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SoGo

SoGo

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SoGo
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  • I don't like the look of old Coldwind, but I do think that the new one is too bright.

    Artist is not boring if you know how to play her.

    Invocations and Boons are good concepts that still have hope.

  • @SoGo said:

    Hello, Freddy mains!
    This is my attempt to buff Freddy to make him more fun, powerful and interesting. I'd like to hear your thoughts on this, so feel free to comment.

    • Freddy is invisible to everyone who's awake, and his terror radius is replaced by his lullaby for the awake survivors.
    • When coming close to a Survivor, he can pull them into the Dream World. They can intermittedly see him during this process.

    When in the Dream World:
    • Survivors suffer from a 25% action speed penalty.
    • Can see Freddy.
    • Can hear Freddy's terror radius.
    • Can see and be affected by Dream Traps.
    • Can see the Dream Projection happening.

    Freddy's abilities:
    • Dream projection
    • Dream Snares
    • Dream Props - this includes Dream Pallets, Totems, Chests and Breakable doors.
    These act all in a similar way, they can be put in spots where they could spawn naturally, and interacting with them makes them dissolve into blood and alert Freddy, with the exception of Breakable doors, which Freddy can walk through, making them dissolve and survivors can't walk through.
    • He can create up to 25 Snares/Props

    Ways to wake up:
    • Getting woken up by an awake survivor.
    • Waking up with the help of an Alarm Clock
    • Failing a Skill Check
    (Not by getting hooked anymore)

    This is what I would like Freddy to be like.

  • Plague is also a really cool killer, she's high on my "Buy next" list.

  • My few perk buff concepts:

    This is Not Happening

    • After wiggling out of the killer's grasp, their power is disabled for 5/7/10 seconds, losing all stacks if it does have any.

    Slippery Meat

    • Increases the anti-face-camp field by 2/4/6 meters

    • You can unhook yourself 15% sooner.

    Predator

    • Scratch marks are brighter and stay on longer (+ keeping the original function)

  • Artist.

    The trailer for her chapter was one of the first DBD related things I've seen.

    Love her design, power, perks.

    Also I like how I can snipe someone who's on the other side of a map.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711240#Comment_3711240

    What I mean is that Hawkins, Abattoir and Garden of Joy have reduced chances due to Bugs on those Maps. They are not killswitched, but you will encounter them less. So I guess you ran into that Bug on Hawkins, because even if stuttering is present, it should not be as severe as you described it.

    Both me and an unfortunate Sable were stuck there for a while. Everytime I walked from that one spot, I would get teleported back. She did as well.

    I got unstuck, then got stuck again because I chased someone into the room again.

    I just got unlucky that game I guess.

  • I remember watching a gameplay series from Friday the 13th: The Game, which had voice chat for all players.

    Few thing I can remember:

    • Different languages

    • Jason blasting loud music through the mic.

    • Barely anyone used it.

    Honestly, seeing your teammates perks and few prewritten callouts would be enough

  • I'm in for the surrender option and the increased repair speed when 2 survivors remain.

    Maybe the auto hatch close after 5 minutes.

    That's it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710812#Comment_3710812

    This might actually be a different thing. The map has currently a drastically reduced chance to come up due to issues on it (same with Garden of Joy and Rancid Abattoir). Why they dont killswitch it entirely is beyond me.

    What kind of different?

    I thought that rubberbanding was the bug that makes you teleport to one spot anytime you try to leave the spot.

    Or is it the fact I played on Hawkins?

  • On Hawkins, playing as the Wraith.

    I was stuck in one place, constantly being pulled back to the same spot.

  • Its funny how all this gives less of a boost than the old We'll Make It did.

    Just something that crossed my brain.

  • If someone tried to bodyblock me with DS and I would know they have it... I would down them and leave them slugged.

    And if they have Unbreakable, who cares? They have to spend some time on the ground and in the grand scheme of things, they're throwing the game trying to get value.

    in New Ds Comment by SoGo
  • Artist main

    Mostly my build consists of Tinkerer (addicted to this one) 1-2 slowdown perks and one other perk. Sometimes I play with Pentimento & Plaything.

    Sometimes I try to get value out of Make Your Choice

  • @Devil_hit11 said:

    perk 1 enforces slugging, It is another Boil over 2.0. maybe closer to Jeff breakdown perk where survivors purposely get hooked in the corner of 1 map then run in the corner to get slugged as anti-tunnel tool.

    perk 2 looks silly. It might get added as a perk that hinders the killer. blindness and new status effect are unlikely to show up.

    perk 3 has most potencial but I would imagine the developer nerfing this perk to 5 seconds total. they're kinda of against strong stealth perks for survivor.

    I tried to be creative with these.

    I think that Amnesia status effect could be a nice addition, especially combined with blindness, as the player gets a lot of information removed.

    Also, its kinda fun that the perk I put the least effort in looks like the most viable one

  • @Valyrie said:

    Despite what this title might sound like, I'm not about to go on a multi-paragraph rant about how Michael is OP or anything like that, in fact it's because he's not that good that I want a rework.

    Michael simply got left behind, and I feel like this hurts him on both ends. Every match against a Michael is the same two things with little variation, inf tier 3 and tombstone. Yes it's entirely dependent on add-ons and I know it's all Michael has going for him in the current state of the game, but that's my problem. I want more out of him than his insta-kill gimmick.

    I think he's boring to play against, you always know they're going to be running inf tier 3 of Tombstone, MAYBE tier 1 scratch mirror but very rarely. I don't enjoy playing against him not because he's OP or game breaking, but because it's the same thing every time. You load into the match knowing if your teammates feed Michael stalk you're going to get punished for it, because he's absolutely running inf tier 3 or tombstone. It's stale, it's boring, but understandable.

    His base kit is so weak on its own that he NEEDS his add-ons and perks to be decent, and I would love to see a rework for Michael that makes him viable outside of his add-ons. I think reworking him would allow for better skill expression on both ends of the spectrum, Michael mains could comfortably experiment with builds, and survivors wouldn't have to do the same cheesy strats vs his tombstone or inf tier 3.

    Any input would be appreciated, do you think the game left Michael behind and you'd like to see a rework? How would you change his power to make him more viable outside of his add-ons?

    I love analytical breakdowns on this kind of stuff.

    Mintskull had an idea that i really like.

    https://youtu.be/Che3xR-waaA?si=UJ0gv3CX-E3pUfXG
  • Boon: Quid Pro Quo

    A boon created from a mutual agreement with the Entity itself, benefiting both sides greatly.

    You start the trial with 1 token.

    Whenever a generator is repaired, you gain a token.

    Blessing a totem consumes 2 tokens.

    This effect does not affect other boon perks.

    After a survivor is picked up by the killer in the boon's radius, the boon's power activates for 40/50/60 seconds.

    During this time, any hook in the 4/6/8 m radius of the killer breaks for 10/20/30 seconds.

    All survivors in the boon's radius suffer from the Exposed status effect.

    Amnesia

    You know from experience how much harm can medicine do if it's used in the wrong way.

    You start the trial with 4 vials.

    You can drop these vials anywhere on the map, seeing their auras from 24 meters away.

    If anyone, killer or survivor, steps on a vial, it will break and create a cloud of gas. Anyone in this cloud of gas will be affected by Blindness and Amnesia for 30/45/60 seconds.

    Amnesia conceals the player's HUD, hiding the amount of generators remaining, the states of survivors, status effects etc.

    Into the Shadows

    You have developed an ability to recognize the right time to step out of danger's way.

    Every 60 seconds of total chase time, this perk activates, inflicting Exhausted for 5 seconds.

    When the Exhaustion timer ends, following effects happen for 5/10/15 seconds:

    • You won't leave any scratch marks or pools of blood.

    • The killer will be unable to see your aura.

    • Grunts of pain and your footsteps will be muffled by 100%

  • Agree on the Hag skins, they look terrible.

    Also on the campin and tunneling. I do it only when I'm heavily losing and want to keep atleast some dignity with a kill or two.

  • While I would like to see DS disable powers, why is only Plague hit by this? Nurse, Blight no problem, but Plague?

  • To everyone weaponizing DS and wondering why are you getting slugged/tunneled, if you are constantly in the killers face, chances are, the killer will tunnel you.

  • I wouldn't say strong, just complicated.

    Skull Merchant (everyone's favourite killer) has like 5 status effects in her kit, has tracking, antiloop, a side objective...

    Singularity's power is compicated not only to play against, but also to play as

    Xeno was already explained.

    And the game as a whole is atm swinging towards the killer side (ehm, ehm Haddonfield)

  • I think replacing Counterweight with this would be better than giving him a third "meme" add-on. Not even mentioning all his heat add-ons that are useless.

  • I agree completely.

    Especially now, I would stop the adding of new chaptets and focus on fixing the game.

    Also, I would atleast extend the time between chaptets, it feels like just as one thing is pushed out, another comes right after. I am in favor of 3 chapters a year, with wellness updates in between.

  • The point that tunneling teaches survivors how to loop better faster is correct.

    But that's the only positive.

    Negatives:

    • Everyone except the killer is bored (except sometimes the one whos getting chased if they can loop well)

    • The survivor getting tunneled will get minimal points.

    • It dumbs down the killer gameplay (when hard tunneling since the start of the game) to just: hit, hit, hook, repeat

    • The killer doesn't learn anything and can eventually get into a cursed loop of constant tunneling, getting to high MMR, getting stomped and starting over

    • If a newbie gets tunneled a lot, they might not be willing to continue the boring circle of tunneling and quits. This is a game, you are supposed to enjoy it. This is one of the reasons DbD is so beginner unfriendly.

    • It creates toxicity.

  • @ReMixeurOfficiel said:

    Hi there !

    I was someone who really enjoyed play Drift Billy, a playstyle of Billy where you equipped both turning Add-ons, and by doing so, the turning rate was so high (56°/s) that you could circle around the map, trying to down a Survivor this way. This was really fun, because Survivors had to be careful but it wasn't preventing them to do Generators.

    This was allowed with Overheat, because even when the Overheat meter was full, the Overheat would only proke when you let the Chainsaw, so as you were holding the Chainsaw Sprint until you down someone, the Overheat wasn't a problem, dispersing during the Hooking time.

    However, with the new Overdrive update, I feel that it's not possible anymore. When you enter Overdrive, you're so fast that it's really hard to Drift. It's not impossible, especially on some specific maps, but you won't be able to reach every Generator. Keep in mind that Drift Billy was already really difficult with 10.12 m/s, and that you had to have quick reaction time, to understand where to go. Now with 13 m/s, this is almost impossible, because in the one hand, you must have quicker reaction time, and in the other hand, you have a restrinct turning rate with faster speed, not that Overdrive reduces your turning rate but for the same distance, as you go faster, you have less time to turn.

    Moreover, Overdrive happens after only 9 seconds of Chainsaw Sprint (0.5 second of Rev Buffer Time, 2 seconds of Reving = 4 Charges, 8 seconds of Chainsaw Sprint = 16 Charges, 1 second of Transition Time) and will last for 20 seconds, so even if you try you would only Drift for 9 seconds before waiting twice this time to start again. That's not what Drift Billy tasted like. This is really useful for mobility, but this is not the fun playstyle that I was used to.

    So instead of Dad's Boots, one of the Add-ons required for Hillbilly, I would sugger that :

    4-Stroke Engine :

    Switching the old 2-stroke engine for this new model greatly reduces the heat produced and allows a more uniform use, at the cost of a slower regime.

    • You no longer gain Overdrive ;
    • Increases the Turn speed during the Chainsaw Sprint by +30%.

    You have to know that I have spent hours learning Chainsaw's functionning to suggest something coherent. I think that removing Overdrive wouldn't be too hard to code, and as it is an Add-on, those who like Overdrive could still not run this Add-on and continue with it.

    What would you think about that ?

    Fully support this idea

  • I am a fan of this or of the idea that for each boon in your loadout, the range of it becomes bigger by lets say 4 meters (so 36 meters max)

    On the topic of Dark Theory, I really liked the idea of it being reworked into an Invocation (yes I still have faith in this concept) that would boost all survivors after being completed for the rest of the trial. A Made for This effect you have to actually work for.

  • Please make the map bigger again, bring back the removed houses, add in the interior (more looping potential) and overall adjust the strength of all pallets and windows slightly so they are usable.

  • @yobuddd said:

    I had a hard time with this one, but here’s what eventually worked for me.

    • use the add-on Charcoal Stick. Survivors will see your big crow when you place it (for half a second), but they won’t see the swarm when you launch it.
    • Tinkerer! Effective for the challenge, especially mid chase. They think you’re shooting at the survivor in chase and often stay on gen.
    • Trail of Torment (so you know when they’re back on the gen).
    • Discordance
    • Gearhead

    All these perks tell you when hands are on gens. Worked for me!

    Tinkerer is a great perk on Artist.

    Combine it with Merciless Storm, wait a bit and put the survivor in a lose-lose situation.

  • I don't see a problem with this.

    I like this.

  • Hopefully, all the bugs will get ironed out soon.

    And the comp mindset... Well, I'd love to have the 2016 community today.

  • @Mooks said:

    it’s ez. Just play against my soloq mates and you get more than just 6 of these hits.

    Agree.

    Maybe my MMR is lower than the one of other people, or I am lucky, but I manage to swarm survivors on gens regularly.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/MOTVERA6PAZ0/image.png

    Here is the main problem with it, you need to hit someone while they are doing the action. Most of the time Survivors will leave their objective as soon as they see coming swarm on you, so they will stop that action (that you have to hit them with) as they are about to hit in half a second and you won't get score for that. It's pretty painfull. Most of the time Survivors just let go second before getting hit by crows. Technicaly speaking, survivors have to allow you to be clueless totaly to hit it. Now do it 6x times in ONE MATCH.

    If this was at least late game tome challenge… but first tome is usualy ezi challenges and now you get this like whaaaatttt………

    Did it first try.

    I'd argue that Zarina's Red Herring challenge is way too hard, not this.

    And yes, I main Artist.

  • I'd say it's creative.

    • Fall while healthy → Injury

    • Fall while injured → Dying state

    I like it.

  • @tparadise said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706391#Comment_3706391

    Agreed. Aside from the fact that the map is god awful for survivors now gameplay wise. Visually speaking i'm surprised the license holders let them gut the map like this. It doesn't give Halloween at all anymore.

    It's not the worst thing I've ever seen, but its a visual downgrade from the original.

  • @Venusa said:

    I usually don't care much about map balance but I have to say this Haddonfield change is atrocious. It's like a slap in the face to survivor players.

    You got rid of all the windows just to replace some of them with goofy ass pallets. Not even a loop. It's like a joke.

    Most of the map is a deadzone with nothing going on with meaningless pallets around the very corner of the map.

    The map itself is so small that you can see both ends at the same time. You gave up on immersion for the sake of "balance".

    I'm glad that one busted house was taken care of and I'm all for making the map more managable for killers but that shouldn't mean giving up on survivors' enjoyment of the game.

    Thanks!

    This.

    I dont even think the map was so terrible before the rework, there are certainly worse ones, but this nerf is way too much.

  • I meant aesthetic wise, not gameplay wise. The point was that it looked like an actual street, unlike the new Haddonfield.

    I also noticed the ridiculous fences too, don't worry.

  • I looked at a gameplay footage from old Haddonfield and oh. god. It looked so much better than it does now. It looked like an actual suburban neighborhood.

  • So, I see that unlike almost everything in this update, this map has not been reverted/fixed despite all the feedback.

  • I see they are releasing the simpler ones first.

    Personally, I am neutral on this one.

  • I think that the Mangled nerf was completely unnessesary.

    Mangled shouldn't have a timer.

    Hemorrage should.

  • @JudasChrist said:

    as of right now, tar bottle simply darkens the bear traps. my suggestion is that it changes to the color of the ground.

    Maps like Ormond, Eyrie of Crows could be of actual use instead of a detriment.

    Agree 100%

  • 👁️👄👁️

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703726#Comment_3703726

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703747#Comment_3703747

    I always hated the idea of this mechanic. It's RNG dependent, very heavily swings the power's effectiveness based on the survivor perks in play and actually rewards players for missing a skillcheck. I've legit missed skillchecks against Freddy and gone "Oh yeah… that wakes me up".

    The counter to Freddy back in the day was to use Self-Care to heal after throwing pallets or taking a hit at gens and spam SCs trying to miss one instantly and wake up. This was made possible by the fact Self Care was meta back then and extremely common, and the difference between bullying Freddy and getting smashed by Freddy was knowledge of this weakness (he was as basic an m1 killer as can be otherwise).

    Now Self Care and healing in general is much harder to pull off, Old Freddy would be inherently stronger… Old Freddy is far more interesting a concept, but I feel the gameplay elements of flat gen speed slow down and the constant hopping in and out of the dream via skillchecks should be diminished somewhat, and some of his more active elements should stay/be added to.

    I feel some blend between old Freddy and new is a better way to go. I'd rather like the OPs version if skillcheck wake up was removed entirely, and some other wake up mechanic was used. The clocks are functionally OK, but thematically very poor. I'd prefer something like burning your hand on a hot plate, or injecting yourself with an adrenaline vial at dream crossoever points or something, then keep the hooks wake you up in place of skillchecks.

    Yea, the problem with Freddy is that his power can be denied completely when working on a gen or healing.

    The reason I wanted too remove waking up via hooking, is because it feels unfitting both thematic wise and gameplay wise. I didn't want to get rid of skill check waking up because I felt it would be too much.

  • Slippery Meat or Up the Ante.

    These two are used for self unhooks anyway and Luck is outdated in general anyway, so I'd love for one of these to have this effect. I would give it to Slippery Meat.

  • @vito180 said:

    Like Freddy Main, I want this to happen, but again, the feeling is that developers don't care about it, unfortunately. I think it's unlikely that we'll get something like this on Freddy, so it's very sad.

    We can only hope.

  • I love her. But that's a me thing so...

  • The only nerf she could get (except a complete power rework) is bringing Lightburn back.

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