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Seraphor

Seraphor

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Seraphor
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  • Said as much here:

    @Seraphor said:

    With BBQ and WGLF having lost their substantial bloodpoint bonuses last year, and now continuing the trend with Prove Thyself, I think the way we earn Bloodpoint needs to be re-evaluated.

    While these changes are the right course, they also provided something beyond merely inflating bloodpoint gains; they gave players a secondary objective to strive for in order to boost their bloodpoints, which changes the way people play.

    Moreover, there is still a significant discrepancy between Killer and Survivor bloodpoint accrual, when Killers are guaranteed to be present in a match as long as it lasts, yet Survivors can be eliminated early on before having achieved anything, particularly via camping and tunnelling.

    So rather than simply inflating general bloodpoint rates via Bloodhunts and the like, or giving us BP dump codes, I think we need a more nuanced approach, one that can better replicate the effects of these old perk bonuses.

    Secondary Objectives

    Both BBQ and WGLF were significant for changing player strategy, and generally in a healthy way (although it could be said that WGLF influenced survivors to 'throw the game' sometimes). In general, they promoted spreading hooks, and taking risks to save other survivors. These could be replicated by providing additional bonus bloodpoint scores:

    • 500 BP bonus score for the first four of; Hook Rescues, Health states of other survivors healed, Protection Hits performed per game. In the Altruism category.
    • 500 BP bonus score for the first time you complete a generator repair per game. In the Objectives category.
    • 500 BP bonus score for the first time each unique survivor is hooked per game. In the Sacrifice category.

    These would replicate the bonuses from these perks on a smaller scale, provide up to 2000/2500 BP in total for these healthy playstyles, and encourage survivors to diversify their play style and take actions in each category.

    Equalising Survivor/Killer discrepancy

    In addition to being a massive demoraliser for survivors who are eliminated early for any reason, it also provides survivors with no incentive to stick around if they're being camped or tunnelled, and influences many DC's or 'hook suicides', which ruin the game for all survivors. With certain bonus bloodpoint scores, you could provide camped/tunnelled survivors with a commiseration prize, as well as an incentive to stick around as long as possible to help out their team mates.

    • While you're being chased, earn bonus Distraction bloodpoint scores whenever another survivor; completes a generator repair (250 BP in Objectives), heals a health state of another survivor (150 BP in Altruism), rescues another survivor from a hook (250 BP in Altruism).
    • While you're on a hook, if the killer is within 16 meters of you, earn bonus Distraction bloodpoint scores whenever another survivor; completes a generator repair (250 BP in Objectives), heals a health state of another survivor (150 BP in Altruism), rescues another survivor from a hook (250 BP in Altruism).

    The first of these compensates players who are tunnelled, or otherwise run the killer for the entire game, and are not given the chance to take any actions within the Objectives or Altruism categories. While the latter similarly compensates those who are camped, encouraging them to hang in there as long as possible, so that they can score a few more BP while helping out their team mates in distracting the killer.


  • @Thund3rstruck57 said:

    Completely agree. That or a perk point system where we can bring in more than 4 perks if some of them are weaker and therefore have a lower point value. There are just too many perks now to justify only having 4. It is more than outdated at this point. It's ancient.

    This would be a major overhaul but I could see it working.

    Perhaps perks are given a star rating out of 3. Meta perks being 3 stars, fairly useless perks are 1, everything else is a 2. Give players a maximum of 10 stars to spend, so if you equip three 3-star perks you only have 1 star left to spend on your fourth. And if you only use 2-star perks you can use up to five.

  • Tier 3 manual activation

    I don't understand this suggestion. 99ing stalk isn't exactly difficult, and it provides some of the little skill expression Myers has. If you made this a manual activation like Oni, then you would have to give it a wind-up animation like Oni as well of around 2-3 seconds, possibly with reduced movement speed. This would be a NERF.

    Reverse distance effect on stalking

    Also no. This would lead to Myers standing on a hill and maxing out their stalk 30 seconds into a game.

    I could get on board with removing distance as a factor at all though, just have standard stalk speed across the board.

    Add a Lullaby

    Lullabies completely defeat the point of a stealth killer. This would delete scratched mirror overnight. If anything, the Lullaby should be in tier 3 only, not the other way around.

    Just as you can hear Ghostfaces fabric flapping in the wind, you can hear Michael breathing if you're close. That's enough already.


    Ideas I like:

    Some way to replenish survivor stalk pools. Whether they slowly recharge, or reset to a reduced pool after an unhook or something like that.

    Resetting to Tier 1 after Tier 3 could be cool, though the requirements for reaching 2 and 3 would need to be reduced. This would give you more dynamic playstyles throughout the game as you could return back to pure stealth.

    Tier 1 4.4m/s please, not 4.2m/s

  • Self Care is a terrible perk all round, it's a training wheels perk like Technician.

    No competent survivor should ever run this perk.

    If you make the heals too fast, then survivors will simply not seek out their team mates for heals at all. And in this case "too fast" means faster than it would take to find another survivor and then spend 16s healing.

  • I love the scream.

    It's saved me from many a pallet blind.

  • Absolutely not. Stacking effects are bad enough without being able to stack 5 of them.

    Imagine:

    Plot Twist + Unbreakable + Flip Flop + Power Struggle + Tenacity

    Buckle Up + For The People + Made For This + Hope + Dead Hard

    Double Calm Doctor with; Unnerving Presence + Distressing + Coulrophobia + Sloppy Butcher + Huntress Lullaby

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502789#Comment_3502789

    a gen is 1,250 BP. the cap is 10,000. something aint adding up cap'n

    And Prove Thyself is +100% on co-op actions. That is a sub-class of BP scores within one BP category.

    Co-op points are only part of your total points for gen repairs, so whatever Prove Thyself is giving you, it's less than one entire gen without it.

    I'm not entirely sure how co-op points are calculated, but it looks like it's essentially double what you usually get for repairs.

    So if you get 1250 base, then you would get 2500 co-op points, for a total of 3750 base for a co-op gen, and 6250 for co-op with Prove Thyself.

    So 2 co-op gens would be 7500 without Prove Thyself.

    You're really running an entire perk just for 2500 BP, when you could easily make that up by cleansing a couple totems.

    For perspective, in an average survivor game where you'd get around 20k-25k BP this is 10%. This perk is giving you +10% BP. That's less than a Brown BP offering which equates to 12.5% total BP.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502273#Comment_3502273

    the BP bonus was huge. you could get almost full objective BP for getting one coop gen done

    Or you could just do 2 gens.

  • Also, will they be available during Christmas? Or just "Christmas in July"?

  • Also started as a Doctor main, moved on to Wraith and Spirit, but dropped those two in favour of Ghostface and Pig.

  • There's this thing called 'Confirmation Bias'.

    When you get wrecked by a highly coordinated team, you know that's a SWF.

    But when you have a regular chill game without bullying or coordinated saves and sabo plays... you don't even consider if it was a SWF, but it could have been.

  • The bonus from Prove Thyself was tiny. It only affected coop actions, which might not even happen. It was mostly placebo.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501894#Comment_3501894

    I don’t play that way no matter what killer I’m using. My first match against her today was exactly what you described: we got two gens done but after that condemned was spreading so quickly we had to constantly stop for tapes and she moried all three of my teammates. Second match I was able to grab a tape right away but my mates weren’t as lucky. Strangely enough both times I managed to get hatch which has happened for me all of maybe three times in the past few months.

    Did you play Feng on Eyrie of Crows by any chance?

    Then again this is probably quite common right now...

  • If you have evidence it was done maliciously, it is bannable, it's working with the killer. However...

    @NotAnotherDoctor said:

    Sometimes it's actually smart to lure the killer to another teammate. Maybe you're on deathhook and in solo queue with no communication and someone else has no hooks with no intention of taking any and this buys you some more time

    This is also valid. If you're injured and on death hook, and no one else is, taking the killer to another survivor can be the smartest move for the team.

  • That was a change from PTB to live, so that holding a tape is more risky. You don't want to be hit while carrying a tape.

    When a tape is destroyed that survivor gets 2 stacks of condemned, no effect on other TVs, but of course they no longer have a tape in their possession so they will now need to find two TVs to remove those stacks.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501871#Comment_3501871

    My issues with the indoor maps are I can't find gens, I can't find survs, I can't find rooms, I can't find my own arse. I'm either role.

    Visually they all are stunning, but gameplay wise...

    That's definitely a matter of experience. RPD has become a favourite of mine as a survivor.

    And as a killer, well I tend to play stealth killers, and indoor maps are great for those. If there were more indoor maps in rotation I wouldn't need to worry about using map offerings so much. And if you struggle finding survivors on any map, you should try to run some info perks. At the very least Lethal Pursuer.

  • I used it outside of a chase once. I screamed, killer made a beeline for me, hooked and camped me.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501680#Comment_3501680

    Meanwhile my friend looped killer 10 minutes while bot was afraid to do gens.

    Still better than dead though

  • 400k BP isn't worth the time it takes to type the code into PSN.

    If unique cosmetics aren't possible, then it needs to be Auric cells or something of equivalent value, to be worth it.

    They're obviously gaining something from the deal with Prime, they're profiting in some way, so that should be reflected in the reward.

  • The devil will be in the details, whether or not it will be easy to cheese the camping gauge by dipping in and out of the exclusion zone. That'll depend on the gauge speed values. And of course, Bubba (and Bubba alone) will still have a chance at burning through your Endurance if he times his chainsaw correctly.

  • @I_am_Negan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501632#Comment_3501632

    Yes, I understand why they camp. It's my opinion why I dislike camping (that I'm keeping to myself). I don't feel like getting in to some debate over boring game play.

    Camper already waste time now standing by the hook doing nothing. They waste time chasing that one player down when the unhooking does happen. What is real going to be the different if you get yourself off the hook or someone else does? It's still going to be wasted time.

    If you get yourself off the hook, then all three other survivors can be slamming gens.

    You jump off the hook, you loop the killer for another 30s or so, repeat twice more. You get three times the amount of chase points, you waste another minute of the killers time or more. You've now occupied around 3-4 minutes of the killers time instead of 2 minutes, and NONE of your team mates time. You're getting unhook points, you're getting more chase points, maybe stuns too? You're engaged for the entire game instead of just hanging for 2 minutes until you automatically die, and you leave with a decent score. There's even a chance that you lose the killer during one of those chases and don't get camped to death.

  • As long as I'm not risking myself, I'll play as if they're a normal survivor. It can generally be beneficial to have another survivor (especially one that's going to mess up a lot) to serve as a distraction later in the game.

  • @DEMONANCE said:

    am surprised with these comments, nostalgia really is blinding.

    hawkins was an awful map full of unsafe pallets and rooms where you couldn't use your power well with a lot of killers yes it had a good vibe and unique loops but it wasn't good for gameplay.

    and others want an indoor map when the devs have not made a single good indoor map they're either stupidly Survivor sided and very boring like the game and lery's or killer sided like midwich and rpd was horrible till it got a rework so why do we need others??

    i just hope this new one is good but press x to doubt

    Not nostalgia, I always liked Hawkins.

    I stockpiled a ton of HNL ID offerings when they announced it was leaving, and then they deleted all of the offerings two weeks early, robbing me of the chance to use them. :(

    Indoor maps are great. Most maps in general are great. It's just that DBD players are killjoys allergic to fun.

  • @I_am_Negan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501579#Comment_3501579

    We shall see.

    killers will camp less.

    Once a camper always a camper.

    Campers camp because it benefits them, it gets them kills, plural.

    If camping wastes enough time that they can't get kills, that the other 3 survivors escape, then they won't benefit from it anymore.

  • @I_am_Negan said:

    😂 You're getting camped

    The bar fills you get yourself off the hook the killer follows hits and downs you again.

    Back to getting camped this time the killer is smacking you over and over again.

    Anti camp mechanic isn't going to do anything

    It's going to waste more of the killers time and give you an active agency in doing so.

    If that time wasting is significant enough, killers will camp less.

  • @Marc_go_solo said:

    I'm confident it will be an indoor map. This chapter appears to be based on the first movie, where much of the action took place aboard the Nostromo. The interiors also reflect this, especially of the dining area which featured the infamous chest-burster scene.

    I'm gonna see if there are any maps of the original ship (somebody may have made one for fun). If so, I'll paste it back here.

    Edit: I found this map based on the Nostromo which was converted into a board game called "Alien: Fate of the Nostromo". Apparently, the floor plan is pretty accurate, so I'm imagining the map will follow this design mostly:

    https://us.v-cdn.net/6030815/uploads/XJCHD2I1YCF9/screenshot-20230802-153817-chrome.jpg

    This one is from Alien Isolation, the Torrens which is the same model as the Nostromo.

    steamworkshop_webupload_previewfile_323748892_preview.png

    Then there's this one. All similar layouts but with different scales. I imagine it'll be a bit more like this to allow for wider corridors and more complete loops.

    D0M9S_nWsAQWkkk.jpg


  • So hyped for a new indoor map. Hawkins was the best.

  • All positive effects are additive, so 3% + 7% = 10% faster

    Each 1% of movement speed is 0.04m/s.

    Survivors at 100% are 4m/s base, 10% faster = 110% or 4.4m/s

    Killers at 115% are 4.6m/s base, 10% faster = 125% or 5m/s

    All negative effects are multiplicative, so -20% and -10% = -28% total

    This is so positive multipliers don't reach infinity and negative multipliers don't reach zero.

  • Yeah sure just let 3 gens pop before you find anyone.

    I would say it's probably a little too good for high mobility killers though. Maybe it should have a cut off like BBQ, something liie 50-70m so if you immediately sprint/blink towards them you see the aura for less time.

  • @Thusly_Boned said:

    The obvious thing to me also seems unworkable: crawling on walls/ceilings.

    Acid also seems like a good candidate, but I think the xenomorph would need to injure itself to make that work, which would be kind of weird.

    Eggs/Facehuggers would only make sense if there was a queen involved.

    Vents would require across the board map adjustments.

    Leaping/pouncing seems to close to Demo for my liking.

    A stealth kit with short range dash/speed burst might be something.

    I'd be surprised if we don't see some sort of tail grab/strike.

    Whatever it is, it seems like BHVR will have had to get creative; hopefully not anything to lorebreaking.

    Mori possibilities seem pretty obvious.

    The obvious thing to me also seems unworkable: crawling on walls/ceilings.

    Leaping/pouncing seems to close to Demo for my liking.

    We now have collision points for vertical/elevated structures, as Singularity can attach it's Biopods to them.

    If you can attach a Biopod, why couldn't you have the killer leap to and from that same point?


    I'm not keen on any type of egg-laying or vent-traversal. These don't fit with the Drones abilities. Only Queens lay eggs, and the vent thing only seems to be an aspect of the original movie due to it's setting, it's not in inherent power of the Xenomorph to 'generate magical portals that looks like air ducts'.

  • Just play Sadako and condemn people.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/385893/i-want-to-be-excited-for-alien-but

    I'm guessing it'll be an evolving killer.

    https://avp.fandom.com/wiki/Xenomorph_life_cycle

    You'll start off as a little thing and work your way up to a full blown xenomorph.

    I built a concept around this last year:

    @Seraphor said:

    By no means the first Xenomorph concept, but from what I’ve seen I think it’s the first Xenomorph concept that’s as unique as this. (mentioned in a recent topic, but I thought I'd refine it a bit and post it in it's entirety)

    Rather than spawning in as a fully grown Xenomorph, you spawn at the very beginning of the Xenomorph lifecycle, and have to progress through each stage, almost like Myers tiering up. This allows for a relatively non-threatening early game, which makes room for a more lethal killer concept to take over in the mid-game.

    This makes for a rather unique gameplay loop, and a unique killer concept in general. You have the suspense of a stealth killer in the first phase, further suspense and/or a reprieve for survivors in the second phase, you then have the ‘counter’ third phase in which the killer must evade the survivors, swapping the roles, and then finally you have your main killer, the perfect organism.

    I remind you all this is just for fun, and individual values are not a make or break thing for this entirely hypothetical concept. By all means point out flaws, but there’s no need for “x seconds is so OP!” and the like.

    Spawn: Ovomorph

    Your spawn in animation is the ovomorph, or the egg, hatching with a Facehugger emerging from it. The game starts with five evenly spaced ovomorphs on the map, and you emerge from the one furthest away from the survivors as a Facehugger.

    Phase 1: Facehugger

    This phase plays much like Victor, you scurry around at 6m/s with a low FoV and no terror radius, accompanied by a lullaby of scurrying/scratching sounds. You cannot see scratch marks, but you can see auras and killer instinct when applicable. Your goal is to latch onto a survivor, you cannot latch on to a survivor in the deepwound state, and being stunned by a pallet causes you to respawn from the furthest ovomorph. Once attached, you have a skill check prompt like a survivor’s wiggle skill checks, meanwhile the survivor suffers from Blindness and Incapacitated and can attempt to remove you much like Victor, this action takes 14 seconds. You need to fill the bar to complete your implantation. If you fail to fill the bar fast enough, the survivor can pull you off and stomp on you. This action injures the survivor and puts them into deepwound, and you respawn from the furthest ovomorph. If successfully implanted, you progress to the Larval phase.

    Phase 2: Larval

    This is the most passive phase of the xenomorph cycle. You simply follow the implanted survivor around like a spectator, with a graphic on screen of a gestating larva. You also gain your ‘gestation’ meter which will remain for the next three phases. While this is happening, a separate 45 second timer is counting down, visible on the survivor’s portrait, which only you the killer can see. You will occasionally get skill checks like a survivor healing/repairing, hitting a skill check increases the gestation meter by 3% and decreases the survivor’s timer by 1s, hitting a great skill check will increase the gestation meter by 5% and cause the survivor to scream and interrupt their action. Survivors interacting with objectives will speed up this process, and add-ons can adjust the duration. Crucially, a survivor may not know if you successfully impregnated them, unless you hit a great skill check or you have add ons that inflict a status while impregnated. Meanwhile you get to see everything that survivor is doing, such as placing boons, which generator they’re working on, etc. Once the timer has completed, you erupt from the survivor as a Chestburster. This event interrupts the survivor’s action and puts them into the dying state, it also applies one entire hook state automatically. If this occurs to a survivor on death hook, a unique mori animation is carried out.

    Phase 3: Chestburster

    As a Chestburster, you are vulnerable. 5 seconds after emerging from the survivor, survivors are able to stomp on you, but this will place them into deepwound. If they do so, you respawn from the furthest ovomorph as a Facehugger and begin your cycle anew. Your goal is to evade the survivors, you move at 6m/s and have no terror radius, but you do have a lullaby. Once you are at least 32 meters away from a survivor, you gain the prompt to ‘complete gestation’. Hold down the secondary action button while stationary to increase the gestation meter, the default duration of which is 60 seconds, but will have retained any progress from successful skill checks during the Larval phase. You gain killer instinct at a range of 24m while in this phase, and when triggered, your gestation progress slows to 50% speed. Once the gestation meter is 50% complete, you will enter Immature phase.

    Phase 4: Immature Xenomorph

    You’ve now grown to the size of a large dog or a small human, you can no longer be stomped by survivors, your FoV is raised to that of Hag/Sadako, you lose permanent killer instinct, and you gain the ability to M1 survivors. You cannot pick survivors up when in the dying state, but you can mori if applicable (via offerings). You are capable of defending yourself, and capable of applying pressure, but you cannot further your objective until you complete gestation. Visually, you are a smaller version of your adult form, with any cosmetic options resized accordingly. Continue to hold down the secondary action button to complete your growth phase and become an Adult.

    Weapon: Prehensile Tail

    Basic Attack (M1): You thrust the tip of your tail forward and spear a survivor with the tip.

    Phase 5: Adult Xenomorph

    You have completed your growth cycle and become the perfect organism. You can no longer revert back to previous stages, but why would you want to? Your now at full height, your movement speed is 4.6m/s, your Terror Radius is 40m, your lunge is increased by 50%, and you gain your secondary attack ‘Evisceration’.

    Special Attack (M2): Evisceration. Hold the secondary action button to go into ‘Evisceration’ ready mode, then press the primary action button to activate. It takes 0.5s to ready ‘Evisceration’ and 1.5s to fully charge. While charging/charged, you gain killer instinct on all survivors within 16m and move at 3.86m/s, while emitting a hissing sound. A partially charged ‘Evisceration’ will unleash a rush attack at 15m/s and injure any survivors in your path, a fully charged ‘Evisceration’ will unleash a rush attack at 18m/s and put any survivors hit into the dying state unless under the effect of Endurance. The rush attack is slightly steerable, unlike the Demogorgon’s Shred, but movement is heavily restricted similar to Oni/Billy. Evisceration has a 6 second cooldown, and a failed Evisceration or collision with an obstacle has a 4 second fatigue. An Evisceration rush does not break pallets, but it does cause you to vault over them with minimal loss of speed, and unlike Wesker, does not pause your power or deplete charges. If a survivor is still on the other side of the pallet, they will get hit.

    Overall, you might notice that there are elements of Demogorgon, Wesker, with a bit of Myers in there, and a little bit of Twins. This all comes together to form a unique gameplay loop that makes for a relatively non-lethal killer in the first 2 minutes of the game, give or take your success at impregnating survivors, much like Myers tiering up. You then become a very threatening killer, with a power similar to Demo and Wesker in some ways, with an edge on each of them due to the lethality of a fully charged Evisceration.

    There is a potential to never reach the final phase, if you allow yourself to be crushed in the Chestbuster phase and respawn as a Facehugger, you could repeatedly shave off hook states and eliminate survivors that way. However, this would take around 60s each time and would effectively be like camping, but with less pressure applied. Add ons could make the process a little more efficient, and the iridescent add on can kill survivors in one implantation, but if you use this, chances are survivors will avoid crushing you as a Chestburster to prevent you using it a second time.

    Add ons

    Iri 1: Iridescent Teeth - When erupting from a survivor as a Chestburster, you immediately kill that survivor by your own hand. Gestation in all phases is 100% longer.

    Iri 2: Hive Mind - When charging ‘Evisceration’ you also gain killer instinct on survivors within 16m of any ovomorph. Survivors revealed by killer instinct suffer from 2% Hindered for the duration.

    VR 1: Razor Talons - A partially charged ‘Evisceration’ inflicts Deepwound on healthy survivors.

    VR 2: Serrated Talons - A partially or fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    VR 3: Pheromone receptors - Reveal the auras of any survivors within 8m of an ovomorph.

    VR 4: Acid Blood - Injured or dying survivors who stun you by any means are inflicted with Deepwound.

    R 1: Perfect DNA - Increases gestation gained from great skill checks by 2% and gestation speed by 8%.

    R 2: Growth Hormone Omega - Reduces the survivors gestation timer by 10 seconds.

    R 3: Debilitating Toxin - While gestating in a survivor, that survivors action speeds are reduced by 25%.

    R 4: Denticulated Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    R 5: Pheromone glands - Survivors that come within 8m of an ovomorph suffer from Oblivious, this effect persists for 3 seconds after leaving the area.

    UC 1: Superior DNA - Increases gestation gained from skill checks by 1% and gestation speed by 6%.

    UC 2: Growth Hormone Zeta - Reduces the survivors gestation timer by 5 seconds.

    UC 3: Insidious Toxin - While gestating in a survivor, that survivors action speeds are reduced by 15%.

    UC 4: Jagged Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 30 seconds. Timer is paused while hooked.

    UC 5: Camouflaged Chitin - After losing a chase, you become Undetectable for 20 seconds.

    C 1: Enhanced DNA- Increases gestation gained from great skill checks by 1% and gestation speed by 3%.

    C 2: Insipid Toxin - While gestating in a survivor, that survivors action speeds are reduced by 10%.

    C 3: Rigid Chitin - You cannot be crushed after emerging as a Chestburster for an additional 10 seconds.

    C 4: Blunt Talon - A fully charged ‘Evisceration’ will not put a survivor into the dying state from healthy and will instead inflict Deepwound, failed Evisceration cooldown is reduced by 2 seconds. Gain 100% bonus to bloodpoints in the Deviousness category.

    Perks

    Just a few ideas to add to the concept, although these aren't things I'm totally set on, just a few things I thought would fit the concept.

    Perfect Defence

    • An injured or dying survivor who stuns you by any means is inflicted with Deepwound and inflicted with Mangled for 20/25/30 seconds.

    Heightened Senses

    • When a survivor loses a hook state for the first time, this perk gains 1 token. When sacrificing a survivor, this perk loses 1 token.
    • When this perk has 4 tokens, you see the auras of any survivors within 4/6/8 meters.

    Genetic Memory

    • When a survivor is unhooked, their aura is concealed for 180/150/120 seconds.
    • After this time has elapsed, they become Oblivious for 30 seconds and their aura is revealed for 22 seconds.

    Another option just suggested in another thread:

    We have collision points for vertical/elevated structures now, from Singularity. If you can attach a biopod to it... why couldn't you theoretically have a killer who can leap too and from those same points?

  • @luvcraft said:

    "one survivor is a malfunctioning android" power or GTFO

    Love it, but seems a tad too ambitious.

  • @ARTRA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500788#Comment_3500788

    Not climb, but slingshoot?

    Like mark a place and jump to that place, then you can rejump again to a survivor, wall, floor etc...

    That would be pretty neat. They have the collision for that sort of thing from Singularity. If you can stick a biopod to it, then you could leap to and from that point as well. Maybe it could work a little like Blight, a regular leap doesn't damage but a leap from an elevation does. Or depending on cooldowns/windups etc., regular leap damages while a rebound leap is instadown.

  • @Saiki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500646#Comment_3500646

    3 days ago was the first one 5 minutes.

    i know bc i had to dc to save my sanity - i was locked in match of chess if you know what i mean

    I've been getting 60s penalties for about a year.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500567#Comment_3500567

    I never once alluded to you ever being ignorant. I don’t appreciate you implying that I am. We can agree to disagree but we don’t have to insult each other over it.

    And yea, it is straight forward. At the highest play, SWF wouldn’t be able to make some of the plays and be as efficient and coordinated as they are without the near instant information that is relayed over comms. That doesn’t mean that 4 good Solo players could be efficient and coordinated, it’s just they can never be as good as those with instant communication.

    Anyways, I’m not here to argue with people (especially with people who can’t respect me) over what’s the best course of action when it comes to balance. I’m here just to state that balancing SWF by limiting them isn’t punishment.

    Check out that gaslighting.

  • @SMitchell8 said:

    Alien has peed on the Singularity bonfire. Very surprised they did Alien after an original Alien/space chapter.

    You wouldn't buy Singularity if Alien was already in the game would you.

  • First DC has been 60s for a while now. Maybe a year?

  • Everyone seems to be convinced a Xenomorph power has to involve laying eggs for some reason, but that really doesn't fit with the concept at all. Only the Queen lays eggs.

  • Just gonna drop this as my idea for the Xenomorph's power. I'm not expecting it to actually be like this, but I think it would be a great way to do it:

    @Seraphor said:

    By no means the first Xenomorph concept, but from what I’ve seen I think it’s the first Xenomorph concept that’s as unique as this. (mentioned in a recent topic, but I thought I'd refine it a bit and post it in it's entirety)

    Rather than spawning in as a fully grown Xenomorph, you spawn at the very beginning of the Xenomorph lifecycle, and have to progress through each stage, almost like Myers tiering up. This allows for a relatively non-threatening early game, which makes room for a more lethal killer concept to take over in the mid-game.

    This makes for a rather unique gameplay loop, and a unique killer concept in general. You have the suspense of a stealth killer in the first phase, further suspense and/or a reprieve for survivors in the second phase, you then have the ‘counter’ third phase in which the killer must evade the survivors, swapping the roles, and then finally you have your main killer, the perfect organism.

    I remind you all this is just for fun, and individual values are not a make or break thing for this entirely hypothetical concept. By all means point out flaws, but there’s no need for “x seconds is so OP!” and the like.

    Spawn: Ovomorph

    Your spawn in animation is the ovomorph, or the egg, hatching with a Facehugger emerging from it. The game starts with five evenly spaced ovomorphs on the map, and you emerge from the one furthest away from the survivors as a Facehugger.

    Phase 1: Facehugger

    This phase plays much like Victor, you scurry around at 6m/s with a low FoV and no terror radius, accompanied by a lullaby of scurrying/scratching sounds. You cannot see scratch marks, but you can see auras and killer instinct when applicable. Your goal is to latch onto a survivor, you cannot latch on to a survivor in the deepwound state, and being stunned by a pallet causes you to respawn from the furthest ovomorph. Once attached, you have a skill check prompt like a survivor’s wiggle skill checks, meanwhile the survivor suffers from Blindness and Incapacitated and can attempt to remove you much like Victor, this action takes 14 seconds. You need to fill the bar to complete your implantation. If you fail to fill the bar fast enough, the survivor can pull you off and stomp on you. This action injures the survivor and puts them into deepwound, and you respawn from the furthest ovomorph. If successfully implanted, you progress to the Larval phase.

    Phase 2: Larval

    This is the most passive phase of the xenomorph cycle. You simply follow the implanted survivor around like a spectator, with a graphic on screen of a gestating larva. You also gain your ‘gestation’ meter which will remain for the next three phases. While this is happening, a separate 45 second timer is counting down, visible on the survivor’s portrait, which only you the killer can see. You will occasionally get skill checks like a survivor healing/repairing, hitting a skill check increases the gestation meter by 3% and decreases the survivor’s timer by 1s, hitting a great skill check will increase the gestation meter by 5% and cause the survivor to scream and interrupt their action. Survivors interacting with objectives will speed up this process, and add-ons can adjust the duration. Crucially, a survivor may not know if you successfully impregnated them, unless you hit a great skill check or you have add ons that inflict a status while impregnated. Meanwhile you get to see everything that survivor is doing, such as placing boons, which generator they’re working on, etc. Once the timer has completed, you erupt from the survivor as a Chestburster. This event interrupts the survivor’s action and puts them into the dying state, it also applies one entire hook state automatically. If this occurs to a survivor on death hook, a unique mori animation is carried out.

    Phase 3: Chestburster

    As a Chestburster, you are vulnerable. 5 seconds after emerging from the survivor, survivors are able to stomp on you, but this will place them into deepwound. If they do so, you respawn from the furthest ovomorph as a Facehugger and begin your cycle anew. Your goal is to evade the survivors, you move at 6m/s and have no terror radius, but you do have a lullaby. Once you are at least 32 meters away from a survivor, you gain the prompt to ‘complete gestation’. Hold down the secondary action button while stationary to increase the gestation meter, the default duration of which is 60 seconds, but will have retained any progress from successful skill checks during the Larval phase. You gain killer instinct at a range of 24m while in this phase, and when triggered, your gestation progress slows to 50% speed. Once the gestation meter is 50% complete, you will enter Immature phase.

    Phase 4: Immature Xenomorph

    You’ve now grown to the size of a large dog or a small human, you can no longer be stomped by survivors, your FoV is raised to that of Hag/Sadako, you lose permanent killer instinct, and you gain the ability to M1 survivors. You cannot pick survivors up when in the dying state, but you can mori if applicable (via offerings). You are capable of defending yourself, and capable of applying pressure, but you cannot further your objective until you complete gestation. Visually, you are a smaller version of your adult form, with any cosmetic options resized accordingly. Continue to hold down the secondary action button to complete your growth phase and become an Adult.

    Weapon: Prehensile Tail

    Basic Attack (M1): You thrust the tip of your tail forward and spear a survivor with the tip.

    Phase 5: Adult Xenomorph

    You have completed your growth cycle and become the perfect organism. You can no longer revert back to previous stages, but why would you want to? Your now at full height, your movement speed is 4.6m/s, your Terror Radius is 40m, your lunge is increased by 50%, and you gain your secondary attack ‘Evisceration’.

    Special Attack (M2): Evisceration. Hold the secondary action button to go into ‘Evisceration’ ready mode, then press the primary action button to activate. It takes 0.5s to ready ‘Evisceration’ and 1.5s to fully charge. While charging/charged, you gain killer instinct on all survivors within 16m and move at 3.86m/s, while emitting a hissing sound. A partially charged ‘Evisceration’ will unleash a rush attack at 15m/s and injure any survivors in your path, a fully charged ‘Evisceration’ will unleash a rush attack at 18m/s and put any survivors hit into the dying state unless under the effect of Endurance. The rush attack is slightly steerable, unlike the Demogorgon’s Shred, but movement is heavily restricted similar to Oni/Billy. Evisceration has a 6 second cooldown, and a failed Evisceration or collision with an obstacle has a 4 second fatigue. An Evisceration rush does not break pallets, but it does cause you to vault over them with minimal loss of speed, and unlike Wesker, does not pause your power or deplete charges. If a survivor is still on the other side of the pallet, they will get hit.

    Overall, you might notice that there are elements of Demogorgon, Wesker, with a bit of Myers in there, and a little bit of Twins. This all comes together to form a unique gameplay loop that makes for a relatively non-lethal killer in the first 2 minutes of the game, give or take your success at impregnating survivors, much like Myers tiering up. You then become a very threatening killer, with a power similar to Demo and Wesker in some ways, with an edge on each of them due to the lethality of a fully charged Evisceration.

    There is a potential to never reach the final phase, if you allow yourself to be crushed in the Chestbuster phase and respawn as a Facehugger, you could repeatedly shave off hook states and eliminate survivors that way. However, this would take around 60s each time and would effectively be like camping, but with less pressure applied. Add ons could make the process a little more efficient, and the iridescent add on can kill survivors in one implantation, but if you use this, chances are survivors will avoid crushing you as a Chestburster to prevent you using it a second time.

    Add ons

    Iri 1: Iridescent Teeth - When erupting from a survivor as a Chestburster, you immediately kill that survivor by your own hand. Gestation in all phases is 100% longer.

    Iri 2: Hive Mind - When charging ‘Evisceration’ you also gain killer instinct on survivors within 16m of any ovomorph. Survivors revealed by killer instinct suffer from 2% Hindered for the duration.

    VR 1: Razor Talons - A partially charged ‘Evisceration’ inflicts Deepwound on healthy survivors.

    VR 2: Serrated Talons - A partially or fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    VR 3: Pheromone receptors - Reveal the auras of any survivors within 8m of an ovomorph.

    VR 4: Acid Blood - Injured or dying survivors who stun you by any means are inflicted with Deepwound.

    R 1: Perfect DNA - Increases gestation gained from great skill checks by 2% and gestation speed by 8%.

    R 2: Growth Hormone Omega - Reduces the survivors gestation timer by 10 seconds.

    R 3: Debilitating Toxin - While gestating in a survivor, that survivors action speeds are reduced by 25%.

    R 4: Denticulated Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    R 5: Pheromone glands - Survivors that come within 8m of an ovomorph suffer from Oblivious, this effect persists for 3 seconds after leaving the area.

    UC 1: Superior DNA - Increases gestation gained from skill checks by 1% and gestation speed by 6%.

    UC 2: Growth Hormone Zeta - Reduces the survivors gestation timer by 5 seconds.

    UC 3: Insidious Toxin - While gestating in a survivor, that survivors action speeds are reduced by 15%.

    UC 4: Jagged Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 30 seconds. Timer is paused while hooked.

    UC 5: Camouflaged Chitin - After losing a chase, you become Undetectable for 20 seconds.

    C 1: Enhanced DNA- Increases gestation gained from great skill checks by 1% and gestation speed by 3%.

    C 2: Insipid Toxin - While gestating in a survivor, that survivors action speeds are reduced by 10%.

    C 3: Rigid Chitin - You cannot be crushed after emerging as a Chestburster for an additional 10 seconds.

    C 4: Blunt Talon - A fully charged ‘Evisceration’ will not put a survivor into the dying state from healthy and will instead inflict Deepwound, failed Evisceration cooldown is reduced by 2 seconds. Gain 100% bonus to bloodpoints in the Deviousness category.

    Perks

    Just a few ideas to add to the concept, although these aren't things I'm totally set on, just a few things I thought would fit the concept.

    Perfect Defence

    • An injured or dying survivor who stuns you by any means is inflicted with Deepwound and inflicted with Mangled for 20/25/30 seconds.

    Heightened Senses

    • When a survivor loses a hook state for the first time, this perk gains 1 token. When sacrificing a survivor, this perk loses 1 token.
    • When this perk has 4 tokens, you see the auras of any survivors within 4/6/8 meters.

    Genetic Memory

    • When a survivor is unhooked, their aura is concealed for 180/150/120 seconds.
    • After this time has elapsed, they become Oblivious for 30 seconds and their aura is revealed for 22 seconds.

    Ellen has to be the survivor, it is after all the original Alien license. But I think Amanda as a legendary skin would be awesome too.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500309#Comment_3500309

    I came to point this out! I want him as a playable survivor character. Or give him to Ripley as a legendary cosmetic that follows her around during a trial.

    I'm thinking he'll be an animated element of the map. Like you'll catch him randomly wandering around the Nostromo, kinda like how Toba Landing has those alien pterodactyls flying overhead.

    He'd be the new Maurice.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500530#Comment_3500530

    i'm not saying it's as big or iconic as Alien, even your desired Friday 13th is nothing compared to Alien, but FNAF is still iconic and recognizable. No reason to not call it License with big L

    Not to mention controversial, considering it's profits get donated to anti-LGBTQ+ organisations.

  • @Katzengott said:

    That's HUGE, good job on the liscense!

    Interesting no one is questening how the killer power will work.

    (I have a mix of Demo and Pig in my head, but with the traps beeing facehuggers. Something like that.)

    Oh I've been questioning how the killers power would work for years.

    I think the "facehuggers as traps" is a common "low-hanging fruit" kinda guess, and would probably be a bit too derivative.

    I came up with a power I'm pretty happy with, though it's a bit outside of the box and I'm not expecting the actual power to be anything like it, but still:

    @Seraphor said:

    By no means the first Xenomorph concept, but from what I’ve seen I think it’s the first Xenomorph concept that’s as unique as this. (mentioned in a recent topic, but I thought I'd refine it a bit and post it in it's entirety)

    Rather than spawning in as a fully grown Xenomorph, you spawn at the very beginning of the Xenomorph lifecycle, and have to progress through each stage, almost like Myers tiering up. This allows for a relatively non-threatening early game, which makes room for a more lethal killer concept to take over in the mid-game.

    This makes for a rather unique gameplay loop, and a unique killer concept in general. You have the suspense of a stealth killer in the first phase, further suspense and/or a reprieve for survivors in the second phase, you then have the ‘counter’ third phase in which the killer must evade the survivors, swapping the roles, and then finally you have your main killer, the perfect organism.

    I remind you all this is just for fun, and individual values are not a make or break thing for this entirely hypothetical concept. By all means point out flaws, but there’s no need for “x seconds is so OP!” and the like.

    Spawn: Ovomorph

    Your spawn in animation is the ovomorph, or the egg, hatching with a Facehugger emerging from it. The game starts with five evenly spaced ovomorphs on the map, and you emerge from the one furthest away from the survivors as a Facehugger.

    Phase 1: Facehugger

    This phase plays much like Victor, you scurry around at 6m/s with a low FoV and no terror radius, accompanied by a lullaby of scurrying/scratching sounds. You cannot see scratch marks, but you can see auras and killer instinct when applicable. Your goal is to latch onto a survivor, you cannot latch on to a survivor in the deepwound state, and being stunned by a pallet causes you to respawn from the furthest ovomorph. Once attached, you have a skill check prompt like a survivor’s wiggle skill checks, meanwhile the survivor suffers from Blindness and Incapacitated and can attempt to remove you much like Victor, this action takes 14 seconds. You need to fill the bar to complete your implantation. If you fail to fill the bar fast enough, the survivor can pull you off and stomp on you. This action injures the survivor and puts them into deepwound, and you respawn from the furthest ovomorph. If successfully implanted, you progress to the Larval phase.

    Phase 2: Larval

    This is the most passive phase of the xenomorph cycle. You simply follow the implanted survivor around like a spectator, with a graphic on screen of a gestating larva. You also gain your ‘gestation’ meter which will remain for the next three phases. While this is happening, a separate 45 second timer is counting down, visible on the survivor’s portrait, which only you the killer can see. You will occasionally get skill checks like a survivor healing/repairing, hitting a skill check increases the gestation meter by 3% and decreases the survivor’s timer by 1s, hitting a great skill check will increase the gestation meter by 5% and cause the survivor to scream and interrupt their action. Survivors interacting with objectives will speed up this process, and add-ons can adjust the duration. Crucially, a survivor may not know if you successfully impregnated them, unless you hit a great skill check or you have add ons that inflict a status while impregnated. Meanwhile you get to see everything that survivor is doing, such as placing boons, which generator they’re working on, etc. Once the timer has completed, you erupt from the survivor as a Chestburster. This event interrupts the survivor’s action and puts them into the dying state, it also applies one entire hook state automatically. If this occurs to a survivor on death hook, a unique mori animation is carried out.

    Phase 3: Chestburster

    As a Chestburster, you are vulnerable. 5 seconds after emerging from the survivor, survivors are able to stomp on you, but this will place them into deepwound. If they do so, you respawn from the furthest ovomorph as a Facehugger and begin your cycle anew. Your goal is to evade the survivors, you move at 6m/s and have no terror radius, but you do have a lullaby. Once you are at least 32 meters away from a survivor, you gain the prompt to ‘complete gestation’. Hold down the secondary action button while stationary to increase the gestation meter, the default duration of which is 60 seconds, but will have retained any progress from successful skill checks during the Larval phase. You gain killer instinct at a range of 24m while in this phase, and when triggered, your gestation progress slows to 50% speed. Once the gestation meter is 50% complete, you will enter Immature phase.

    Phase 4: Immature Xenomorph

    You’ve now grown to the size of a large dog or a small human, you can no longer be stomped by survivors, your FoV is raised to that of Hag/Sadako, you lose permanent killer instinct, and you gain the ability to M1 survivors. You cannot pick survivors up when in the dying state, but you can mori if applicable (via offerings). You are capable of defending yourself, and capable of applying pressure, but you cannot further your objective until you complete gestation. Visually, you are a smaller version of your adult form, with any cosmetic options resized accordingly. Continue to hold down the secondary action button to complete your growth phase and become an Adult.

    Weapon: Prehensile Tail

    Basic Attack (M1): You thrust the tip of your tail forward and spear a survivor with the tip.

    Phase 5: Adult Xenomorph

    You have completed your growth cycle and become the perfect organism. You can no longer revert back to previous stages, but why would you want to? Your now at full height, your movement speed is 4.6m/s, your Terror Radius is 40m, your lunge is increased by 50%, and you gain your secondary attack ‘Evisceration’.

    Special Attack (M2): Evisceration. Hold the secondary action button to go into ‘Evisceration’ ready mode, then press the primary action button to activate. It takes 0.5s to ready ‘Evisceration’ and 1.5s to fully charge. While charging/charged, you gain killer instinct on all survivors within 16m and move at 3.86m/s, while emitting a hissing sound. A partially charged ‘Evisceration’ will unleash a rush attack at 15m/s and injure any survivors in your path, a fully charged ‘Evisceration’ will unleash a rush attack at 18m/s and put any survivors hit into the dying state unless under the effect of Endurance. The rush attack is slightly steerable, unlike the Demogorgon’s Shred, but movement is heavily restricted similar to Oni/Billy. Evisceration has a 6 second cooldown, and a failed Evisceration or collision with an obstacle has a 4 second fatigue. An Evisceration rush does not break pallets, but it does cause you to vault over them with minimal loss of speed, and unlike Wesker, does not pause your power or deplete charges. If a survivor is still on the other side of the pallet, they will get hit.

    Overall, you might notice that there are elements of Demogorgon, Wesker, with a bit of Myers in there, and a little bit of Twins. This all comes together to form a unique gameplay loop that makes for a relatively non-lethal killer in the first 2 minutes of the game, give or take your success at impregnating survivors, much like Myers tiering up. You then become a very threatening killer, with a power similar to Demo and Wesker in some ways, with an edge on each of them due to the lethality of a fully charged Evisceration.

    There is a potential to never reach the final phase, if you allow yourself to be crushed in the Chestbuster phase and respawn as a Facehugger, you could repeatedly shave off hook states and eliminate survivors that way. However, this would take around 60s each time and would effectively be like camping, but with less pressure applied. Add ons could make the process a little more efficient, and the iridescent add on can kill survivors in one implantation, but if you use this, chances are survivors will avoid crushing you as a Chestburster to prevent you using it a second time.

    Add ons

    Iri 1: Iridescent Teeth - When erupting from a survivor as a Chestburster, you immediately kill that survivor by your own hand. Gestation in all phases is 100% longer.

    Iri 2: Hive Mind - When charging ‘Evisceration’ you also gain killer instinct on survivors within 16m of any ovomorph. Survivors revealed by killer instinct suffer from 2% Hindered for the duration.

    VR 1: Razor Talons - A partially charged ‘Evisceration’ inflicts Deepwound on healthy survivors.

    VR 2: Serrated Talons - A partially or fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    VR 3: Pheromone receptors - Reveal the auras of any survivors within 8m of an ovomorph.

    VR 4: Acid Blood - Injured or dying survivors who stun you by any means are inflicted with Deepwound.

    R 1: Perfect DNA - Increases gestation gained from great skill checks by 2% and gestation speed by 8%.

    R 2: Growth Hormone Omega - Reduces the survivors gestation timer by 10 seconds.

    R 3: Debilitating Toxin - While gestating in a survivor, that survivors action speeds are reduced by 25%.

    R 4: Denticulated Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    R 5: Pheromone glands - Survivors that come within 8m of an ovomorph suffer from Oblivious, this effect persists for 3 seconds after leaving the area.

    UC 1: Superior DNA - Increases gestation gained from skill checks by 1% and gestation speed by 6%.

    UC 2: Growth Hormone Zeta - Reduces the survivors gestation timer by 5 seconds.

    UC 3: Insidious Toxin - While gestating in a survivor, that survivors action speeds are reduced by 15%.

    UC 4: Jagged Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 30 seconds. Timer is paused while hooked.

    UC 5: Camouflaged Chitin - After losing a chase, you become Undetectable for 20 seconds.

    C 1: Enhanced DNA- Increases gestation gained from great skill checks by 1% and gestation speed by 3%.

    C 2: Insipid Toxin - While gestating in a survivor, that survivors action speeds are reduced by 10%.

    C 3: Rigid Chitin - You cannot be crushed after emerging as a Chestburster for an additional 10 seconds.

    C 4: Blunt Talon - A fully charged ‘Evisceration’ will not put a survivor into the dying state from healthy and will instead inflict Deepwound, failed Evisceration cooldown is reduced by 2 seconds. Gain 100% bonus to bloodpoints in the Deviousness category.

    Perks

    Just a few ideas to add to the concept, although these aren't things I'm totally set on, just a few things I thought would fit the concept.

    Perfect Defence

    • An injured or dying survivor who stuns you by any means is inflicted with Deepwound and inflicted with Mangled for 20/25/30 seconds.

    Heightened Senses

    • When a survivor loses a hook state for the first time, this perk gains 1 token. When sacrificing a survivor, this perk loses 1 token.
    • When this perk has 4 tokens, you see the auras of any survivors within 4/6/8 meters.

    Genetic Memory

    • When a survivor is unhooked, their aura is concealed for 180/150/120 seconds.
    • After this time has elapsed, they become Oblivious for 30 seconds and their aura is revealed for 22 seconds.


  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500234#Comment_3500234

    You are correct that the problem is between highly coordinated and the uncoordinated, but you’re not correct that comms have nothing to do with it. Comms give a massive advantage to people who use them, saying otherwise is rather ignorant. Teams wouldn’t be able to perform certain plays or be as efficient without the communication.

    And no, players choosing Solo Queue in general are not handicapping themselves since the Devs balance the game around them, where players have limited access to information. They’re playing the game how it’s supposed to be played.

    The ones who are handicapped in this game are killers who have to face SWF on coms and Solo Queue players who get paired up with Duos and Trios since the SWFs will usually prioritize their friends over the randoms.

    And no, I’m not cherry picking anything. My stance is that if the devs are okay with the power level of SWF using comms, then they should balance the rest of the game around it. They should bring up Solo Queues strength (with the use of information) without allowing SWFs to take advantage of that information to become even stronger.

    In the end, it still wouldn’t be a punishment.

    You are correct that the problem is between highly coordinated and the uncoordinated, but you’re not correct that comms have nothing to do with it. Comms give a massive advantage to people who use them, saying otherwise is rather ignorant. Teams wouldn’t be able to perform certain plays or be as efficient without the communication.

    I'm literally saying that it's not as straight forward as "comms = coordination" and your reply is "uh yes it is duh"? And I'm the ignorant one?

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500331#Comment_3500331

    i really hope your next dlc planned is freddy fazbear, anything else will be disappointing for us.

    No, FNAF would be the disappointment.

  • Yes!

  • @brewingtea said:

    BHVR: Punishes Solo Q for 7 years

    Everyone:

    Solo player: Maybe they could give us a little-

    SWFs: WHY ARE YOU PUNISHING PEOPLE WITH FRIENDS??????

    The vast majority of my survivor games are solo queue.

    I don't want to be handicapped for the few times I actually play with friends. Doing so would probably drive them away altogether or have us just playing solo and giving up on team play.

    This is not the solution.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500103#Comment_3500103

    No, people choosing to not use outside communication are making the conscious choice to handicap themselves.

    They still get the ability to choose their teammates, which is an advantage that Solo Queue will never have.

    So then players choosing to play solo queue instead of SWF are making the conscious decision to handicap themselves, and don't need any additional advantages?

    It seems like you've just cherrypicked one subset of handicapped players that you feel need buffs, at the expense of other players, who may also be handicapped.

    The problem is that the divide is not between SWF and Solo Queue, or even between Voice comms and No voice comms, but between Highly coordinated and Uncoordinated, and while they usually overlap, they don't definitively mean the same thing.

    You are simply writing off those who don't conform because you're not one of them and so you're not concerned.

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