Avatar

SoGo

SoGo

About

Username
SoGo
Joined
Visits
0
Last Active
—

Comments

  • @Elan said:

    Might accept exhaustion perks being too strong, boosted further by Vigil. But it's counter measure should feel like it hits the spot. What about tuning the anti-exhaustion perks, now when diminished is present.

    Septic touch - Whenever survivor performs any healing action or mend action, they suffer exhausted and blindness, that lasts for 40s after they leave your TR - was 10s (Vigil can still chunk that off)

    Blood Echo - each time you hook survivor all other survivors (no longer just injured ones) suffer hemmorage and exhausted for 60s (nice reward for hooking, isn't it?)

    Languid Touch - increase the exhausted from 10s to 15s (probably best anti-exhaustion perk to date)

    Genetic limits - increase exhaustion to 15s (was 8s)

    Mindbreaker - increase exhaustion when leaving gen and not exhausted to 15s (was 5s)

    This mainly reflects how prominent the Vigil can be towards counter picks.

    Vigil SHOULD get nerfed.

    No denying that. It is the perk that makes all Exhaustion perks much better, and also ruins Hindered builds.

    As for the perks, Mindbreaker, Genetic Limits and Languid Touch do not need these buffs all that much.

  • No. Making everyone 4,6 is ignoring all nuance and problems with powers in this game.

    Most 4,4 killers are either ranged killers, who zone really well, or mobility killers.

    The only one who slightly clarifies for an upgrade is Hag, and even then it's the laziest way to solve her issues.

  • @Elan said:

    Make her 4.6

    Make her traps bodyblocking base

    Make her being able to teleport to chosen trap every 30s

    Make her traps uncleansable

    Boom, Hag is B now, cheers everyone enjoy.

    And even more hated because camping, remember?

  • @ohheyitsbobcat said:

    They may have since changed how they design them now, but they used to go by the this philosophy,

    -Beginner Perk

    -Crazy/Wild/Niche Perk

    -Meta Perk

    They have a pool of perk ideas and try to work them down into those three categories. It doesn't always end up working out that way but that's how they used to do it.

    https://us.v-cdn.net/6030815/uploads/J1PQIM24YAJA/behavior-on-designing-perks-v0-xv1i3jrja0fc1.png

    I feel like it applies, but very loosely.

  • I feel like it's intentional.

    Bulk BP spending is for the times you don't care about the result.

    And manual spending is for the times when you want a specific thing.

  • She is a killer that has nothing unique to bring to the table.

    I watched an interesting Pixel Bush video some time ago, and he had a solid idea for a rework.

    Another issue is that all 3 of her perks suck. That is yet another turn-off point, because some people (like me) also evaluate how good the perks are before buying. Her hex is one of, if not THE worst in the game, Ravenous has the old Grim Embrace problem, and Wandering Eye is riddled with conditions.

    So, all she has are her (frankly amazing) looks and lore. But, you can look at her in the store and read her lore without owning her, so.…

  • @KingOfGhost said:

    would like to know more about the design process behind perks for both the survivor and killer sides.

    Over the last two years, I have noticed a trend where survivor perks seem much stronger than killer perks. They often have fewer activation requirements, if any, and can work extremely well on their own, while also becoming even stronger when paired with other good perks. I am not saying killer perks must be as strong as survivor perks. I am asking why they are designed the way they are.

    Let’s use a recent example: Hex: Scared to Death and Wide Open Throttle.

    For the killer perk, you first need to hook three different survivors. Then, when you break a pallet, survivors on the other side become Hindered. However, the survivor gains a speed boost after vaulting a pallet, the pallet resets, it becomes blocked for 60 seconds, and all survivors can see its aura during that time.

    With the killer perk, you have to do a lot of work before it activates, and you may barely see any value from it. By the time it activates, you may already be close to the endgame, or the survivors may destroy the totem as soon as it appears. On the other hand, the survivor perk feels like it could be split into two separate perks, and both would still be strong.

    At the same time, many perks remain unchanged for a very long time. Some are weak or almost useless and never receive meaningful buffs. Others get nerfed because of one specific issue, such as Starstruck with Nurse, and then are never looked at again. Sometimes perks are overbuffed, and very little is done afterward to adjust them.

    Please do not tell me this is what the PTB is for. In practice, the PTB rarely seems to do much. They could use it to test number changes, reduce or increase perk values where needed, and revisit the many perks they have said they would adjust in the future. Instead, it often feels like the PTB mostly exists to promote the new DLC or the newest shiny thing.

    With all of this in mind, I would like to understand the developers’ thought process behind perk design.

    I would also like to hear what theories the community has about this.

    It really feels like a 50/50 these days.

    It's like that for both sides, for example Road Life, Wandering Eye, new Teamwork perks, Overture of Doom, ect.

    So sometimes we get these awful perks, and then we get some downright busted ones like Cross Examination.

    It's not a role thing, it happens constantly.

    We also know that the Grimoire perks also would be the same: Boon: Steadfast for instance.

  • @Lorelei_Albrecht_TTV said:

    The team role is getting to the point where only certain characters can compete against them and even then it's only if the team makes a mistake. Seriously go play like 50 matches of Sadako and you'll see what I mean once you're playing against people who know what they're doing you'll realize some killers just can't keep up with the current pace of the game.

    Then you've got the perk design. Ya know the release of Henry gave me hope that BHVR realized that they should probably give killers perks with decent strength but nah right back to business as usual with Jason's perks where most of them aren't great...

    Meanwhile devs had the bright idea of giving survivors cross examination a perk that'll allow you to give yourself elusive mid chase. I've said it before and I'll say it again for the people in the back elusive should be an effect only given to you through altruistic play from another player it's not something you should be able to give yourself.

    Meanwhile the devs outta the blue said that ya know what 15 to 20 pallets on every map in every realm is totally fair. All the while some killers have known bugs that kill their kits or make them harder to play than they need to be. Or in the case of doctor literally cause an accessibility issue

    BHVR is balancing around the best players that play the best killers but on the flip side they're balancing around new and bad players for the team role rather than teaching or expecting them to learn. Things can't continue like this or it'll kill the game.

    This is exaggerating a bit, wouldn't you agree?

    Sure, survivors are on a high right now. But, that may change (and probably will). The sides will get buffs and nerfs and changes, as they do now.

  • @HoodedWildKard said:

    Man yeah cross examination is busted, here's hoping bhvr are smart enough to change it before release. Perhaps they should make the light spots visible to killer, because going against this perks and having little to no way to know if it's being used is going to SUCK. At least that way killers will know who's going to try pulling double backs and turn them into a 50/50.

    Sidenote this perk will ruin days for a lot of spirit players.

    I think that we should not got after the Light Marks, which are imo the coolest part of the perk.

    The Elusive is the problem here, and the perk probably should only give 1 stealth effect instead of all of them

  • @Crowman said:

    Cross Examination is likely the most broken survivor perk they've released and BHVR has released some really broken survivor perks over the years. It basically allows survivors to break any chase they want unless they are facing a ranged killer or a killer who is undetectable.

    Elusive as a status also does way too much imo and it would be better if it was split into individual statuses like 1 that blocks sounds of pain, 1 that blocks scratch marks, and 1 that blocks auras. I do not think survivors should have the ability to block killer instinct which Elusive also does.

    And the fact the perk went to ptb in its current form is very telling about how well the devs understand their own game.

    I don't mind Elusive giving a full stealth mode.

    But, I'll admit, on a perk like Cross Examination, it is kind of too much.

    For that perk specifically, an effect like "reduces cries of pain and footsteps" could be more fitting.

  • So, Jason Universe apparently does not want to use the early movies, to avoid any more lawsuits.

    The reason why might be because Paramount also has a claim on the first 8 movies.

  • Now, to play the devil's advocate, Hag being 4,4 can be fine…. as long as things like S teching gets solved.

  • @Royval said:

    I would love to see his pick rates after that huge nerf the worst thing you can do to a killer is make them 4.4 there’s zero fun killers that are 4.4 in dbd. Blight has been ruined.

    Oh no....

    Anyway.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082807#Comment_4082807

    I feel like the issue here comes from a lack of personality from the Survivor characters. It's why i play characters like Alan Wake who actually feel like a character of his own, and not just a reskin.

    If bhvr were to focus on giving Survivors a complete aesthetic upgrade, with full on voice lines and voice lines that reactions to different things, menu music, custom trial start animations and so on, this would fix the issue.

    Nah, it wouldn't.

    And on the topic of voicelines, another controversial opinion of mine is that voicelines were a mistake to put on every new character.

    The only saving grace they have is that only you hear your own, with the exception of Orela who runs her mouth every 5 seconds.

  • Worthless because with that, every survivor is just a skin. No other reason to buy any one of them, just cosmetic.

    It already is kind of a problem, and by detaching perks from characters, you might as well only have Sable for example and no one else.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082656#Comment_4082656

    I agree that the perfomance doesn't match the current fidelity of models, but lighting/materials etc we are slowly getting there step by step

    I don't agree, I have clips of me playing og DBD and while I prefer the old animations in some cases, the game has gotten better looking over time. You just need to compare swamp to the new things and also Cheryl to newer survivors, its like night and day.

    I'm pretty sure this is them just scratching the surface too with their visual upgrades, if everything were to look t he quality of Trickster's delusion. We'd be in for a treat.

    Survivors have gotten better look wise, but Swamp looks the same as the Asylum maps, and that realm had a graphical rework.

    New Autohaven looks awful, the Fallen Refuge looks awful, new Haddonfield looks like a lame COD map more than a DBD map.

  • @Smoe said:

    • Alot of Content Creators are clearly biased, and despite acting like they're not, all more or less serve as one of the main sources that causes people to act tribalistic in the community.
    • Wesker & Legion have the least fitting chase tracks in the game.
    • The All Things Wicked chapter is the single most overrated chapter which popularity is solely carried by its initial marketing.
    • The Myers rework is not nearly as bad or out of character as people claim it is.
    • If reddit and twitter has taught me anything, it's that a big part of this community absolutely despises actual hot takes or anything else that truly deviates from the popular opinion.
    • DBD should get rid 25% of all perks, remove their ties to the characters and only add new ones, when it's something that actually bring something meaningful to the game.

    That perk one would definitely resolve perk bloat, but, you run into the inevitable problem of survivors becoming worthless.

  • @jesterkind said:

    The big one at the moment would probably be that build-crafting entails and encompasses far more than just stacking the same % number and Diminishing Returns is only making the tiniest dent on the narrowest band of possible creative expression.

    There are SO MANY ways of crafting a build that never even have repeated % effects at all, let alone the ways that are affected by the DR system but only mildly. Any time I express confusion about why people are saying the DR system kills build creativity I get downvoted, so it counts for this I think, lol.

    For another one though: Stealth on the survivor side isn't dead and it's completely viable. It's just an active playstyle now instead of a passive one.

    I agree with this.

  • @Jay_Whyask said:

    Dead by Daylight is starting to give me the same vibes Crysis did when it first released.

    It feels like this game is ahead of it's time in the worst way possible.

    • If you play the game on modest hardware or the generation of consoles it released for, you get ~25, 30 FPS
    • If you play the game on current gen consoles you get ~50, 60 FPS

    There's nothing wrong with 60 FPS on the surface, but considering that last gen consoles were promised to run at 60 FPS eventually, that's actually pretty bad.

    It seems the only way to enjoy DBD is to invest in a powerful PC 5 years ago. 🤔

    What even was the point of upgrading to UE5? Better graphics? Graphics you can't enjoy because the game is slobbering on your CPU?

    What are we going to do for the 10th anniversary if the game doesn't run at a reasonable frame rate? Sit & watch while this enormous milestone waddles past at 12 FPS?

    Anyone who says that new dbd looks better is actively in denial.

    Old dbd looked gorgeous in many cases, was atmospheric and actually eerie.

    New DbD maps look lifeless. The only thing that improved were the textures, everything else has gone downhill

  • Mine are:

    This playerbase has a much bigger hand in ruining all the fun than they think. Evidence of this is everywhere, and the people consistently choose to be annoying and argue for the sake of it.

    Stealth is a valid playstyle and should not be so frowned upon. Being a looping god is not the only way to play.

    Diminishing returns are a good feature that is beneficial in the long run, all we need to do now is buff some bad perks

  • @ArkInk said:

    Every single one of Jason's add-ons is a reference to a kill or character from the movies, it's much more implicitly referential than a character like Springtrap getting table scraps and aesthetic pieces from his source material for add-ons.

    As for the skins, the devs clearly did base a fair amount of them in Jason's movie history, even if the skins are original designs.

    Backwoods Terror is 90% original but gives Jason hair as seen in Friday Part 2, just this time with the Hockey mask instead of baghead.

    Depths of Despair is pretty close to his Part 7 design, just leaning less into Gore and more into Jason being taken over by nature.

    Death Forsaken blends his FvJ coat with part 7's exposed spinal column and 6's gloves.

    It's not literally recreated from the films like F13 the game, but that was always going to be a losing battle wasn't it? It makes sense DBD went moreso the route did Mortal Kombat X did and nabbed Jason on his own.

    I started to wonder if it would be possible to get a license to use Savini Jason.

    It's a skin created for the FT13 game specifically, so maybe it could come into the game as a cosmetic?

  • @Smoe said:

    Nobody except Horror Inc. knows the full extend of what they can and cannot use, however what we do know is this.

    • Horror Inc. (originally founded by Sean Cunningham and has been run by the Barsamian family) has the rights for all the movies from part 2 to part 8 and their content, as well as the international rights for part 1. They also have the rights to the adult Jason character & F13: The Game itself.
    • Victor Miller owns the US rights to part 1, thanks to the US Copyright Act of 1976.

    The two above joined together to form Jason Universe, which is the copyright bhvr has licensed to get Jason into DBD.

    • Meanwhile, Paramount owns the distribution rights to all the Friday movies from part 1 to 8.
    • While Warner Bros through New Line (which they have a long time ago turned into one of WB's movie studio subsidiaries) owns all the Friday movies after part 8. They also owns the trademark for the Friday the 13th brand name itself, and they also own the trademark for the full name of Jason Voorhees, at least in marketing and branding.

    Here's the thing however, Jason Universe basically exist solely just for Horror Inc. to circumvent Warner Bro's copyright of the F13 franchise, to avoid paying them royalties. And since Horror Inc. owns F13: The Game, they're working together with GUN Interactive to use all the content inside the game to work around WB's copyrighted version of Jason, so that Horror Inc. can use them for things like merchandise.

    What Jason Universe is doing related to DBD and crossover however, is that they're essentially rebooting the Friday franchise and Jason as a whole, with Greg Nicotero's Jason design being the default design of the character from now on.

    Which means nothing directly and explicitly from the original Friday movies can be used or mentioned directly. That's why there's basically nothing from the movies in DBD or any other games that are licensing from Jason Universe, because there basically is nothing to work off on with this version of Jason, as he has no lore.

    Once projects like the Crystal Lake prequel series airs, then this version of Jason will get new lore connected to him.

    As for cosmetics, the closest we'll get as of currently, are original cosmetics. Whether they're inspired by the existing movie designs or not doesn't matter.

    Also despite all the add-ons being obvious references to events that has happened in the original movies, all of the descriptions are written in a vague and indirect way.

    TL;DR: Everything from part 1 to part 8 is within the rights of what Jason Universe can use, however because JU is focusing on rebooting the franchise, it means neither bhvr or anyone else that collabs with Jason Universe are allowed to use any existing movie content whatsoever.

    Thanks for the thourough explanation.

    I myself also looked into the legal claims and found out that JU wants to avoid more lawuits, so they don't use the first 8 movies.

    Kind of a shame but what can you do.

  • Why did anyone even waste time with this?

    Lockers did not need a cooldown.

  • @TheMruczek said:

    I mean the overall concept of it. We'll see tomorrow how actually fun and balanced he is.

    Imo I don't hate it but this the second anniversary in a row to have a mobility + projectile killer. Kinda underwhelming for 10th anniversary. I like the stealth aspect, the spear toss is alright. Still wished for rage mechanic or some form of a command grab.

    I am pretty content.

    He has his enviromental kills, basically a blend of 3 of his original powers and a javelin which.. sure.

    I only would like an inbuilt Fire Up too.

  • I hope that the teleport, stealth and rage all make it into the game.

    The throwing knives and traps were cool but I feel like that is just reheating trickster and trapper.

    Shift-grabs will likely not make it into the game because we know BHVR.

    And the aura reading is likely reserved for perks.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081003#Comment_4081003

    I would refer to the F13th game but i can't seem to access the servers anymore. Not sure why this is do you? XD

    I will say it again. I have nothing against Jason as far as horror icon goes. The common theme from everyone is he is THE slasher and i don't dispute that. But i play DBD because i want to play a fun game i just don't think he will be "fun" to play. I hope im wrong and i hope behaviour does something good.
    Just because he is one of the most iconic horror characters does not automaticly mean he is going to be good for THIS game. It all depends on what creative freedoms DBD have with the license.

    Everyone seems to think im trying to poo poo all over the franchise which im not. If you take offence to me saying Jason could be a legendary trapper skin well im sorry but nothing i can do about that im afraid.

    To remind you of what powers he had in that game:

    • teleportation ability (simple and easy to apply)
    • shift ability (basically a dash)
    • stealth ability
    • aura reading ability
    • rage (a buff to his strength that applied after some time, very possible to do in DBD)
    • several traps
    • throwing knives
    • grabs that went straigth into kills

    Granted, not all of these can be used. But, even with half of these, you can have a solid base for a new power, and I think it'd be quite possible to make it work.

  • @Jay_K said:

    Here it is. The game is 10 years old. A massive milestone and we get….MAN WITH MACHETE
    Now i get it. Jason is a big license and an iconic horror character but does that mean he is a good fit for the Dead by Daylight video game. In my opinion it does not.
    Firstly we don't need another M1 killer and from what i understand this is all Jason is. According to his lore he has superhuman strength, regeneration abilities, near immortal and according to speculation teleportation but that is just because he always seems to be there. None of these equats to a power of sorts apart from teleportation
    On top of this from what I have read the license is for Jason only not the friday the 13th franchise meaning its very unlikely we are going to get a new map and no new survivor. (I may be wrong this is based on what i have read online correct me if im wrong please)
    Why, for such a huge milestone in a game, are we getting basicly nothing?

    Now im not saying Jason shouldn't be in the game completely. I think it would have made more sense to make the Jason license a legendary cosmetic for Trapper because trapper was based off Jason and it would have been a great tie in.

    Overall im dissapointed. There are so many chapters that could come to this game but it seems that unless its ye olde horror then its not considered which is a shame. Realisticly the moment that characters like Lara Croft and Trickster were added to the game it stopped being about horror (yes i get trickster could be seen as horror but he is just a kpop star). And lets not forget Nicholas Cage that iconic horror survivor that he is XD

    How does everyone else feel about this announcement? I will be curious to see what others think however i will say no hate towards anyones point of view. If your hyped for Jason then thats great everyone has their opinions so lets keep it civil in the comments :)

    If your super hyped that Jason is coming to DBD please explain why. I would be curious to see the reasons. Is it just because its Jason or is there something else.

    You just showed you are completely uneducated when it comes to horror.

    Jason is THE slasher, the icon that started the genre, alongside Freddy and Michael.

    His license was what inspired Trapper.

    Even endertaining the thought of reducing him to just a Trapper skin is audatious. BHVR themselves decided that Frank Stone, a character from a flopped game, does not deserve this fate, and you assign it to Jason?

    As for the powerset, there is a LOT you can do. For instructions, you can check the FT13 game, which game Jason 5 abilities. He could utilize traps and throwing knives, use the enviroment, ect. If BHVR just copied that, they would get the most varied killer probably ever.

  • This is basically what I wanted them to do with the shrine.

    Good work.

  • @HagathaSimmons said:

    Mint Rag- (complete overhaul)

    The hag is unable to teleport to her traps.
    The number of traps available is reduced by 3.
    When a survivor triggers a trap, the phantasm attacks causing the survivor to lose a health state.


    Scarred hand -( only used when paired with waterlogged shoe. Complete overhaul)

    When a survivor triggers your trap they are affected by the exhaustion effect for X seconds.


    Rusty Shackles- (complete overhaul; honestly really strong but I like her jump scare more)

    when a survivor triggers your trap they are oblivious and blind for X seconds.

    About Rusty Shackles…

    This addon is the one (and so far only) thing that completely counters S tech.

    Considering how it renders a lot of your effort useless, I would like that addon to stay as is until BHVR manages to fix that stupid "tech"

  • They did that?

    Wow.

  • @CosmicScarab said:

    One of the biggest problems with diminishing returns is the way in which it interacts with basekit mechanics. On the survivor side we have diminishing returns interacting with haste from getting unhooked, and on the killer side we have diminishing returns kick in on any killer with haste or hinder, effectively removing entire categories of perks. Clown for example feels incredibly bad using any haste or hinder perk because their effectiveness is cut even when you are using only one.

    There is no reason why base kit things should be triggering diminishing returns. It severely limits any perk choices you can make and things end up being much more stale because of it. Even without basekit things being affected it still destroys build diversity. Overall this is probably one of the worst things that has been added to the game.

    Clown should have an exception, or they could finally make Invigorated a separate power thing instead of blanket haste buff.

  • Uh, no?

    They JUST put it in the game, we have yet to see how they adjust the perks to account for this, it's still brand new.

    Yes, it not affecting the meta all that much sucks, but throwing it out entirely is not the way.

  • @TropesDaMan said:

    alright i have a stupid opinion, is Franklins that good of a perk, ive seen so many say its strong, but i dont see it being better then other M1 perks like STBFL or Sloppy Butcher.

    Now it's good only with Weave Attunement.

  • If it's a trap placed beforehand, then there is nothing that can be done, really.

    If it's after a cage is already there, it should probably be looked at.

    But at the end of the day, it's Trapper. You can disarm quickly.

  • @MechWarrior3 said:

    So I got a response from support today about a report I sent in, and honestly it just feels really discouraging as a survivor player.

    I had a match where two teammates (an Ace and a Cheryl) basically refused to participate. They threw themselves at the killer, didn’t do gens, didn’t go for saves, and were clearly just wasting time while the rest of us actually tried to play.

    I submitted video proof, explained what happened… and the official response was basically: “We’re not taking action because this behavior is not against the rules.”


    I get that not everything can be bannable, but when players can openly refuse to participate and drag down an entire match with zero consequences, it makes solo queue feel miserable. It’s not “just one bad game” when this keeps happening and the message from support is that “it’s fine.”


    If AFKing, griefing, or refusing to participate is considered acceptable behavior, what are we supposed to do as survivors besides eat the loss and move on? At some point it stops feeling like “just RNG” and more like…well that’s just how the cookie crumbles.

    I’d really like BHVR to reconsider where they draw the line on this stuff, because right now it feels like survivors are completely unprotected from teammates who want to throw.

    This is the reply I got from support..I just wanted to rant, show my thoughts, express my feelings. Thanks for listening 👂 everyone.

    https://us.v-cdn.net/6030815/uploads/YCEV4QXPQ9A4/img-1635.png

    One of the many reasons why soloQ sucks.

  • She is a rarity in killers that actually have to be looped, as newer killers are usually focused on holding W.

    I think that currently, she is relatively fine.

  • @KobiChimera said:

    Feel free to disagree with me on these changes - these are just my opinion.

    So I just got Krasue and while I don't think that I'm good with her yet, my first impressions are that her infection is essentially worse Plague in exchange for fast mobility. Main sticking point is her infection going away on hook, forcing me to go through the whole rigamarole of marking survivors again and having it potentially work if I leave them alone. I think it going away reduces her effectiveness as a killer.

    I suggest that instead of the infection being completely cured when a survivor is hooked, her infection reverts to leech 1 when hooked and starts recovering when unhooked. That way, survivors can still recover from the infection while simultaneously now being under threat of Krasue's pressure. A potential issue I see this causing is that it would encourage Krasue to focus down a survivor with the infection, but I think that's an edge case since survivors will typically get endurance and recover during that time anyway.

    I hope BHVR reads this and that you guys think this is a good change. If not, please tell me why in a respectful manner, as I would like to discuss this matter further.

    The problem is that Leech 1 still allows Krasue to off hook tunnel.

    If Leeched after unhook WAS implemented, BHVR would need to implement a third tier specifically for that.

    in Krasue Buff Comment by SoGo
  • This could be interesting.

    Chests in general would probably need a buff or two, but this is a really cool perk idea.

  • I would love it.

    in Ambiance Comment by SoGo
  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467238/my-problems-with-slenderman-as-the-anniversary-chapter

    What even would be his abilities?

    I don't really know anything about him, I think I watched a movie of him, but he basically only used illusions if I remember right. Besides that I know that he's able to use some kind of shadow-tentacles.

    At least from the things I remember he would be probably just a nemesis with illusions wouldn't he? xD

    I made a Slenderman concept some time ago. Granted, I have only surface level knowledge of the games, but I think it fits the urban legend well.

    @SoGo said:

    Movement Speed: 115% or 4,6 m/s
    Terror Radius: 28 meters
    Lullaby: 72 meters (non-directional)
    Height: Tall
    Weapon: Strange Appendages

    Power: Urban Legend

    „Strange drawings and notes started to appear around the forest. Some folks tried to collect them.... and were never seen again.“ [Unsigned note]

    Special State: Looming

    The Slenderman can switch between 2 modes: Looming and Pursuit. Switching between these states can only be done while not in a direct line of sight of a survivor and has a 10 second cooldown.
    While in the Pursuit state, you function as a regular killer.
    While in Looming state, your movement speed is increased to 6,0 m/s, you become invisible and Undetectable. You cannot interact with the enviroment or survivors unless using Jumpscare.

    Special Attack: Jumpscare

    When in the Looming state, you can preform a Jumpscare by holding down the M2 button. This causes you to become visible and freeze in place. If you do this in a LOS of a survivor, their camera swings towards you and Frightened start building up.
    Once a survivor is fully Frightened, you can preform an attack towards them which will teleport you right in front of the survivor, switches their camera to 1st person (similar to Sadako's lobby jumpscare) and take away one Health State from them.

    Special Effect: Frightened

    This effect triggers passively when a survivor looks at The Slenderman, and decays slowly while they are looking away. If a survivor spots you while preforming a Jumpscare, the speed at which it accumulates is greatly increased.
    It causes the survivor to start seeing everything except the Slenderman in a hazy, static-like way, as well as showing their direction to you. The more of it is accumulated, the harder it is for the survivor to flick their camera away from you.

    Special Mechanic: The Eight Pages

    When The Slenderman is the killer in the trial, only 6 generators spawn, with the objective being to repair 4 of them. The fifth one is replaced by The Eight Pages, which are hung up randomly around the trial. Survivors will become aware of this only when they spot you for the first time.
    When coming near one, the survivors have to remove it in a short interaction.
    Every time a page is collected, the map becomes foggier, the lullaby becomes louder and more disorienting, the speed at which Frightened accumulates increases, and your Terror Radius shrinks. All of these effects are reverted once all Pages are collected.
    You can see the auras of the Pages at all times, and you will be warned with an audio cue and Killer Instinct every time one is collected.

    Thoughts?

  • @sergus72491 said:

    Hello! Greetings from Mexico. I’m a huge fan of Dead by Daylight and I never get tired of playing it. I know you might be busy with the upcoming Grimoire and other projects, but I wanted to share some ideas for a future chapter based on Mexican Legends, similar to how you’ve explored folklore in the past.

    New Killer Concepts: Mexican Folklore

    Mexico has terrifying legends that would fit the Entity’s realm perfectly:

    The Weeping Woman (La Llorona): Her unique mechanic could involve her signature cry. If her wailing sounds far away, it actually means she is very close, and if it sounds close, she is far away, staying true to the original legend.

    The Nahual: A shapeshifting killer that can transform into different animals, such as a jaguar for stealth/speed or an eagle for scouting.

    The Black Horseman (El Charro #########): He could have a fire-based teleport or a special attack where he charges in a straight line on his horse. Since legend says he is the Devil himself, his presence should be imposing.

    New Map Idea: The Island of the Dolls

    Based on the real location in Xochimilco. A swamp-like map filled with old, decaying dolls hanging from trees would be incredibly eerie and fit the game's aesthetic perfectly.

    These seen really interesting!

    In all honesty, I would 100% prefer a La Llorona original chapter over the Conjuringverse rendition.

  • @Silky2112 said:

    I have lots of outfits that I put together for different maps (white for snow) etc.. Does anyone else feel they lowered the Map Offering % too much? And no cumulative increments?

    You can still stack them, granted in a more obscure way.

    A SWF can almost guarantee a good map by playing 4 different map offerings.

    But yeah, they could get a bit of help, maybe not upping the %, but a different thing.

  • @BongoBoys said:

    So there's been a commotion lately about who the anniversary Killer will be Jason Voorhees or Darth Vader and the two sides have been arguing about if they will or belong in dbd

    Personally I don't mind if both come to DBD what do y'all think?

    One is a horror icon that inspired the first ever DbD killer and is one of the slasher staples….

    The other is a space wizard.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077546#Comment_4077546

    >They aren't saying the boon will lock a gen above 50% progress at 50%. That boon will lock in half of the generator's progress. Which means that a gen that's at 60% will only have 30% locked.

    >10/30/50% of progress of the generator closest to the Boon becomes Locked

    it's a blanket 50% progress so i assume it's 50% total progress of a gen since it was never outlined 50% current progress of whatever charge it happened to be on and if this happened in game it would probably be 50% total progress of a generator too

    It was actually meant as 50 of current progress.

    Please, stop trying to pretend like you know my perk draft better than I do.

    What I intended with this draft was:

    Once the boon is up, 50% of the current gen progress becomes Locked.

    If the gen gets hit by a regression event, for example Pain Res, if it has 70% progress on the gen and 35% is Locked, Pain Res still reduces the gen to 50%. The progress would still be displayed on the gen, so even if you Lock 40% of progress and the killer regresses it as much as they can, the 40% remains AND IS STILL VISIBLE. In fact, it would probably show that the gen is affected by this, if this was implemented.

    I am not talking about removing charges with this perk, this is why I invented an entire new status.

    @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077510#Comment_4077510

    the gen cannot go below 50 it will be locked if it's above it will regress until the gen is at 50

    how i see the locked status working is it will treat a gen a 50% like it's at 0 or a gen that isn't regressing so any regression will not work on it so you won't get notifications and perks will not work on it unless the boon is snuffed

    It is a nerf to surge and pain res because if you do not check the gen from the killers perspective it will look like that gen hasn't been worked on due to the locked status

    Deadlock also is psudo affected by this since deadlock doesn't really counter gen rushing if survivors just leave the blocked gen alone and deadlock will also show a locked gen due to it being at 50 at least

    the problem i have with this perk is it's too strong. a gen with these conditions waste so much of the killers time that you need to be a mobile killer and makes low tiers worse

    Also, eyes exist. With the increased visibility of pistons, and the lessened fog, you can see gens clearly from afar. In case of Surge, this is double the case, as you are already close.

    To finish, can we stop having arguments like this about a FAN draft that will never exist?

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077544#Comment_4077544

    But that is.. not true at all.

    Exhaustion perks have always been a point of discussion. Some of them they have always been about the strongest survivor perks.

    Just because there have not been discussed "everyday" for years doesnt mean there have been "little to no complaints" about them.

    Hell since Nurse has been released there has been a general opinion that she is overpowered. Same as Blight. But has been years and years and of course people do not discuss about them every single day. There have been many months where you did not see any single related discussion about them, yet people knew that they were not ok and did deserve changes.

    Exhaustion perks (at least some of them) have not been ok for years and years, and vigil just worsen the situation, but its not the real problem.

    Vigil IS the real problem.

    Sure, I don't deny that SB and Lithe are strong.

    But if you would nerf them, how exactly do you do that? Increase the exhaustion timer? Because that is the EXACT problem that Vigil solves. The only other thing is to nerf the distance it gives, which.... seems really lame to me.

    Vigil absolutely needs nerfs.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077254#Comment_4077254

    Under Your Thumb is just bad as shown. It only affects exhaustion perks which killers have non hex answers to. The only way to salvage it's current design to prevent survivors from gaining haste at all.

    Or alternatively make the limit affect more perks. only about 6 perks exceed 25%, but if it was, say, 15%? It would be more effective.

  • I now know your pain because of the Myers rework.

    As for Freddy, I played him back on the rework PTB, and found him quite boring.

    I can't say that I like the current design, despite the unique parts.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077317#Comment_4077317

    I think it's still 22s of Exhaustion even with Vigil, right? Which means if the killer hasn't hit a walking survivor in 22s, that's kind of a map or skill issue, especially with the powers in the game.

    Usually when this sort of thing is able to be pulled off, the killer broke off mid chase to chase someone else, or in worst case scenario very powerful map resources were used to enable this.

    The main pain point of the perk is gone now, the stacking.

    It really isn't.

    Sure, stacking is gone, but in exchange, the speed at which Exhaustion vanishes is effectively doubled.

    And, idk about you, but Sprint Burst with a 24 second cooldown is much stronger than with 40.

1 2 3 4 5 … 80