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SoGo

SoGo

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  • @Marc_go_solo said:

    I just love that you've made a new and original status effect! We need more, and amnesia could be fun. It way impact Solo more than SWF, but at the same time not having that info in any event can be useful for the Killer

    Thanks! I'm glad you like it.

  • @smurf said:

    The perk you described sounds fun :)

    Having said that, premonition is a shockingly powerful perk. While it has a cool down, it's directional, and with map awareness, you can use that to prerun from your gen, walk and hide with plenty of time to not be found, run toward the killer to take chase for a teammate on death hook, monitor the exit gates, check for proxy camping killers, and so many things. It basically gives you the ability to pick how you want things to happen. To be fair though, if I run Premonition, I swivel my camera all the time to know where the killer is.

    Spine chill isn't very good. It tells you if the killer has line of sight and is pointed at you. Then you can try to hide, but by the time the killer has seen you, it can be too late. You can also take off running, but you might do that straight toward the killer if you don't see them yet. But, the bonus speed it gives is nice.

    Anyway, fun perk idea!

    Now, your comment got me wondering... maybe I could change it into a Spine Chill rework instead. I'm not sure which of the two is a better base for this.

  • A bit controversial opinion here, but Nurse.

    She has what, 5 or 6 add-ons that are worth running?

    Not saying she needs good add-ons, she is powerful enough.

  • I'm still wondering why it was Mangled that got the nerf, and not Hemorrhage instead.

    It even sense lore wise, broken bones don't heal by themselves, but blood can stop pouring.

  • Keys and Maps.

    @SoGo said:

    I decided to make a set of changes for the Keys and Maps, as well as their add-ons. Keep in mind that new add-ons are marked like this: *[Insert name]. Feedback is very welcome.

    General Map Changes:

    • Removed killer specific objects from the list of objects classified as Killer Belongings.
    • Removed the Yellow Wire and Black Silk Cord add-ons.

    Item Changes:

    Map (Rare):
    • Now, the map is also able to track the Hatch, Exit Gates and Killer Belongings
    • Decreased the amount of charges to 10.
    • Now, the map tracks 3 random objects at the start of the trial.

    Rainbow Map (Iridescent):
    • Increased the amount of charges to 25.
    • Increased the object tracking range to 10 meters.

    Add-on Changes:

    Retardant Jelly (Uncommon):
    • Extends the Map's duration by 10 seconds.

    *Yellow Strap (Uncommon):
    • Allows the map to track windows.

    Red Twine (Uncommon):
    • Allows the map to track pallets and breakable walls.

    *Magnifying Glass (Rare):
    • Reduces the object tracking range to 6 meters. This effect trumphs all other add-ons.
    • By pressing the Active Ability Button, the object tracking range increases to 36 meters for 5 seconds, tracking objects automatically.
    Magnifying Glass has a 15 second cooldown.

    *White Ink (Rare)
    • Auras of objects tracked by the map linger for 1,5 seconds after reading the Map.
    • Increases the burning rate of the Map by 35%

    *Shard Pendant (Very Rare):
    • Spawns a Iridescent Glyph into the Trial. Once the Endgame Collapse starts, this Glyph can be interacted with and be seen when reading the Map. Interacting with it grants a reward of 30 Iridescent Shards to the player.
    • Allows the Map to track Iridescent Glyphs.

    *Glowing Ink (Iridescent):
    • Auras of objects tracked by the map linger for 7 seconds after reading the Map.
    • Increases the burning rate of the Map by 100%

    General Key Changes:

    • All keys are now able to open a chest instantly. This consumes all of the Key's charges and makes it vanish from the player's inventory.

    Item Changes:

    Broken Key:
    • Increased the amount of charges to 20.

    Dull Key:
    • Increased the amount of charges to 10.

    Add-on Changes:

    Eroded Token (Uncommon):
    • Now also decreases the Key's consumption rate by 20%

    Milky Glass (Uncommon):
    • Unlocking the Hatch or a Chest drains all of the charges of the Key, but doesn't consume the key.
    • Decreased the rarity from Very Rare to Uncommon.

    *Blank Key (Rare):
    • Unlocking a Chest consumes this add-on instead of the Key.

    *Lucky Charm (Rare):
    • Considerably increases the rarity of items in a chest unlocked by a Key.

    *Lockpick (Very Rare):
    • Unlocking a Chest or the Hatch drains 30% of the Key's charges instead of completely consuming the Key.

    Weaved Ring (Very Rare):
    • This add-on now activates when the Hatch spawns, making a faint shimmering sound which gets louder based on how close the player is to the Hatch

    Blood Amber (Iridescent):
    • Increased the rarity of this add-on to Ultra Rare/Iridescent

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795660#Comment_3795660

    The participation trophy feels too real.

    It's so frustrating that playing survivor I try to do gens, survive and support my team mates and I get 12k.

    Meanwhile, I play killer, hit a survivor once and the score looks like:

    Survivor found +200bp
    Surprise! +300bp
    Hit +500bp
    Disruption +500bp
    First hit of the match +200bp
    Quick hit +300bp
    Entity teasing +500bp
    Hockey expert +1000bp

    and then I end the match, lose, and I still get 32k.

    That's.... you're onto something here.

    The bloodpoint gains for survivors should be increased.

  • I have a kind of unrelated question.

    If either Premonition or Spine Chill would get a total rework, which one would you keep?

  • @Langweilig said:

    This perk activates when your aura is shown to the killer. While your aura is revealed, the perk's icon lights up and an auditory warning starts playing.

    The status effect from 2vs8 when your aura is shown should be basekit. It shouldn’t only be part of a perk.

    Other than that your idea is pretty cool, but I think you could include screams in there and delay them as well, because the perk is a bit situational when it is only about auras. Maybe it could even delay scratch marks or pools of blood.

    Scream delay would be hilarious, ngl.

  • @SoGo said:

    Majority of the bloodpoint offerings is useless atm, and now Moris have been changed, becoming useless and also a bit toxic (slugging for the 4k to get a bonus). Here are the changes I would make to all of the bloodpoint offerings:

    Single Category Offerings (Flowers and Wreaths)
    • Double the amount of bloodpoint they give.
    Common - 100% bonus
    Uncommon - 150% bonus
    Rare - 200% bonus

    All Category Offerings (Envelopes and the Hollow Shell)
    • Increase the amounts they give to 50% for all of them.
    • Decrease the rarity of all of them by one tier (Hollow Shell and Sealed Envelope are now common, and the Bound Envelope is now Uncommon).
    • Keep the Escape Cake, Survivor Pudding and Bloody Party Streamers as they are.

    New Mori's:
    • Remove the Cypress Memento Mori.
    • Keep the rest as they are in live. There is no need for more bloodpoint offerings.

  • Or pluderers could be basekit.

    So that the items themseleves are actually worth it.

  • @UndeddJester said:

    That's... quirky... kinda cool, I like it xD

    I don't think it need tokens though... I'd probably just make it a flat effect of 2/3/4 seconds.

    Glad you like it.

    I wasn't sure wether the effect was op or just good, so I've gone with the safer option.

  • @PixelBush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816349#Comment_3816349

    If we're exterminating characters that people who don't like them don't like just because they don't like them, then I have a small list of characters I'd like that done to. I physically can't play as or against Spirit because my hearing is bad, for example, so should she get pulled apart to accommodate me? Singularity's lore and visual design is a complete joke that makes Skull Merchant's look flawless and his power is a snooze fest, especially after the huge buffs he got, let's drag that robot to the scrap heap!

    Why are we so insistent on carving up a Killer just because people don't like them? Every Killer has people who don't like them. There is no compensation that BHVR could reasonably give for straight up deleting my favourite character, especially if the lore and visual design and everything got changed too.

    So, first thing is that I don't suggest this because of hatred against her, but because I see an opportunity to fix up some issues which can't be solved wuth a classic rework. Plus, these nerfs were intended to destroy her until her eventual rework later on, so why not just go through with it completely?

    Also, I'm not suggesting full on replacing the lore and cosmetics, just some small changes, such as:

    • Cutting fluff out of her lore and focusing on the main character instead. Why do we have to go through multiple paragaphs just to explain that her dad wrote a manga which defined her and dipped. This whole part could be explained in 5 to 7 sentences. Also, where did her drones come from? Are those actual skulls or just props?

    • Decide which tone her character is going to go with. Right now, you have a bond villain esque femme fatale, a cutthroat bussinesswoman, a serial killer inspired by a dark manga, a tactician and a hunter. And all of these ideas are shoved into a single character.

    • As for her cosmetics, I mainly just want the base cosmetic mask replaced with something that doesn't look like it was made last minute by spray painting a styrofoam cast with a metalic paint. Most of her cosmetics can stay as they are, it's mostly just the base one that looks weird.

    Of course, I get where you're coming from. If my favorite character got destroyed, I'd be outraged too.

  • Umm.... yeah, why not.

    This seems like a reasonable buff idea, plus it would give it a bit of identity instead of being a Spine Chill clone.

  • @Huge_Bush said:

    The game would be more fun with old Ruin+Undying and Circle of Healing back.

    Well, then at least someone would touch the bones.

  • The Cleansing or Crotus Prenn (Nurse's tome lore) was good.

  • I saw a similar perk in a killer concept post from @kDarko

    —MAXIMA PENITENTIA—

    Exit Gate levers' progress start regressing if survivors stop interacting with them.

    Obsession also gets a 30/40/50% speed penalty on gate opening interactions.

  • One major thing which should have happened a long time ago, is that all survivors should be able to see the AFC progress on the HUD.

  • My opinion on her is still the same no matter how they try:

    They should remove her from the game (and compensate her mains, ofc), rework her from the ground up, maybe even with a brand new power, change her lore so it's not a mess, change her base cosmetics, so they don't look so inconsistent, and after all that, re-release her back into the game.

  • @AbsolutGrndZer0 said:

    When the Killer DCed you used to get credit for an escape, but then it was patched so it no longer counts. I think this is wrong, because if you completed all 5 generators and then the killer is salty and DCs rather than wait for you to open the door and walk out… you're punished by not getting your Adept or your "Escape X trials" tome challenge credit.

    I wouldn't mind this.

  • @upsideinsanity said:

    First off… not "literally everybody" said scrap the changes. Yes, shes weak beyond all belief now but they are trying to get people past the point of hatred they have for her now by nerfing her to the point of weakest killer in the game and then completely reworking her down the line.

    I see why they are doing it this way. They want people to be more accepting and possibly excited about the rework though I do not see the community taking it as a plus because A LOT of people still want to see her just meet the delete button. There are still people just throwing against her which is ridiculous but it is what it is.

    They are trying to change the communities view of her which is not an easy task after her being the three gen game hostage queen for so long.

    I mean, removing her from the game and re-releasing her later could be a good choice. She'd be out of the sight of everyone, so complaints would stop (mostly) and thy could do more significant changes that way.

  • @AhoyWolf said:

    Similar to Sadako, which can also pickup Survivors while she is Demanifested, she even gets bloodpoints for doing that! Please let the Wraith do the same thing, where he auto Uncloaks during the pickup animation like he does when taking a Survivor out of a Locker.

    Honestly, would ba nice change.

  • @DrPatriot said:

    Killer immunity to pallet stuns during the pickup animation is unintuitive. So I suggest making the animation interruptible. But this on its own would be too heavy a survivor buff. So to compensate, I suggest that the animation be faster to save killers time in general. The balance of such a change would be determined by the tuning of the animation speed. Could end up being a net buff to killers but it would be worth it IMO as a survivor main.

    This was tried once and it was a disaster.

    Saves were more or less free, and killers couldn't do anything against it.

  • It's a snooze, honestly.

    As the novelty of the second variation wore off (after few days) it became just so, so boring.

  • I think that 15 seconds per stack is perfect, if not maybe a bit too little. The perk is fine.

  • Predator in it's current form is only one thing: annoying.

    Survivors will get annoyed because juking the killer means nothing with it.

    Killers will be annoyed because it will never work at the time you need it to, plus Distortion exists.

  • @Jeoz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815891#Comment_3815891

    i had to think carefully in your idea, because at first glance, 4 second delay while knowing your aura is being look, is a powerful effect, but then 32 second of aura reading is a feat that most single perk can't easily get, barbacue require 8 hooks on other survivors, 4 with lethal pursuer, so is clearly a better counter of stacked aura perk, than the single one, with the noticible exception of weave attunement, and hex: undying a busted perk that require a huge nerf, and a hex that's play for its other effect, and probably not with other aura perks, an that's great, it also is incompatible with distortion, shadow step and off the record, since it doesn't get stack if your aura isn't revealed, in conclusion a great design, i liked a lot (after thinking it well, at first glance it sounded op to me)

    Thanks! Glad you like it.

  • I decided to use Premonition for a similar purpose:

    Premonition (New effect):

    • This perk activates when your aura is shown to the killer. While your aura is revealed, the perk's icon lights up and an auditory warning starts playing.

    • For every 12/10/8 seconds of your aura being revealed, gain a token, up to 2/3/4. Each token delays the revealed aura by 1 second.

    (Explanation: If you have 4 tokens and the killer uses an aura reading perk, he is still able to see your aura, but not where you are currently, but where you were 4 seconds ago. The aura reading also starts and ends later, so the duration of the aura read stays the same.)

  • Edit:

    I just thought of an idea for Premonition, so I'm adding it here.

  • @A_T_E said:

    I like the nerf to Distortion. Please, BHVR, keep it as it is now (at a stretch, you can reduce the required chase-time to 15-20 seconds for token regen, instead of 30 seconds).

    That would be the most fair solution. Requires you to not be a potato at looping to get stacks, but still does it's job, if you do well.

  • Don't worry, they're about to nerf it, probably in the same fashion as they did with Distortion.

    Edit: Ok, sorry, didn't realize that the perk is actually bugged. My bad.

  • I'd be much happier if they made add-on fully basekit and just give them a different effect.

  • @AetherBytes said:

    You can't increase unrelenting's effectiveness btw. The value it has now is the max before it's faster to just swing everywhere

    Really? I thought it was only at about 60%

  • Welp, since I'm way too broke to buy the paid rift, I might as well not bother with tome challenges this time.

  • Apparently, you can bodyblock people inside even with that window in place.

    Which means, outside of being yet another decent window in a strong map, that window has no purpose!

    Mission failed successfully here, I guess...

  • Do all skins look like thay had an encounter with Plague?

  • @Crowman said:

    This is ultimately why Skull Merchant changes are problematic, now we have survivors asking to nerf Freddy.

    I guess someone told them a joke about it and they took it seriously.

    So we have to avoid mentioning... well, you know who.

  • @Xernoton said:

    That is a terrible idea. Trapper used to have 5 traps, so he worked pretty similar to what you are suggesting and that was terrible. His power would be reduced to "Force a survivor away from a loop 5 times and then play M1 killer." Not to mention, this also meant whenever a survivor actually ran into a trap it happened in the same way it does now because survivors leave the loop anyway when you place a trap.

    Hag wouldn't work if they ever reworked her in that way. She's a 110% killer and you'd basically make her a weaker version of old Trapper. A survivor will leave the loop when you set down a trap. So setting it in chase is mostly worthless. That is why she has so many traps and is designed around the idea of pre setting them.

    Why are you suggesting to nerf Freddy of all killers? Who cares about a 4.2 m/s movement speed while placing a snare? He only has 5 of them anyway and a survivor will see them from miles away. You will not be able to make use of these 4.2 m/s. That's not how his snares work. You chase a survivor in one direction while placing a snare then chase them the other way to try and force them into the snare. The addon reworks would be completely pointless. You already never run into a situation where you don't have snares because the first snare is erased when a 6th is placed and if you can't pre set them there is no reason why you would ever want more than 2 snares at once.

    The Unknown nerf would be absolutely horrible. That would make his Hallucinations work like Demo's portals in WAY worse. 10% hindered for 5 seconds is excruciating and if you can only have one at a time, the mobility is almost useless.

    All of these changes are quite frankly terrible, no offense.

    I agree with that.

  • No.

    There is no need to nerf weak killers even more.

  • Or maybe the amount of chapters per year could be made smaller.

    In my opinion, ir's better when we get 3 better polished and more thought out chapters, than 4 full and 2 half-chapters filled with mediocre content.

    No hate to bhvr, ofc.

  • I get that it's supposed to be chaotic....

    But if one perk should be removed from Chaos Shuffle, it's No Mither.

  • Looking at these comments, at least one killer from my main selection would 100% infuriate everyone.

    That being Artist, Hag, Plague, Legion, Trapper and Spirit.

  • And this is the reason why Hexes are terrible.

  • My opinion on her is this:

    Take her out of the game completely, refund players who bought her, and rework her from the ground up (new power that can be quite different from the original, new and more consistent lore, better base cosmetics, I mean, her base skin has an alluminum Pingu mask, I'm sorry, but it's ridiculous) and re-release her in a (hopefully) better state.

  • Throw Dissolution and Cut Loose in there too. Both of them are useless.

  • @Feneroe said:

    Hard no. Why would they fix distortion countering every addon and perk that does aura reading for no effort only to make a stronger version?

    And a paid one as well.

  • I updated the discussion a bit, adding few add-on changes into the rework, as well as changing some parts of the rework a bit.

  • @adsads123123123123 said:

    Make Your Choice, basement hooks

    Both of these involve proxy camping. She also can't force trades with MYC. Survivors just have to crouch and remove the trap before unhooking.

    3-gen.

    Her 3 gen is very overrated because once you get down to a 3 gen situation, survivors won't take normal routes. They can run into spots they normally wouldn't run, e.g. edge of map, to evade the traps because they know Hag doesn't have time to pursue them there. There are far too many routes for Hag to cover in a 3 gen. Hag also has no chase potential, so survivors can just keep resetting every time they get injured. Hag will eventually run out of regression events. 3 gen Hag is more so just slowly losing the game.

    Alright, lets say that nothing works anymore and she is in need of buffs.

    What buffs do you suggest?

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