroud of Seperation to survivors and Shroud of Union to killers.

  • OK, I've read some discussions about this topic and I think I've seen 3 ideas that I like the most :

    1. Totem counter is put on Small Game at the cost of that perk no longer working on killer traps
    2. There are a set of 5 candles in the basement with 1 going off for each cleansed totem
    3. We see the totem count in the end game screen

    The first is a perk rework since many perks that specifically affect bear traps have been changed, the second is a high risk high reward move for important information, and the third is for the sake of knowing how well you and your team did

  • @Hyd said:

    https://forum.deadbydaylight.com/en/discussion/222527/dbd-hard-mode-part-1-survivors-and-offerings

    This sounds more like a traditional competitive mode instead of hard mode.

    You've probably already considered this but, being a 4 year old game, with a community that is already matured and made up their mind about all aspects of the game, now isn't the time to implement a competitive mode as-described. I don't think any Killer player really WANTS to play against any SWF - they hardly want to play Killer even NOW - so in order for this to work, the rewards would have to be pretty significant to attract not just existing players, but new ones as well. Reason being: adding another game mode splits the already dwindling playerbase and will cause queue times to be even longer. They'd also need to have a solid matchmaking system (which we will soon find out about) because the mostly random matchmaking we have now would absolutely not be acceptable in a comp mode.

    Realistically, even if we had a bigger playerbase, I think the only new game mode that could work is something less stressful with a clear focus on the fun factor. Something like an "Allies" mode could be fun I think - 2v2, or 3v3...something like that - where each team has 1 Killer on their side to assist in some objective. Haven't really thought about it much but finding a way to combine Survivors and Killers together I think would be interesting and also just plain beneficial for the community in general.

    If you want to ponder a TRUE hard mode (which traditionally I've come to understand means, a mode which attempts to emulate real life more closely - in the case of FPS games this means no maps/radar, 1 shot kills, etc), this is something I've had in mind:

    • No aura reads of any kind (not on survivors, killers, hooks, totems, anything) - you must rely on sound and visuals alone
    • No scratch marks
    • Self-heal is part of Survivor basekit
    • Survivors MUST heal from injured state, or bleed out and be put in dying state (not sure what kind of time is appropriate for this...45-60 seconds maybe?)
    • Survivors in Dying state can't self heal to 99%, another Survivor MUST get them up all the way (and then must heed the above point)
    • If you're hooked, you can be saved, but you won't be running away on your own, you're going to fall flat on your face into the Dying state (and then must abide by the above 2 points)
    • 3 gens instead of 5

    On the surface that's all I've thought about so far. Nothing set in stone, just a foundational starting point for brainstorming new ideas and concepts. Obviously, there'd need to be A LOT of adjustment on perks, add-ons (and Powers) many of which may be removed altogether to result in a true hard mode that also remains fair and balanced for both sides.

    That's honestly not a bad suggestion when it comes to an immersive experience. Makes injuring a genuine threat. I do still prefer the idea of buffing both sides instead of nerfing them when it comes to hard mode

  • @dspaceman20 said:

    I think I have a buff to overwhelming presence.

    Your presence alone instils great fear. Survivors within your Terror Radius suffer from inefficiency. Affected Survivors' Item Consumption rates are increased by 50%

    When you start chase with another survivor they have a 10/20/30% chance to drop their item.

    Here's a fun fact, Technician used to have no downsides at the cost of it being RNG based. It was barely used so they changed it to its current version. RNG is usually unfavorable specifically when it comes to perks so I personally think your idea isn't very good

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