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SoGo

SoGo

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  • @Panabas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792488#Comment_3792488

    It would force a new dynamic when people have long sought a secondary layer.

    Yes, it would brute force the usage of Hexes/Boons because, with a free slot, why not use them?

    But the problems would stay: hexes getting cleansed within a minute, boons not being worth the effort + being loud as a vacuum, etc.

  • These are numbers I can live with. Especially the duration being only 40 seconds. 60 seconds is way too much, considering you have to search chests to even get it active, it goes away on downs, and you having to loop while already injured for a minute. Also, killers like Myers just negating it in total.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793658#Comment_3793658

    There may also be issues with different killer powers and their controls. So that's why I'd be wary of making it manual.

    Have it light up in a different colour aura for the killer, that at least allows you to play around it, (like defending it in order to dupe survivors into thinking it's an important gen to finish) and that can make it less passive.

    The problem of it overlapping killer powers would not exist if the perk was bound to buttons like the E button. As far as I know, no killer power uses the E or F button, does it?

    Highlighting the fake gens in a different color is a good suggestion, though. I like it.

  • While Surge is an incredible perk that was made even better by being free, I think the right step would be to buff some of the general perks to an acceptable level.

  • @Seraphor said:

    Given the sheer number of statuses on the scourge perk, and their rather modest durations, I don't think it warrants the inclusion of a Haste effect. Also just dont apply it to self unhooks, which I think is how Make Your Choice works as a similar unhooker debuff.

    Secrecy is interesting, I don't think we have anything that flat out makes objects intangible, besides survivors with Spirit/Dracula.

    Fake generator is an awesome idea, but I think needing to place it manually is kinda clunky. At only 25 charges it could simply spawn randomly.

    Thanks for commenting!

    To be honest with the Scourge Hook, I added the Haste to make it even more random and because I was running out of status effects. The self-unhook part was kind of a last minute addition, but I may remove it later.

    With Fakeout, I don't want it to be completely passive, but making it so it works like Freddy pallets (spawning at pre-determined spots) would maybe work better.

  • She looks fine by herself. With other people, she looks like someone inflated a child.

  • @100PercentBPMain said:

    No Way Scene Partner could be rated that far down

    That perk ends chases on its own

    And also starts them.

  • @Valimure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792773#Comment_3792773

    Sure, and I actively use them when going up against expected SWFs…But just like I said before, there are so many rare offerings in the game the number of these that show up in the blood web is fairly limited and you're going to run out quickly.

    I think that Sacrificial Wards should be yellow rarity, and they should not only block all map offerings, but even remove the map from the loop entirely

  • @Panabas said:

    They don't need to be changed, they just need to be a new slot.

    With all due respect, what would this change do aside from raising Hex/Boon pick rates?

    It would still have the same problems as always.

  • @Langweilig said:

    For the boon perks I suggest:

    • Dark theory: 2% hindered to the killer, 2% haste for survivors and 5% vault speed
    • Exponential: You see hook auras in range of the boon. Additionally survivors could be silent on the ground.
    • COH: Self care with 45% healing speed and increases healing speed by 45%. (Would make shattered hope basekit if this perk gets selfsame back) or increases normal healing speed by 100%(was 100% altruistic healing speed)

    Agree with your shadow step making footsteps silent in its range.

    First off, thanks for responding!

    Both the Dark Theory and Exponential suggestions sound good imo. I didn't put Exponential or CoH in the discussion because I felt like they are good enough.

    As for putting in basekit Shattered Hope for Circle of Healing in exchange for self healing, I'd be down for that. Add in the bigger range and lower volume of it, and you have a good, but not too op perk.

  • Added a suggestion for a Boon: Shadow Step buff.

  • Your ideas for Deathbound, Genetic Limits, Dying Light and Overwhelming Presence are all nice. No problem with these ones.

    The Blood Warden change seems unnecessary imo. The perk is already quite decent. If anything, I would leave the initial duration as is and make it so it extends by 20 seconds after hooking someone.

    Hangman's Trick needs a rework, but this is not it, at least for me.

    Septic Touch seems incredibly abusable.

    As for Unrelenting, I would just increase it to 40% and make ot work on Obstructed hits.

  • I saw an interesting Distortion rework idea recently.

    The change was, that now instead of shielding the player from having their aura read, it would convert every aura read into a scream. To compensate, it would work without the need to gain tokens.

    So, to sum it up: You scream instead of having your aura read.

  • Tbh, Lights Out could be a fantasitic hide and seek mode.

    The changes made to it are... eh? Why not bring in the teleporting hooks, without seeing their auras ofc, and be done with it? Or better yet, remove gens and make it a mode where you have to hide until the timer goes down to zero?

  • At the very least, it should show totems as well.

    It just feels like a part that was supposed to be there but got scrapped.

  • @PuddleOfBludd said:

    The worst Boone in the game currently is circle of healing. There are so many other healing perks that are superior. It used to be a really good perk but as always the complainers ruin everything. Sure in SWF in can be useful, but SoloQ? Wasted perk slot.

    And don’t even get me started on lure. You have a witch … who can create boons … but then has to rely on someone else to come and heal her. Might as well have Sable wait around in the basement to for someone else to heal her with Strength in Shadows.

    Just very underwhelming for the majority of players in SoloQ. As always things abused by the few SWF bullies gets nerfed into the ground for everyone else.

    How I would rework it:

    Boon: Circle of Healing

    Press and hold  the Active Ability Button on a Dull or Hex totem to Bless it and create a Boon Totem. Soft chimes ring out in a 24m radius.

    All survivors benefit from the following effects when inside the Boon Totem’s radius:

    • If a survivor is injured their aura is revealed to all other survivors.

    A powerful spell, weaved from the fabric of the fog and transferred into the totem which grows in power.

    For each unhook, altruistic healing action or protection hit taken, gain a token. (Up to a maximum of 6 per trial)

    Then:

    Survivors with Boon: Circle of Healing in an active perk slot benefit from the following effects while inside of the Boon Totem’s radius:

    • Unlocks the Self-Care ability, allowing survivors to heal without a Med-Kit.
    • Increases healing speeds by 80/90/100 when not using a Med-Kit.
    • For each Self-Care healing action, spend 2 tokens.
    • For each altruistic healing action, spend one token.
    • When all tokens are spent, Boon: Circle of Healing deactivates.

    (Tokens are shared among all Survivors with Boon: Circle of Healing in an active perk slot.)

    (Tokens are shared and spent among each instance of Boon: Circle of Healing being activated.)

    And that is how you give a witch a powerful perk, that cannot be abused.

    Starting out it acts as nothing more than empathy, revealing the aura of injured survivors.

    But as the match progresses, it grows more powerful based on altruistic actions. 

    It has a limited number of charges (tokens) that are shared among anyone running the park. This prevents SWFs from abusing it by running it 4 times. It won’t matter if they do because they share the tokens.

    And the charges (tokens) being carried and lost over each instance of it’s reactivation prevent a never ending healing zone. It makes the perk powerful how it should be, but it also makes it to where it needs to be used wisely and not just every single time you take a hit. 

    ie: you’ve spent three charges by healing yourself and a teammate, The killer comes and snuffs the totem. Later on in the match, you reactivate it, you still only have three charges left.

    Or let’s say you and your team have earned two tokens and spent them, you now can only earn four more. 

    And yes, this means that only the person/people with the perk active can spend tokens. Other than that it’s empathy .

    If it wasn’t clear, by the way, once all the charges are gone, it deactivates, which means you can’t reactivate it for another set of charges. You get six, once they are gone that’s it. The perk is turned off. Six tokens per trial.

    Ok, so first of all, interesting rework idea. I think it's not necessary to have it limited to only 6 tokens per trial, though.

    And second, Circle of Healing is arguably the best boon that there is, even after the nerfs. I mean, Dark Thoery and Illumination exist and are bad. The only perk that gives you a bonus equal to CoH is We'll Make It.

  • The entire perk is just wrong. The only thing it's good at, is force feeding people a Pentimento stack.

  • Would old offerings be in play as well? The old mori is looking really happy there.

    Also, old NOED? STBFL? Dying Light? We killers could also have some devious toys in this one….

    For me, I would be intrigued to try this.

  • @MechWarrior3 said:

    Hex - Dead for dead. “A survivor cleanses a totem and gets transported and slapped on a hook. This doesn’t count as a hook, however your teammate still has to get you and you will be injured…this can happen up to 2 times in a trial” 😅😅🤣🤣🤣


    I don’t know why this idea came to my head.

    Ngl, would be hilarious. I like it. :)

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424800/hex-and-boon-changes

    Blood favor is already good.

    Your Crowed control buff is fine. It would be funny if it blocks the vaults permanently after they get blocked until the hex gets distroyed.

    Huntress lullaby is fine like it is right now. I would only make it apply its effects to killer items skill checks.

    Ruin should be 150% and wether or not 200% is too much I don‘t know

    Thrill of the hunt: I would want that it is just a perk to buff hexes instead of spawning it‘s own hex.

    Two can play: 100% agree with everything except of it getting removed from the game after it got cleansed. Personally I think this perk shouldn‘t be a hex perk.

    The boon buffs are good even tho I would buff them more.

    Huntress Lullaby is, in my opinion, a perk that takes too long to kick in. You have to put in the same amount of work as Devour Hope, a perk that lets you instakill survivors.

    As for boons, I don’t really think they are that bad, however, @Murgleïs has a discussion with really nice ideas:

    Small boon buffs — BHVR

  • Ok, so, I really like Connection Terminated and Tamper. Experienced Engineer seems a bit odd though.

  • Made some adjustments to the perks, namely changing the effects of Hex: Wreched Fate and adding another idea of a Hex: Crowd Control buff.

  • @Leonardo1ita said:

    Idea for a rework of Distortion:

    • Each time your aura would be revealed, reveal your Location to the killer instead (like Rancor) for each stack of Distortion used.

    I saw this idea before. The only difference was that Distortion triggered at every aura read without the need for stacks.

  • Just cut the timer a bit and it'll be all good. The 60 seconds seem like way too much. The only 2 scenarios where this perk does it's thing are either if the survivor who's being chased is much better than the killer, or they are on a very good map in an area with a lot of resources.

  • So, just came off the stream.

    The only changes we will get are a lantern item, new maps in the mix and larger AFC range.

    Kinda hoped there would be more.

  • @totallynotamegmain said:

    they can’t really fix the mode, the problem is the core game they’ve created highly detests stealth, unfortunately this mode is just flawed by being normal 1v4 + spookiness

    To make it better they’d have to make it a completely separate game from 1v4 by changing the objective away from generators and instead based around hiding and survival.

    At least in my opinion

    Yes. I agree. Make it a Blendette heaven and just remove gens from it.

  • Plot Twist should either light up to everyone while it's being used, or hide the aura of the player using it.

  • While all your alternate trap suggestions sound great, the fact you think that Eyrie of Crows is the most fair map against trapper is insane. Eyrie has zero good trap spots, anyone with two eyes can avoid getting caught at all.

    All maps have spots without grass, just use these to walk safely. Window and pallet traps? Disarm them when you see them, it's easy.

    Dark and grassy maps are the only place where Trapper has a power. On maps like Eyrie, he is a weak M1 killer.

    Plus the „RNG walking simulator“ only happens if the trapper decides to leave a trap in the middle of nowhere.

  • When seeing Lights Out, I thought to myself: The devs are returning to their original plan with this. Hide and Seek, sneaky gameplay, don't get found.

    I would like if they fully embrace this and made it a pure Hide and Seek experience. No gens, just hiding until a timer reaches zero.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786760#Comment_3786760

    I made Wreched Fate with the main gimmick of Hexes in mind: high risk, high reward.

    But it's not really high reward (please correct me if I am wrong or misunderstand something because I will explain why I don't see the high reward based on how I understand your suggestion/rework):

    The Obsession suffers from a permanent 50% action speed penalty to cleansing/blessing totems. → 28sec is not that much. You are also in the situation where you either let the survivor cleanse the totem and leave them alone or you harass them. Of cause the survivor is useless for this time but I will explain later why I don't like it.
    • The Exit Gates will take extra 15 seconds to open. → No Way Out and Remember me are much more reliable and the survivors need more time with them.
    • If the Hatch spawns while this Hex is active, it will close itself automatically. → not really a strong or healthy effect. I don't like the hatch in that way that once two survivors are left, they play the hide game for the hatch which is really boring but if the last survivor gets the hatch, this is not a huge deal.
    • Unopened Exit Gates regress automatically → Also not really strong because survivors are aware of this and can easily open it, and it is rather unreliable because you cannot always harass the survivors away from the exitgates. You also don't always 99% an exitgate.
    • The entity blocks an exit gate for 10 seconds after it becomes open, and for 3 seconds every time a survivor loses a health state in the exit gate area. → overall, 20 + 15 + 10 = 45sec. Remember Me has with full stacks 44sec while No Way Out has 80sec (if all survivors all hooked but in general, you will get at least three different hooks which means 68sec). Both Perks don't have the drawback of beeing cleansed. In addition, you can still ignore or tunnel a survivor and get the best value out of these Perks. In case of your rework, the Obsession has an additional sidequest but once it is gone, it is gone. The only real advantage you have with this rework is that you can use it on a hex build with Pentimento but idk considering the fact that the developers seem not to care about hexes and totem, I hexbuilds are still meh.

    In general, I don't like the idea of one survivor gets punished for the fact that the team is doing good because it is how the perk works and because this survivor is the obsession. Other Obessionperks requiere interaction and initiative from the Obsession - STBFL → go and force the killer to hit you so the killer loses their tokens; PWYF → Be stealthy and hide to avoid haste. It is a similar problem I have with Rancor: You are for no reasons useless because the game chose you to be the Obsession. It is okay to disagree about it but I don't like these types of Perks.

    However, this does not mean, I don't like your rework. As a perk it can be good and will have it's place in the game (like I said, on a full hex build) but there are some points that I don't like. In my opinion, the Perk should get active when you hook the Obsession and when the Obsession switces during the game, the Hex is still active and switches with the Obsession. Since this Perk is rather an endgame perk, maybe it is better when it gets active in the endgame instead of during the match?

    I understand your points. I personally thought these effects were enough. If this perk activated during the endgame, everyone would say it's op. NOED has the same problem.

    Also, while I was creating the perk, at one point it blocked the totem for good once the endgame started, meaning the effects would be permament. But I found an issue →the killer camping the totem until endgame. So I changed it to the action speed penalty.

  • @Naturally_Pink said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786504#Comment_3786504

    Great minds think alike! I just want slippery meat to be relatively useful, since tunneling and face camping are so rampant at the moment.

    Same here. Still, it's funny how we both picked the same perk.

  • @HolyDarky said:

    Peanits already explained the issue with totem spawns even though it was kinda low (Peanits said this in a recent post about totems) .

    I am still thinking about how the developers will buff Crowd Control. Would it be a healthy buff when it works like Blood Favour? The duration is not really the issue of this Perk - even though I am afraid that this the buff that this perk will get - similar to Darkness Revealed. It is more like that this Perk is rather map depending and Bamboozle is more reliable. I was also thinking about that Crowd Control blocks every window until the hex is cleansed but that might be too strong on some killers and on some maps.

    Lullaby is a bit too much but maybe it could get two stacks by one hook instead one stack by one hook.

    I don't like the idea of bringing back old ruin but since we are moving back to the old dbd, okay bring old ruin back.

    TotH okay.

    2cplay okay. The Perk is still rather meh.

    Wretched Fate: I think the rework is a bit too much but at the same time it is rather weak. If you prepare for endgame, bring NWO. I still don't like the upcoming version but I also don't like your suggestion.

    Boons are fine. Increasing it to 32m can make them too powerful like dropping a The Game offering and you can always get a quick heal. Same for Dark Theorie and it's haste, especially when buffed to 3%. You can also drop Eyrie because a totem often spawns on top of the main building. Combinations like these can be really powerful especially on SWF.

    Boon Illumination could get a buff for SoloQ like seeing teammates auras or something like this instead of seeing Totems. I mean, this won't make the perk better.

    I also saw the discusdion about totems. There was no explanation on why do totems spawn right next to gens. There was also a point about some totem spawns being guaranteed. That should not happen. The Boon range buff also ties into this, since totems would be in much less frequented areas, I increased the range to compensate that.

    Unless you want Crowd Control to have another effect, this is the only buff you can give it.

    All Lullaby does is make skill checks silent and cause extra regression. Only the skill check sounds are stack based, and you rarely get 5 stacks. This perk can be nasty... against new players. I don't think it would be that op.

    I made Wreched Fate with the main gimmick of Hexes in mind: high risk, high reward.

  • @djsoundlimit said:

    I understand your feeling, had that multiple times.

    I also hate that the exit gates sometimes are very close and if the killer (for example huntress) stands on a hill and can see both exits at the same time. Happend to me too

    *Forgotten Ruins flashback*

  • @Emeal said:

    I think its better to just have certain maps with said weather effect instead of having an item that changes weather.
    Thats much easier for the Map Team to manage.

    But I would enjoy an Ormond variation where the snowstorm is so thick its basicly like playing Lights Out.
    One map variation with 1 special weather, I think its okay.

    Maps which need this:

    Ormond - give it a snowstorm

    Eyrie of Crows - give it a sandstorm

    Crotus Prenn - a foggy thunderstorm would look great

  • @Yoshirama said:

    I would never imagine seeing someone complaining about We’ll make it 💀💀

    People complain about everything. I bet you could find people who think Sable's Invocation is op.

  • @Mazoobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786504#Comment_3786504

    Just read yours and I like it.

    These should be added on top of its original effects. Another thing that I'd like to add (though I wish it was more AFC base kit rather than being tied to the perk) is showing a visible ring that highlights to other survivors if the killer is progressing the bar since the distance would be increased. The ring should only be visible to survivors.

    I also think that survivors should be able to see the AFC progress. SWFs can do this for free.

    I didn't keep the original effects of Slippery Meat because they seem useless to me. Outside of a full self-unhook build, there is no use for it.

  • Did we both come up with the same idea?

    @SoGo said:

    I decided to rework Slippery Meat into a perk that interacts with the AFC mechanic and makes it more useful. All feedback is very welcome.

    New effect:
    • Increases the AFC range by 2/4/6 m.
    • The AFC progresses 15% faster.

    If you think that some of these effects are too much, let me know.

  • I wish her proportions will get fixed, poor woman looks like someone inflated a child.

    in Rain Comment by SoGo
  • @HexHuntressThighs said:

    At a certain point it is on the survivors to recognize the 3 gen and break one out early. Holding a 3 gen is a viable killer strat, the only caveat would be if that’s all they do from the very beginning and nothing else.

    Nobody should ever be accidentally caught by the Dead Dawg 3 gen considering its existed for years now. Learn the 3 gen spots and take care of it, it’s really not that hard honestly.

    I agree that killers can and will hold 3-gens (I do that too sometimes) and that it's on survivor to break them asap.

    But maps shouldn't even spawn these incredibly tight 3-gens which can be protected easily in the first place.

  • She looks like she was supposed to be a child but got inflated.

  • I agree on the milestone rewards.

    And about not showing prestige in lobby... it means less targeting and lobby dodging, plus you can see the prestiges after the game.

  • Another edit was made to Invocation: Dying Energy. The changes are:

    • Removed the permanent Exhausted downside and all effects connected to it. Instead, the speed bonus gained from this perk no longer stacks with any other Haste perk.

    • Changed the reward for joining the Invocation to increasing the speed bonus by 0,5% per survivor.

  • @Prometheus1092 said:

    Personally I prefer playing killer in dbd but survivor in tcm. Reason being, more variety of killers, I prefer to play solo and not worry if my team mates are pulling their weight. Survivor on tcm is better imo, more variety of tasks, more escape options, survivors actually have differences in skills, relies more on stealth instead of someone looping a killer like scooby doo and it actually feels like a horror game where there is suspense, the feeling of dread. When playing dbd as survivor I don't get that feeling. If the killer sees me I don't think "oh ****!" I think "oh ok, it's cool there's a few pallets here to loop for a while and if I get caught I'm still in the game"

    If TCM had a way to get killers and survivors for free with in-game currency like dbd has then I would have played TCM a lot more. But the crazy prices and the forcing people to buy the new killers, no new missions or goals like dbd tomes oh and the cosmetics for survivors were a flat out scam... Charging crazy prices for the same outfit but in a different colour. That's the stuff that made me stop playing it and instead stuck with dbd.

    The fact you have to buy almost everything for real money is what's dragging the game down.

  • @jesterkind said:

    I don't think it's as bad as people are saying, but it would've definitely been better with a 45 second timer instead of a 60 second timer. I'm hoping they keep an eye on it in the upcoming weeks/months and at least consider that buff.

    Still, it's not like it's unusable in its current state. It's a perfectly adequate passive heal perk and has at least the potential for ballsy players to try and use it mid-chase, so it's got some use.

    You definitely do not want to make its activation trigger just being in chase, though. That's just begging for an old Mettle of Man situation, it's much healthier with its current activation requirement. Easier to balance and more flexible to use from the survivor side.

    I also hope that a shorter timer will be considered, because with the current one you have to be leagues above the killers skill level to get the effect.

  • I would like Chaos Shuffle to come back. In it's original form and maybe even with random add-ons.

  • @fussy said:

    No offence, but why your every perk change suggestion either weak to the point that it's hard to come up with the perk worse than this, or stupidly op to the point, where I don't even want to explain why?
    45 seconds instead of 60 is all this perk needed to be fair and strong.

    Not every single one.

    But yeah, sometimes I merge my own ideas with already existing stuff and the results are weird sometimes.

  • Tier 3 Myers could be 4.7. No issue.

  • Btw, I didn’t test it, but does this perk work with vigil to make the broken status to end faster?

    @Yoshirama I'm not sure.

  • @ReverseVelocity said:

    It's probably one they want to be careful with. We might see changes when they revisit the chapter content in a balance pass?

    I hope so. Along with Lara's perks, since both Trevor and Lara got the same treatment. Buffing the weakest perk a bit and leaving the rest be.

    But yeah, I hope the perks get revisited in the future.

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