SoGo
SoGo
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784767#Comment_3784767
it would be so safe to make items recharge infinitely, if toolboxes weren't a thing. unfortunate.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784770#Comment_3784770
once? because if it swapped your current add ons that would be so troll. would be nice actually, no iri add ons though.
I meant that if you have no add-on on the item, you get them when pallet stunning.
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Am I the only one who would like Exultation to give you random add-ons along with everything else?
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So, my opinion on this perk is: I like it a lot.
Maybe a slight downside should be present, tho.
It could be that some disorienting effects happen to the survivor who started the invocaion as well (hearing a fake terror radius, becoming oblivious/deafened from time to time, having dense fog appear around you, etc.)
Also, it woudn't harm anyone to make the perk take only 60 seconds.
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Hag has a specific playstyle. Not everyone likes that.
One thing I dislike about her, is that her add-on selection has things older than most of the content in this game. I tried to fix her worst ones here:
@SoGo said:
So, as we all know, Hag is one of the least updated killers in DbD, having only changed slightly from her release version. This fact is very visible with her add-ons, with some of them being extremely outdated or just bad. In this post, I attempted to buff or rework her worst add-ons and to add interesting effects to them.
Waterlogged Shoe:
• Increase the movement speed bonus to 10%, resulting in 120% movement speed.Scarred Hand:
• Add an additional bonus of 2 more traps to this add-on.Grandma's Heart:
• For 3 seconds after teleporting to a trap, your lunge is increased by 40%Disfigured Ear:
• Any survivor that comes within a 10 m range of a trap will become Oblivious. This effect will not announce itself in any way.
• Hitting a survivor after teleporting to a tripped trap makes them Deafened for 30 seconds.Bloodied Mud:
• Teleporting to a tripped trap gives you 5% Haste for 7 seconds.Bog Water:
• Increases the traps trigger range by 20%. -
So, in short, it works every time, but you scream instead of revealing your aura.
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@Langweilig said:
The only problem I have with weaving spiders is the broken for the rest of the match, otherwise I would play it. The negative should be loosing one hook state. The rest of your idea is nice tho.
Your dark theory should be a new perk and not replace the current one.
Cursed passage is very cool.
Dying energy is cool too, but getting permanent exhausted could be very annoying, because it could basically make teammates perks completely useless.
I got a idea for deception type invocation some time ago, maybe you wana say what you think of it.https://forums.bhvr.com/dead-by-daylight/discussion/424129/perk-idea-invocation-are-there-ghosts
Ok, I love your idea, it's really good and funny. The lack of a drawback may make it a bit too strong, but not that much. Maybe a small one, for example showing your aura for a certain period of time would be at place.
Overall, a really nice idea. Would like to see it in game.
Also yeah, Dying Energy is a problem no matter what. Maybe i'll consider adjusting it (again...).
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@BubblegumDot said:
if I load into a game and after one minute I lose the ability to use exhaustion perks I'm DC'ing. some sable is going to spawn in shack and get it done before anyone has a chance to join.
The invocation is 60 seconds long, and survivors don't usually spawn at the opposite sides of the map. Plus, you can see it happening.
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I saw a few Unknowns, Singu and even Haddies.
Sable is in a good spot cosmetic wise rn. We don't need even more.
Edit: I even found Twins and Hag, lol.
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The higher rarity should be a thing, and I would also like special, unique items to have a chance to be in chests.
Also, maps and keys need an overhaul along with their add-ons, some of them are useless.
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@poujh said:
Title. it still won't be meta and honestly i would just prefer removing the cooldown in its entirety but this is better than the current 20sec
While you picked a wrong time for it, I would love this version of it.
5 seconds is too little though. 10 would be more fair.
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Mine's a bit niche, but Dark Deception.
I feel like there's a lot you could do with it, there are multiple killer options, the Frenzy concept could be used in an interesting way, the soul shards could become a mechanic....
Also, while chapter 5 of it is still not out, the stuff we got to see so far looks promising, and could make very interesting killers.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783507#Comment_3783507
Well, Yamaoka and MacMillan have actual significantly different variants in the different names, and Ormond is actually the way I am saying that Badham should be.
I didn't mean variants like Sheltr Woods, Coal Tower, Family Residence and so on.
I meant the numbered variants of the same exact map, which all of these have. The recently added Ormond and Yamaonka Variants, which only do the same thing as the Badham ones do: swap the map around. MacMillan had alternative versions of all its maps for a while now.
All these variants do is swap the map around and shuffle the buildings in it. The only difference between Badham and the other realms, is that you can see the numbers in game.
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The changes to chests I would want to see:
• Higher quality items (no brown toolboxes) = plunderers basekit
• A chance to get special items which you can't get in a different way. The unused Spectral rarity could be used here.
• A chance to get an add-on along with the item. Not 100%, but a chance.
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Hello again!
After reading the feedback you all gave me, I decided to change the most problematic perk - Invocation: Dying Energy. The changes are:
• Replaced the extra Haste with a mechanic which makes the new downside of this perk - permanent Exhaustion - not permanent.
• This perk also now permanently exhausts all survivors (if no one joins the invocation)
• The perk now disables when on death hook. -
This could work, however, as everyone else mentioned, a large drawback would be needed.
The fun part is, we already have a template for similar perks: The Invocations.
A simple concept from me:
Invocation: Fragile Rebirth
When in the basement near the circle, press the Ability Button to begin the Invocation.
Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.
Once the Invocation is completed:
• You become Injured and Broken for the rest of the trial.
• You gain 2 charges of Fragile Rebirth.If a survivor joins the Invocation process for more than 20 seconds, they will also get a charge upon the completion of the Invocation.
Completing the invocation disables the perk for all survivors.
Fragile Rebirth becomes active when near a broken pallet or breakable door. Pressing the Active Abillity Button causes the pallet/breakable wall to rebuild itself.
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A bit unrelated, but can we please make the blueprints to be secret offerings, like shrouds and moris?
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@MarbleThrone said:
I like the idea! Personally I'd up the rarity of Fragrants and Ardents to Very Rare, otherwise it might get confusing and you can end up picking the wrong ones, as you're having 8 very similar (and similar-looking) BP offerings all in one rarity.
Sachet → Brown becomes Yellow
Fresh → Yellow becomes Green
Fragrant → Green becomes Purple
same on the Killer side.
As to the Escape Cake and Puddings: it's important to note that these two are yellow Uncommon. Only the BPS is Green, and personally I'd keep it that way. Acquiring them especially on a P100 character is a chore enough already, and having a worse spawn RNG due to rarity would only make that worse.Why would anyone buy these then? Why even buy them over Escape Cakes, Survivor Puddings or BPS?
I think all the flower/wreath offerings should get their values doubled to 100, 150 and 200% while keeping their current rarities.
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Also, the Hollow Shell, Bound Envelope and Sealed Envelope should get their rarities lowered by a tier, even if their values were increased to 50%. This is because in all three cases, you have an offering that has the same rarity and is better (Escape Cake, Survivor Pudding, Bloody Party Streamers)
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In my opinion, the flower offerings for survivors and the wreaths for killer should all get their values doubled. So instead of 50, 75 and 100%, they would give you 100, 150 and 200% bonuses.
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I would love this version in the game.
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Wonderful!!
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Badham, Ormond, Yamaoka and MacMillan variants don't need to exist. Remove them.
Please and thank you.
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Totems should have better hidden spawns in general. Not right next to generators or in the middle of a high traffic area, or in really obvious spots.
Problem for boons, you say? Increase their range! And lower the sounds they make, these things are loud as a vacuum cleaner!
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The party cat has come!!
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Lightburn should come back for Nurse, Artist and Spirit specifically.
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I would like chests to have a chance to give you unique items and add-ons.
Also, I would like the odds of getting high quality items increased. As for Plunderers, it would change to increase the chance to get a unique item.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782733#Comment_3782733
I didn’t say she needed nerfs. 😅
In my opinion, Sadako isn't a killer that can cause huge balance issues in 2v8. Giving her a similar set of buffs to everyone else should work out just fine.
This discussion focuses on killer who need their powers to be restricted or changed completely, doesn't it? So that's probably why she is not mentioned here a lot.
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She doesn't need nerfs in any form for her to be functional in 2v8. Only buffs.
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@Rulebreaker said:
- Pig - Everyone starts with a headset. The first box will always get the trap off. There is 1 box per survivor. Each box can only be used once. Evil rules: traps starts active.
- Wesker - Double the sprays. Survivors caught by wesker's power (damaged or not) are revealed to their partner for X seconds.
- Nemesis - 1 vaccine per survivor. Extra zombi or 2 (leaning towards 1 or 1 wild zombie and 1 follows your partner around like a good trooper)
- Plague - More fountains. Aura of corrupt fountains are shown to your partner as well. Kinda it as she can get absurd in that mode if given a way and we want some form of balance despite these crazy ramblins of ours.
- Xeno - 6-8 turrets max. More tunnels. Your partner gets killer instincts as well when xeno exits tunnels. Xeno changes into crawler mode much more slower outside tunnels or more than x meters from your partner, which then rapidly changes them.
- Hux - More printers. Overclock lasts longer when near your partner. Survivors auras are revealed to your partner when you look at someone in a bipod. Alternative: Survivors are revealed when tagged or slipstreamed to.
- Pinhead - 1. The box is hidden until a chain hunt activates or 2. Chain Hunts start much quicker. Either way survivors caught by a possessed chain are revealed to your partner.
- Legion (because someone wanted us to mention them) - Your partner also sees everyone revealed by killer instincts. Mending is faster.
These are just some random ideas we made on the spot. Did we miss anyone?
I think that making it so Legion doesn't Deep Wound survivors would be enjoyable for everyone. The mechanic of downing a survivor on the final hit would stay, even the part where you can't hit the person you hit before. Just removing Deep Wound.
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All changes made after the big store overhaul look ugly. That's it.
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@Ohyakno said:
If you let the killer know they can't come within 30 or whatever meters then sure
That would kind of defeat the whole purpose of it, wouldn't it? If a killer is camping, by letting them know that this perk is in play, it's like you tell them "Hey, you actually have to go 6 m further to camp"
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I want the one from the rift that came with Alan Wake.
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@UndeddJester said:
I think the AFC during End Game collapse isn't needed, the killer has nothing else to defend at that point and puts them in a lose/lose situation. Coming back for the save should always be dangerous for altruistic survivors.
Otherwise I think this is a solid change, giving a decent anti-camp perk to the general perk pool.
@Jim_Tonic said:
"The AFC mechanic stays active during the endgame."
horrible, horrible.. really horrible. If you wouldve left that one away this would have been a completely fine suggestion but this is just over the top. Why even have hooks active at endgame then? could aswell just make them be broken as soon as the gates are opened, would be the same outcome.First thing, thanks for responding. I was starting to worry that this discussion was just going to go unnoticed by everyone.
Second thing, thanks for letting me know that one part was too much.
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Realized it by now.
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@BlackRabies said:
What I'm think.
- SpringTrap as the killer with 1 or 2 cosmetics since his appearance always changes with each FNAF game or W/E. No idea what his power or weapon could be since he never seen using anything. Fire axe, kitchen knife, or claws? Phantoms as a power?
- Cosmetics for each Legion member. Simple hoodie with a FNAF mask and each with their own weapon. Freddy mask with a blade tied to a 🎤. Bonnie with broken 🎸 peice, Chica with a 🍕 cutter, foxy with his ☠ hook.
- Or a legendary Vanny outfit the female rabbit for one of the 2 Legion girls.
- For survivor there only 3 they can pick from. Either an adult version of one of the 2 kids from security breach or Vennesa the security chick.
- FNAF map has to be a split indoor/outdoor hybrid like Xeno or DnD map since the pizza plex is to small to be a map of its own unless it's the Security Breach version.
As a survivor they could add Mike Afton, but idk.
And I don't see a reason why Vanny shouldn't be a Springtrap legendary.
Agree about the map, I expect something like the Nostromo in terms of indoor/outdoor amounts of space
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782108#Comment_3782108
bbbbbbbut unfair!!!!
Run it and see for yourself, ok?
I would like this perk to be good, but it needs a bit more. If it gave 15 charges per gen, maybe then it would be decent.
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Nice buffs to boons, I like them.
3 things I'd like to add:
- Illumination should show you totem auras as well.
- Boons should be quieter.
- The range of the boons should be a bit bigger. That way, we don't need totem to be in so obvious spots.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782103#Comment_3782103
Hey man weaving spiders does even more than seven BNP!!! Seven!!11!!1!!
And makes you Broken. For the rest of the match.
Plus, ~2 years ago, you had this effect for free. At all times.
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If anything, the "don't be injured" condition should be removed from Lightfooted.
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@caipt said:
bro is complaining about lightweight ;-;
No matter what perk you choose, there is always someone who says it's OP. Even stuff like the invocation.
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The answer is simple. There is no clear value you can put instead of 'slightly/moderately/considerably'.
Plunderers, Predator and Bloodhound all have this issue.
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I just want the totem spots fixed to be decent.
Most of the time, they spawn right next to gens and in the most obvious places.
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I have survivors giving up constantly since 2v8 ended.
Could be also caused by me playing Legion, but I had people fumble in every single game I played.
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I think it would be better if you could see the build during loading screen and in game, not before.
People have been straight up bullied for using perks like the invocation, this would make it even worse.
Plus, there is also the lobby dodging anything non-meta and so on.
But in game and during loading, I have no issues with it.
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@Chiky said:
Pig, she's already bad by herself, imagine with more survivors, she'd just sit there...
Agree with that. How can you even make her RBTs work with 2v8?
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Deafened should be explored more.
Firecrackers should also be a full-on item, then even already have add-ons for them in the files.
Also a status effect of my own making:
Amnesia: Removes the HUD entirely for a set amount of time.
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Hide and Seek combined with old visuals and lighting would be awesome. 5v5 would be interesting as well.
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I still see no reason for extra MacMillan, Yamaoka, Ormond and Badham variants to even exist.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780460#Comment_3780460
I dont think they even are about aesthetic when it comes to map reworks. Because even when it comes to their looks, the maps are a direct downgrade.
E.g. Haddonfield is not only really bad gameplay-wise nowadays, but it also looks subpar to the version after the Realm Beyond-Update.
And all the reworked maps where they just move stuff around also look bad. Which is quite clear, since they obviously do not put as much time, effort and thought into them compared to the time they created them.
E.g. all second versions of the MacMillan-Maps are gameplay-wise worse and also worse when it comes to aesthetics. And this is the one realm which would not even have needed new versions of the maps.
And if I look at Maps where they added new variations, e.g. Ormond or Yamaoka, you clearly see how they are worse in all aspects. And IMO it comes around as lazy if they just move around some tiles. I think Realms like Ormond and Yamaoka would have had plenty of room for actual new maps with new landmarks, yet they go the easy way and just move some tiles around, which lowers the overall quality of the maps.
Agree with this.
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@ForumPikmin said:
Yeah idk, most of the new maps and tiles they're adding suck complete ass to loop as survivor.
It just feels like Bhvr is prioritizing aesthetic and looks over map balance
If they really prioritized aesthetic, we would get the OG Haddonfield.
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I mean... thats the point of playing 2v8 as killer.