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TWiXT

TWiXT

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TWiXT
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  • Hmmm.... Plague or Legion + Mindbreaker + blood echo = no escape perks? Will have to test this.

  • @Artick said:

    TL;DR deep wound is not massively in killer's favor so I propose to change it because why not.

    TBH, I highly doubt lowering the timer to 10 seconds will even matter considering how much of its current mechanic is in the survivors control. Every time I've been afflicted with DW recently, I've asked myself how often the timer is even allowed to go down, and the answer has been a resounding "hardly ever", so even with a shorter timer I don't believe it will affect the mechanic enough to be considered "massively in the killers favor". Hell, I originally wanted to suggest shortening it to 5 seconds, because If the timer drops 1 second for every pallet drop, or vault a survivor performs during a chase, survivors would get a total of 5 vaults or pallet drops before the timer reaches 0 and downs them, which any killer will tell you is still a hell of a long chase. However, I know that survivors in general would massively protest 5 seconds because in writing it sounds like a massive buff, despite the fact that in practice all it does is limit the amount of actions they can do during a chase before they go down, so I compromised by proposing 10 seconds instead. That means they still get 10 of those actions to perform before automatically going down, which still feels excessive but I doubt anyone would protest against it, because if a killer has to rely on that to end the chase... then they're just wasting time.

  • @WishIcouldmain said:

    This is just a question. Does blindness not let survivors see her cleansing pools?

    Any white aura'd additions to maps that are part of the killers mechanics are not affected by blindness, so Jigsaw boxes, Cleansing pools, Pyramid Head Cages will still show up for survivors even if they are blinded.

  • Personally I believe the biggest problem with deep wound is that since its original version, it's been rendered toothless. Originally, the deep wound timer ticked down constantly unless the survivor was in a chase, and it even ticked down when they were mending but would stop at 1 second to keep them from bleeding out. Because of this, the timer was set at 30 seconds to balance it out and give the survivors enough time to break chase and find a safe position to mend, which was fine, but the mechanic itself became abuseable by killers via "moonwalking" that prevented chases from initiating while still following the survivors, and while this was an unfair advantage, it also justified the 30 second timer, and pausing the timer at 1 second while mending because the Deep wound status was an actual threat.

    The current version of deep wound however is no threat at all to survivors. The timer can be paused in place by simply holding the run button while moving, or stopping to mend, which means the only time it ever ticks down is when a survivor is vaulting, walking, pallet dropping, or holding still, which really only ever happens during a chase. In practice this makes it so survivors can take all the time they need to break away and find a suitably safe spot to mend without worry of the deep wound timer, or continue kiting around the killer for as long as possible before getting downed, and it otherwise just becomes a timewasting annoyance to the players.

    With how easy it is to pause the timer, and the fact that it can be paused almost indefinitely by mechanics that are entirely in the survivors control, I feel that the 30 second timer on the DW status has become both outdated, and excessive. Currently, a survivor afflicted by DW can go on a lengthy chase and only see about 5 seconds of the total DW timer drop before they are either brought down by the killer, or abandoned and allowed to mend, so aside from the time it takes to mend, and the visual effects of DW darkening their screens, that 5 second loss is of no consequence to them. While I understand completely why DW was changed so it couldn't be abused by the killers, they ended up making it far too lenient and abusable by survivors to the point that its no longer puts any pressure on survivors, much less poses any semblance of a threat.

    If I were to change anything about the DW status, it would be to simply shorten the timer to 10 seconds. Doing so would put more urgency on mending, and make DW more of a threat during chases since choosing to slow down, pallet drop, or vault would be more costly to the timer. However, if a killer were to chase a survivor until the DW timer ticked down as their strategy, they'd have to rely on the survivor performing multiple actions that ultimately extend the chase time resulting in a longer chase, so while shortening the timer to 10 seconds will increase the threat of DW, it won't ensure a quick down or make afflicting a survivor with DW a 1 sided oppressive scenario in favor of the killer either. It will however make the chases and the choices survivors make during them much more strategic, and put pressure on the survivors to escape the chase asap instead of simply trying to stall or kite the killer for too long. On top of that, it would make the Legions add-ons that reduce the timer, or cut seconds off of it a unique threat to survivors. For obvious reasons these add-ons would have to be reworked to reflect the new timing so that they aren't OP, but overall this would be an improvement to the DW status.

    While reducing the timer to 10 seconds won't make DW an oppressive powerhouse, it will make it more of a threat that ultimately puts pressure on survivors to break away from a chase to mend, and make every choice during a chase while afflicted by DW potentially more costly. This will encourage more strategic play as the survivors are put in a race against time wherein they must do everything in their power to focus on escaping instead of kiting the killer around for too long.


    TL;DR - DW's 30 second timer made sense when it couldn't be paused unless a survivor was in a chase, or mending with 1 second left on the timer, but since its changes that allow survivors complete control of when the timer pauses, it's outdated, excessive, and renders the DW status a completely toothless timewasting annoyance rather than a threat survivors have to work around strategically. Proposing to Shorten the DW timer to 10 seconds so that it's more of a threat, but not an OP or oppressive one due to how easy it is for survivors to pause the timer.

  • This:

    @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.

    As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek – At Max, When within 24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.

    Not just because I created it and put so much work into it, but because I believe that the unique game mechanics it introduces would be a blast to play with. Aside from Blight, most new killers released since Plague feel like combinations of other killers (Oni feels like a combo of Billy and Shape, Ghost Face is a combo of Pig and Shape, etc.), and because of this it feels like the devs are running out of ideas. With these little monsters, the Red Light/Green light mechanic, and the ambush focused gameplay they were built for, I feel they would introduce a fresh feeling original killer that everyone would have fun with. If you have the time, please give it a read, if not then I've also included a TL;DR version for convenience, and all creative criticism/feedback is welcome.

  • In my experience, the DC's haven't quite reached "epidemic" levels like it did between March-July 2019, wherein the average player experienced 1+ players DCing every 9 out of 10 games, but it has been ramping up. I'd say for me currently it's around 6 out of 10 games that I get at least 1+ DC's regardless of the role I play, and while that's still very bad, at least I'm still getting full matches. Either way, the same pattern is emerging and the DC rate is escalating since in September the rate was around 3 out of 10 games, so I'm expecting "Epidemic" levels to begin around the end of this month or early November, and at that point, just like before, the game won't be worth playing at all since no one will be able to play a full match.

    If they don't fix the hacking issue with the DC penalty system and reintroduce it by then, this game is going to start dying rapidly, and they know it, so here's hoping they are working hard on getting the fix done and we'll have DC penalties back before it hits "Epidemic" levels again. Literally the only thing that stopped the epidemic last time was a massive ban wave by the devs in July 2019 which showed the habitual DC'ers that there are consequences, but it still took them until December 2019 to roll out the automatic penalty system, so if they can't fix the issue before the end of the month, they should at least consider hitting the community with another ban wave to buy some time and quash the problem before it gets a chance to reach "Epidemic" levels again. At least that way, they'd be showing that they still care about the game's health and re-affirm our faith in them.

  • Hex: Blood Warden: (buffed)

    Once the gates are powered, if there is a dull totem remaining in the map, this hex is applied to it

    While Hex: Blood Warden is active, the gates automatically start gaining progression towards opening at .22 charges per second. Survivors attempting to escape through a gate Opened by Hex: Blood Warden are automatically sacrificed by The Entity, otherwise Gates Opened by survivors are safe for them to escape through but can be blocked by The Entity for 40/50/60 seconds if you hook a survivor during the endgame collapse.

    The Hex effects persist as long as the related hex totem is still standing.


    (An Absurd buff, but counter-able, just "do bones")


    Decisive Strike: (nerfed)

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 35/40/45 seconds.

    While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 3 seconds.

    • Succeeding or failing the Skill Check will disable Decisive Strike.
    • Decisive Strike is disabled once the exit gates are powered.
    • Successfully stunning the Killer will result in you becoming the Obsession.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.


    (while only a minor nerf to DS, I'm pretty sure everyone will agree the changes make it "useless")

  • At this point... ANY MATCH WHERIN NOBODY DC'S! Honestly, I don't care how toxic or idiotic my teammates/survivors/the killer Are/is, as long as they see the match through to the end and I actually get to experience a full match, then its a "Good Game", all other times are irrelevant and killing this game for me.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665935#Comment_1665935

    Thank you! I'm stoked they're changing the notification timing but you're right it should be as you suggested. Nerfing the overcharge skill check regression really ruins the main reason it was a favorite perk of mine. I always used it with OC because they'd ignore it til 3 tokens, then progress would nearly stop til it was found. It was like ruin but interactive rather than passive.

    Meanwhile, Unnerving Presence still affects all skill checks... not sure why that one gets a free pass while Huntress Lullaby, which most consider to be the weakest Hex perk, gets targeted for nerf.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664389#Comment_1664389

    I just didn't know they were actually changing it coming up. Where do you find this info? I am just curious because I'm always behind on such info. I am ecstatic they're changing it at all as it's one of my favorite perks (the 2% of the time it stays up long enough) I'm just curious where I can get more up to date info.

    it's in the PTB patch notes as a fix, apparently they never intended it to reveal on first skill check to begin with and it's just taken them a very long time to get around to fixing it, but I still believe that it falls short of the mark on when it should be revealed via notifications. Also they are updating (read "Nerfing") Huntress Lullaby to only affect Healing and Repair Skill checks, all others like Struggle (Cage struggle phase), Jigsaw Boxes, Madness (snap out of it), and apparently even Overcharge (which I always thought counted as a repair skill check) will be unaffected by it's reduced timings and 6% greater penalty effects.

    Here's the PTB patch notes link:

    https://forum.deadbydaylight.com/en/kb/articles/243-4-3-0-ptb

  • @voorheesgt said:

    So are you privy to an actual change coming which will alert after 1 hook? Or was this a prediction of next change?

    I'm saying that while the upcoming change to when it reveals itself to survivors via notifications is a step in the right direction, it falls short of the mark. The reveal occurring after the first hook/1 token earned is better than how it is now wherein it reveals on the first skill check (regardless of if they succeed or fail it), but it also misses the point of hex perks revealing themselves once they affect the survivors. In this case, Huntress Lullaby doesn't actually do anything to affect survivors until they fail a skill check, so having it reveal itself once it gains 1 token is akin to old Devour Hope. Old DH used to be like that; it informed survivors of its presence as soon as 1 token was earned, but for the sake of balance they changed it to only reveal once it reaches 3 stacks and it's effect of exposing everyone became active. Huntress Lullaby doesn't do any damage or have any profound effect on survivors until they start failing skill checks, so I'm arguing that for the sake of balance, it shouldn't be revealed to survivors until they actually start failing skill checks, and I'm stating that the devs should've made this change to it instead of the one they went with.

  • @Todgeweiht said:

    My guess is its gonna get changed when huntress gets her add-on pass.

    One can only hope.🙄

  • How it works right now: Hex notification and Cursed status icon is revealed as soon as a survivor receives a skill check.

    Huntress lullaby is revealed much too easily, survivors typically get a notification in the first 20 seconds of working a gen and go hunt it down without ever having it affect them or their gen progress, because they don't even have to fail the skill check in early game, and no tokens means the skill check notification sound and appearance timings are normal.

    How it will work next patch: Hex notification and Cursed status icon is revealed as soon as the killer achieves 1 hook and gains a token.

    Huntress lullaby isn't revealed until the first hook is achieved giving it a little more time on the grounds before survivors go hunting for it. Technically after 1 hook the skill check notification sound and appearance timings are shorter, but nobody would notice it at 1 token, so the devs decided that having a global notification occur as soon as one of their teammates is hooked would be best.

    How it SHOULD work (IMO): Hex notification and Cursed status icon is revealed as soon as a survivor fails a skill check.

    The entire purpose of Huntress Lullaby is to add 6% more penalty on a failed skill check while making the notification sound and appearance timings shorter so that survivors are more likely to fail a skill check. Due to the RNG nature of skill checks, and how decent players hit them every time regardless of Huntress Lullaby's shorter timings effect, quite honestly it shouldn't notify anyone of its presence until they have failed a skill check and it's started doing damage. This gives Huntress Lullaby more time to build enough tokens to actually become a problem for those who aren't decent at hitting skill check and allows it to start applying its extra damage penalty. For newer players, this means it will be revealed early on, but for the more experienced players it might not even get revealed as they will either always hit their skill checks, or they will notice the timings getting shorter and know to go looking for it anyways. The devs once said that Hex perks shouldn't reveal themselves until they affect the players, which is why Devour Hope doesn't reveal until the killer earns 3 tokens and 1 shot downs someone with a basic attack (although I've been told it reveals at 3 stacks the moment someone is injured or goes down via killers power now regardless, which makes it less of a threat), and why Ruin doesn't give notification until you leave a generator before you finish repairing it.

    To me, the Effect of Huntress Lullaby is the extra damage it does to a failed skill check and not the reduced timings, which exist simply to trick a survivor into failing a skill check. At 3 tokens the reduced timings become noticeable, but unless a survivor fails a skill check, they don't suffer the extra penalty to their generator progress, so IMO, failing a skill check is the moment at which Huntress Lullaby actually affects the survivors, and should be the real point that it's revealed.

  • OP, Perseverance is how you will get better, which is only a matter of time honestly, so no matter what they say, you aren't doing anything wrong by playing and trying to improve at the game, no matter how much they ######### about it. As for how you should play, many will berate and belittle you for not playing they way they want you to, but every time they list their "Made up rules", they are 100% biased. All these people want is to win, and they will try to bully you until you use their approved builds and strategies which they believe makes it easier for them to do so. While some of the strategies and playstyles are worth considering, the majority of the time, nothing they say takes into consideration your fun or benefit. It's toxic, and heavily flawed logic that's mercilessly mean spirited to those who are simply trying to learn and create their own playstyles, like yourself, and you shouldn't have to put up with it.

    That being said... Here's probably the only list of unbiased "Made up rules" that I and hopefully others follow:

    1 - Play how you want to play and enjoy the game.

    2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.

    4 - When the gates are powered... Anything goes.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.

    6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

    7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
    3. Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.

    Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.

    9 - If it's a legal mechanic in the game, don't be afraid to use it. A lot of the the fun this game offers is in discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective, quirky or overpowered you feel they are, there's nothing wrong with using them to suit your playstyle or to your advantage.

    10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.


    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.

  • I always thought the simple fix of tying Keys and Mori's to your match performance would be the best solution. Some Examples:

    Mori's:

    Cypress - fine as is.

    Ivory - Requires 4 unique hooks, Allows one survivor to be killed by your hand, victim Survivor must be on death hook to use.

    Ebony - Cannot be used until all remaining survivors are on their death hook, Allows up to 4 survivors to be killed by your hand.

    Mori kills reward 2k BP in the sacrifice category


    Keys:

    Broken Key - fine as is

    Dull Key - Aura reading is remains as is, Player Must achieve 20k+ BP to be allowed opening the hatch, Key icon glows once this goal is achieved to signify unlocking this ability, 1 second charge time to open hatch, maximum of 1 escape allowed before hatch closes, Hatch will not/cannot be opened again without a key.

    Skeleton Key - Aura Reading remains as is, Player Must achieve 25K+ BP to be allowed opening the hatch, Key icon glows once this goal is achieved to signify unlocking this ability, 0.5 seconds charge time to open hatch, Maximum 4 escapes allowed, fellow players must have achieved a minimum of 15k BP to escape via hatch opened by the skeleton key or it will be blocked by the entity for them, otherwise hatch closes in 30 seconds after being opened and de-spawns from the trial grounds.

    Hatch escape BP is reduced to 2k for escapes granted via Keys.

  • The core concept of the perk is to reward you for saving your teammate from being sacrificed, not finishing gens, and there are 4 ways to do this: safely rescue the survivor from the hook, blind the killer while they are carrying a survivor or pallet stun them, and body blocking the killer so they can't hook a carried survivor or down an injured one.

    WGLF never rewarded you any tokens for Pallet stun and Flashlight saves, it only awarded tokens for safe unhooks and protection hits. Essentially they've given survivors 2 more ways to earn tokens so that if the survivors miss a chance to unhook a teammate or don't want to be the resident meat shield for their team, they have alternatives. On top of that, they've made healing a survivor in the dying state take a maximum of 8 seconds instead of 16 while you have WGLF equipped, and if the downed survivor even recovered half of the progress bar on their own before you get to them, it'll take even less time, which makes it great for anti-slugging.

    Giving tokens for healing a survivor from the dying state is flawed, because at what point would you earn the token? Completely recovering a survivor for a total of 1 dying state? if that were so, then it would take healing a maximum of 20 downed teammates to earn a token, because the majority of the time you run in to heal a downed survivor, they've already recovered 95% of their progress bar. Likewise if it simply rewarded you a token for bringing them from the dying state to injured regardless of their progress, that would create competition wherein everyone runs to the recently downed survivor and swarms the killer, which as you know, is a really stupid tactic that typically ends up with more than one of you downed.

    However, now we're going to have more survivors competing to get those sweet flashlight and pallet saves as well as unhooks and protection hits, but since there are 2 more ways to get tokens, gaining them will be easier and more likely overall. This is a good buff to WGLF, tokens are more easily earned than before, and it discourages killers from slugging, so while it will likely increase competition between survivors going after tokens, I don't see why this is such a disappointment.

  • @Tactless_Ninja said:

    Curious, I've used the perk before but for some reason never with anything like Coulrophobia or Intimidating Presence. Do those perks also follow the obsession you hit? Anyone know?

    They do. You can really mess with survivors that way, as they carry any effects of perks that affect your TR with them. Even funnier is when you're playing Doc and send the obsession away before you trigger Static blast, the attack emanates from them instead of you, so it's like firing off a little madness giving missile.

  • @chieften333 said:

    Apparently tru3 timed it on a stream, and for some reason the time to break a pallet has gone up. It originally was 2.6s, now it's just plain 3 seconds.

    Most likely a bug, but hopefully they'll fix it soon.

    so wait... then I'm not paranoid and it actually is taking longer to break pallets with BS? Can anyone else confirm this?

  • @Slashstreetboy said:

    I think your paranoia has gotten the better of you on this one. I run it on Clown too, i´m sure you know why yada yada.

    The difference (I alternate between my standard Killers quite a bit during sessions) is very noticeable.

    You're probably right, I'm probably feeling like it takes longer to break pallets because I'm too used to insta breaking them with the chainsaw, but man, the difference felt so surreal, and I swear survivors are getting further away than they should. It's probably just me being paranoid.

  • @MrLimonka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643609#Comment_1643609

    I mean, isn't that the point of a perk? lol. There are only 4 perk slots, so the perks should have no downsides.

    Iron will removes the "sound making while injured" penalty compelety. Without any downsides. And guess what? It's a thousand times more valuable than technician will ever be, even if it had no downsides.

    And yes, technician would counter skillcheck killer builds. Is that wrong, though? You have perks like spine chill, which counter stealth killers, you have plague who counters ALL healing perks, or you have doctor who counters more stealthy builds. It's all part of the game.

    Okay then, I agree, Perks shouldn't have downsides, so lets remove all of the downsides from the killer perks that have them as well just to be fair.

  • @MrLimonka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643157#Comment_1643157

    Do you even understand what a downside is?

    Being exhausted does not punish you in any way - it is a cooldown mechanic, you don't lose anything after you use your exhaustion perk.

    DS having a timer is not a downside. You don't lose anything by running the perk.

    And now technician - it has an unnecessary downside - you risk losing more progress on a gen just because you run a perk. Do you get it?

    We're talking about a perk that removes 1 penalty from failing skillchecks (alerting the killer), is it so wrong to think that adding another penalty to compensate seems only fair?

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643157#Comment_1643157

    Why are you strawmanning @Blueberry 's legitimate criticism toward the Technician perk is and will still be 99% worthless and should not be run even with the changes? The survivor perks having conditions to activate aren't direct downsides to those perks - it's just to curb their power. The Totems being breakable "is" a downside but also on the killer side and another issue completely to talk about.

    Using the perk is going into the match assuming that YOU (personally) will be planning on missing skill checks and planning to regress that generator MORE in exchange for lack of a noise explosion... which could even be misconstrued by a killer to be the Red Herring Perk going off anyway. They basically changed the RNG nature of technician saving a bad skill check notification to - HA you get a bigger penalty ontop of the 3 second stop and 10% regression for being bad all from a perk you CHOSE to run into the match.

    I'm far more surprised that you think this is an issue as a R1 killer yourself that people are missing skillchecks left and right - I almost never have gens explode in my games whether I'm on survivor OR killer unless it's intentional to troll the killer or to wake up from Freddy's dream state.

    As a rank 1 killer, games where no one fails a skillcheck are extremely rare in my experience, and getting a notification of said failure can be crucial information for applying pressure. Perhaps you and others are correct, and that I'm just overblowing the potential of this perks change as no one good at skillchecks will use it, and only new players will in order to get good at nailing skillchecks. However, I still see it as something that can be abused if it didn't also have an extra penalty added, as never alerting the killer when you make a mistake while doing the primary objective just seems awfully strong, especially against killers that use builds with Huntress Lullaby, Unnerving Presence, and Overcharge... so basically the "Impossible skillchecks" Doctor build, which admittedly is rare for survivors to encounter.

    I'm just in disagreement that the perk doesn't need the added penalty. Since it's designed to train survivors to hit their skillchecks, taking away the alert to the killer is a hefty benefit, while increasing the penalty for failure is a great motivator to get better. This however comes with another great concern when it comes to new killer players, that being since survivors will have this training tool, the new killers won't get any alerts from survivors making mistakes while working gens. Perhaps that too is good training for the new killer players as they shouldn't expect to be alerted by gen explosions as much while gaining rank, but still, as I've previously stated, it's rare to be in a game regardless of rank wherein nobody fails a skillcheck. This is the foundation of my disagreement with @Blueberry , of whom seems to believe much as you do, that failed skillchecks NEVER happen in the higher ranks, which is just not true.

    Having the new technician at the high ranks may seem like a wasted perk slot, but I'm betting that you've been pissed off at a teammate who failed a skillcheck on your gen and summoned the killer right to you (I think we've all been there). Now that technician is a straight up answer to that scenario however, would you be relived if your teammate brought it in? Especially if the killer used an anti skillcheck perk? Regardless, I guess I'm actually happy that no one cares about how strong this change is, because having a safety net that takes away one of the killers tools for discovering survivors whereabouts obviously mustn't be that big of a deal after all. I guess I'm just overestimating its value.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643109#Comment_1643109

    "Technician's upcoming change will keep everyone from alerting the killer 100% of the time they fail a skillcheck... That's a HUGE buff as it literally takes away HALF of the risk of doing gens."

    You're missing my point. They don't fail skill checks and skill checks are not a risk to doing a gen.

    "Anything that makes the game easier for survivors is something they can and will abuse/flaunt, and you know it!"

    You act like skill checks are hard in the first place or like they actually take skill at all. They don't. Making something easier that was already so easy it was to the point of irrelevance is just that, irrelevant.

    "Taking away that risk, for new and veteran players, would be heavily abused if they didn't make the penalty for failing skillchecks bigger."

    I don't mean this in a rude way but I feel like you're trolling me. You are honestly telling me you are worried about veterans wasting a perk slot to "abuse" being able to avoid skill checks? You're serious?

    "Ask yourself how many times have you been on a gen, and either you or a teammate has failed a skillcheck, which summoned the killer right to you?"

    Almost never. Much less do I care if the killer gets a notification.

    "Now ask yourself if that scenario could be completely avoided with the addition of a single perk, would you equip it/want others to?"

    I feel like this has to be a joke. You seriously think people would waste a perk slot to avoid failed skill checks? No, no I don't. That would be a really, really bad decision.

    I feel like you're messing with me, you have to be. You can't seriously believe that avoiding skill check failures is game changing and that veteran players would waste a perk slot on that....lol

    I Apologize Oh God of DBD who fears no killer, and bestows upon thine teammates the gift of never making mistakes whilst thou reparith unruly generators. I hast not encountered the likes of thou evenst at the reddest of ranks, and know not of what I speak. As a lowly rank 1 killer dwelling upon thy own PC, I have sullied the names of all killer kind by relying too greedily upon the mistakes of errant survivor kind, and prey upon them with merciless intent. How dare I assume that plebians such as them represented thou's average gaming experience, as thou hast pointed out, they do not exist in conjunction with thou's level of ascension. Have mercy oh great one!

    That's "messing with you"... everything else I've said has been out of genuine concern regarding the upcoming change, especially when it comes to new killer players, of whom will lose a vital tool against players when they no longer receive gen explosion alerts.

  • And I suppose you also believe Dead Hard shouldn't exhaust survivors, DS should be permanently active until used after being unhooked, or all the Totems should be removed from the game and all hex perks shouldn't have survivor controlled counters? Perks need downsides for the sake of balance, and technician is now going to be stupidly strong since it allows survivors to ######### up without ever alerting the killer. If they didn't add a penalty that increases the time it takes to repair a failed skillcheck, then it would be OP. Hell, Unless the penalty doubles the current skillcheck failure penalty, it'll be OP anyway.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643004#Comment_1643004

    "lets face it, everyone, new and veteran, would abuse the hell out of Technician because you no longer have to fear alerting the killer via failed skillchecks."

    No, because no one even semi competent is missing skill checks in the first place. Skill check builds are memes, they aren't actually good against good players. Overcharge and Unnerving are bad perks.

    I'm not sure you understand what I'm getting at. Technician's upcoming change will keep everyone from alerting the killer 100% of the time they fail a skillcheck... That's a HUGE buff as it literally takes away HALF of the risk of doing gens. Anything that makes the game easier for survivors is something they can and will abuse/flaunt, and you know it! Taking away that risk, for new and veteran players, would be heavily abused if they didn't make the penalty for failing skillchecks bigger. Ask yourself how many times have you been on a gen, and either you or a teammate has failed a skillcheck, which summoned the killer right to you? Now ask yourself if that scenario could be completely avoided with the addition of a single perk, would you equip it/want others to? We both know that even semi competent players occasionally still miss skillchecks, but with this new change to Technician, they will have a safety net that ensures the killer won't immediately come after them for their mistakes, and to me, that's the definition of making the game easier.

    With a change this strong, the devs had to increase the time it takes to repair a gen if someone fails a skillcheck, otherwise it'd be broken as hell.

  • I disagree. Technician just received a Massive buff in that it always prevents gens from exploding because of a missed skillcheck. This screws over Killer Builds that mess with skillchecks by employing perks Overcharge, and Unnerving Presence, but more than that it also prevents the killers from knowing which gen a survivor is screwing up. If they didn't add in an extra penalty to progress for screwing up a skillcheck, lets face it, everyone, new and veteran, would abuse the hell out of Technician because you no longer have to fear alerting the killer via failed skillchecks. I'm only hoping that the penalty it adds is 10% more, because if its anything less than that's no skin off anyone's teeth, and they can feel free to fail away without ever alerting the killer.

  • I'm just a bit peeved that while they were running through and altering the Demogorgons perks, they left Surge untouched. While Mindbreaker and Cruel Limits needed buffs, Surge has 4 frustrating as hell conditions for activation: down with basic attack, 32 meter distance from a generator, Gen can't be blocked or regressing, and the 40 second cooldown. Considering that it only does 8% damage and saves a killer time on kicking the gen, all they needed to do is remove 1 of the conditions to make it more practical in a killers build. Many have suggested/agreed that the 2 most aggravating conditions are the "Down with basic attack" and the Cooldown:

    Down with basic attack - What can I say, this requirement didn't work for Infectious Fright, and it ain't working for Surge either. The primary reason this has never been a good requirement is that it's practically useless to killers who can down with their powers, and I'm not just talking about the obvious ones like the Chainsaw boys/Oni, and Ranged killers like Plague and Huntress, I'm also talking about Pig's ambush attack, Blight's rush, Demo's Shred, etc, All of which also don't activate Surge because of this stupid as hell requirement. If they removed it like they did for Infectious Fright, Surge would become much more universally useful to all of the killers, instead of the 4 that I know of who can use it consistently: Plague, Trapper, Ghostface, Shape. Why does it work best on them vs other killers you ask? They can down a survivor quickly with a basic attack before the survivor gets out of range of any gens (in trappers case though he has to trap a survivor near the gens first). There's a strong case for removing this requirement, as keeping it in heavily limits the number of killers who can get any use from it.

    Cooldown - Surge has a 40 second cooldown, which seems fair as the devs obviously didn't want it going off all the time but with its other requirements for activation, the cooldown is excessively flawed. Scenario 1: I down the only survivor near a gen with my basic attack and activate surge on said gen. another survivor comes to get a flashlight/pallet save, I lose the survivor and they go running back in the direction of the gen, I down them a second time before the cooldown finishes so surge doesn't go off, but since the gen was still regressing, surge wouldn't have activated anyways! Scenario 2: I quickly down 2 survivors within the right distance of a generator, surge activated once from the first survivor downed, but unless someone tapped said gen, It wouldn't have activated again anyways because it was already regressing, so what's the point of the cooldown again?... I could go on and on with these scenarios, but you get the point, once the gen has been hit by Surge it starts regressing and can no longer be affected by another surge attack unless someone taps it, and most survivors will simply flee the area when a killer is downing people nearby, so really, without a cooldown surge would only punish a survivor sticking to a gen while their teammates are going down nearby. Add in the time it takes to down a survivor, the distance they can get from a gen, and the minor amount of damage Surge does from its initial hit... Is the cooldown really even necessary?

    I'm really upset that while the devs were taking initiative in reviewing and altering the Demogorgons perks, they completely ignored Surge which has been the topic of many discussions and suggestions for buffing it, much more discussions than either Mindbreaker or Cruel Limits. With that many complaints and forum posts about it, they could have at the very least made 1 of these suggested alterations to it for PTB testing only, even if they never intended it to go live. Sigh... well, here's hoping they read this and consider trying one of these changes for the next chapters PTB.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641393#Comment_1641393

    Mind you, I think the red add-on is maybe a bit "meh" now that some of its effect it innate to Blight's Lethal Rushes. As a red add-on in particular it's not really adding anything exciting to how you play Blight like many of the red add-ons do. They may want to look at tweaking or revamping it to do something a bit more unique.

    Compound 33 is actually really good. Not only do you break a pallet and recover in only 1.5 seconds, you also slow down any nearby survivors for 3 seconds, which gives you ample time to recharge a token you lost without giving the survivors as much distance. It's like having having Enduring + Spirit Fury + AoE Hindered effect, which is a far cry better than the new "Attacking while lethal rushing breaks pallets" which apparently only speeds up the pallet breaking by 0.6 seconds as long as you were already lethal rushing when you attack the pallet. If you weren't, then bouncing once to enter lethal rush, and attacking the pallet takes 2.6 seconds, which is the same time as the standard pallet break animation.

    @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641275#Comment_1641275

    The only thing blight needs is for the camera to be above his crotch. He's plenty strong.

    To be fair...

    Most of the other killers chasing survivors are too tall to really appreciate the detail the devs put into them. With Blight's PoV though, I have discovered a new appreciation for them: I literally feel like Jane's booty is close to engulfing my whole head right before I slap it, Feng's cute little derriere defiantly bouncing in my face is begging for a good spanking, and David's rock hard buttocks just challenge me to see if I can bounce more than a quarter off them. The only times other killers get to see the devs fine work on survivor posteriors is when they are vaulting through windows, which is too brief to soak it all in, but our resident creeper Blight gets it all the time as part of his hunched over base kit. If anything's gonna make me want to play as a drooling maniac, so worked up he's literally bouncing off the walls while mindlessly charging at a tempting gaggle of college age co-eds, its definitely gonna be a face full of those sweet, sumptous, sculpted mounds of jiggling flesh, playfully bounding away from me.

    Face it, Blight's an ass man! Instead of bemoaning his PoV choice, lets just admire the lengths he's gone to for achieving his dreams, you can't honestly fault the guys pursuit of happiness, can you?. 🤪

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641266#Comment_1641266

    You can benefit from them by ending a rush near survivor since you recover very fast

    Most of the time I rush at a survivor, I'ma swinging. So yeah, if I can control the urge to take a swing at them, then I can benefit from the add-ons, but for the sake of the OP, I was merely pointing out that equipping them won't give any time benefit when using his lethal rush to break pallets, because you attack, which cancels out the add-on(s) effect.

  • @Zucker_Schock said:

    It isnt really faster as the normal break animation, meaning Compound Thirty-Three probably still has the added effect of having a 1 sec faster stun and also not having to attack first or needing to activate lethal rush. I didnt time the stun of Compound Thirty-Three so i cant confirm it but it should work like that.

    Also having "reduces Rush Fatigue time" add-ons seems to have no effect on the overall pallet destroy stun time, despite blight using his exhaustion syringe after the pallet break.

    For anyone wondering from the Pallet destruction until you can move takes around 2.5 sec, a normal break should take around 2.9 sec on my timing, i read on the wiki something of breakable walls with 2.6 sec. Meaning if you add the Rush time and also the bounce and attack time on top of the 2.5 sec that you are probably just as fast as using the normal animation or even slower. BUT, if you get some distance to the pallet you will be faster. Overall it cant hurt to rush destroy pallets but the effect is pretty minimal or even negative if it takes you some time to rush bounce rush attack.

    "Also having "reduces Rush Fatigue time" add-ons seems to have no effect on the overall pallet destroy stun time, despite blight using his exhaustion syringe after the pallet break."

    It's been tested, the Fatigue time reduction add-ons only work when you let the rush time out, or don't use another token to continue rushing after a slam. Attacking at all while rushing, whether successful or not, deactivates the add-ons effect and you get no benefit from the combined 0.75 seconds they reduce your fatigue time. They're basically useless.

  • To be fair...

    Most of the other killers chasing survivors are too tall to really appreciate the detail the devs put into them. With Blight's PoV though, I have discovered a new appreciation for them: I literally feel like Jane's booty is close to engulfing my whole head right before I give it a slap, Feng's cute little derriere defiantly bouncing in my face is begging for a good spanking, and David's rock hard buttocks just challenge me to see if I can bounce more than a quarter off them. The only times other killers get to see the devs fine work on survivor posteriors is when they are vaulting through windows, which is too brief to soak it all in, but Blight gets it all the time as part of his hunched over base kit. If anything's gonna make me want to feel like a drooling maniac, so worked up he's literally bouncing off the walls while mindlessly charging at a tempting gaggle of college age cuties, its a face full of those sweet, sculpted mounds of jiggly flesh, playfully bounding away from me.

    Face it, Blight's an ass man, lets just admire the lengths he's gone to for pursuing his dreams. 🤪

  • Once got a team of solos to equip kindred + open handed with me, and having a 48 meter aura reveal radius on the killer (a LF in this case) every time someone was hooked felt broken as hell. It won't work as well against stealth killers like Wraith, Shape, Ghostface or Pig, but against pretty much all other killers, it really felt like an unfair advantage. That ended up being one of the easiest games I've ever had as survivor (we all escaped), and makes me wonder why more survivors don't equip this combo. I mean I understand equipping builds full of all meta perks, but having that information on the killer was way more effective than I thought it was gonna be.

  • Also OP, in case you are a new player in DbD (I'm only assuming this because you joined the forums on September 7th), If you are then firstly I'd like to welcome you to DbD, and hope that you have fun playing with us. Secondly, It's likely that you will see a plethora of posts filled with biased "unwritten rules" everyone tells everyone else to follow. Toss these aside, as they don't really apply to the spirit of the game, and instead I'll offer up the unbiased list of "unwritten rules" I follow. While you are in no way obligated to follow them yourself, many out there will harangue you for not following their made up rules, and you shouldn't allow yourself to be bullied by them. My list is tried and true, and may provide some clarity to how you should continue to enjoy playing the game:

    1 - Play how you want to play and enjoy the game.

    2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.

    4 - When the gates are powered... Anything goes.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.

    6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

    7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
    3. Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.

    Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.

    9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.

    10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.


    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.

  • "School of hard knocks" this is the creed of all multiplayer games. It's not pleasant, and often infuriating, but as long as you stick to it and do your best to adapt and power through all the BS until you get decent, you'll have fun again. Huntress and Nurse in particular are difficult to get used to, but also highly rewarding, and the survivors know how vicious decent/pro players are with them, so when they encounter an inexperienced Huntress or Nurse and have an Easy time for once against them, they tend to gloat. Again, this is infuriating, but it's all part of the multiplayer experience, so try not to take any of their bullying or insults too seriously, because if you just persevere, you're gonna get good with those killers, and they're gonna fear going up against you.

    Up until then it's as I've said... "school of hard knocks" just take each loss as a learning experience, and adapt as best you can. Once you get decent, it'll feel well earned and you'll forget about posting this on the forums as it won't even matter anymore.

  • It took me 6 matches to get the "kill all 4 survivors by any means" challenge done because 1 or more DC'd from each match, and that doesn't count as a sacrifice or a kill. I wouldn't have minded it so much if I'd genuinely failed to kill all 4 and had to try again, but being denied a challenge completion because a DC Technically doesn't count? Not that is should mind you, but sigh with the recent rise in DC's I've encountered, I can see where this is going... Soon enough, the DC's will reach "epidemic" levels again like in April-July 2019, wherein 9 out of every 10 games had 1 or more players DC, and the game started losing players en masse, because, what's the point of playing if you hardly ever experience a full match?

    The whole reason the DC penalties were implemented in the first place was to bandage the game so it would stop hemorrhaging players who were no longer able to have fun, and for a good while it made the game playable again, but that all changed when hackers figured out how to tamper with it and deliver unfair penalties on players they were matched with. I believe the reason this is possible is because the DC penalty system is Client side controlled, in that your own game client tracks when you DC or quit the game during a match and then applies an automatic penalty. Since its directly in the game clients code, and not monitored or delivered via server side, Hackers are able to abuse other players clients and send false information to their games logs. A quick verification check from the server side should be all that's necessary to prevent this from happening, and maybe/hopefully that's what the devs are working on, but until then we're stuck returning to "the bad old days" of players DC'ing for any and every petty reason they can think of.

    I hate this. This game is one of my favorites to play, but to see it dying again because a bunch of bratty, narcissistic, over-entitled, unsportsmanlike, douche bags ruin the fun for everyone else while the are devs unable to put an immediate stop to it... is really depressing.

  • P3 blight is honestly not that different looking from his base outfit... kinda darker, but no where near as blood soaked as Executioner, Hag, and Nurse's P3 outfits. I'm actually a little disappointed, but meh, I guess not everyone can bathe in survivors blood like those guys can.

  • I also experienced that playing plague yesterday, but I think survivors still hear her make the noises, or see her lift her hand, because when I charged it up only to have it bug out on me, they'd start serpentine patterns. This was funny because the power misfired and they just closed distance with me for an easy hit. Overall still annoying as hell, but I've only noticed it after the recent hotfix, anyone else?

  • Franklin's Demise has earned a permanent spot in my Pyramid Head build because it gives him a huge advantage:

    https://youtu.be/ztrHLO0juEg?t=9

    Franklin's Demise destroys items in 90 seconds, Mannequin's Foot add-on makes Rites of Judgement trails last in the environment for 95 seconds, and picking up an item forces survivors to stand up, so if you cover an item knocked out of a survivors hand by FD with a trail, you force the survivors to make a sadistic choice: Lose your item, or get tormented!

    This is particularly vicious to Keys, which unlike other items, lie flat on the ground instead of hovering a few cm in the air, so they get completely covered up by the trails... you guys have no idea how many keys I've destroyed this way.

    Now remember guys, only use this information for goo- HA!🤣... oh man, I couldn't complete that with a straight face... Go nuts evildoers! And always remember "if survivors never hold back on their builds and tactics, why should you?" 😈

  • It took me 6 matches to get the "kill all 4 survivors by any means" challenge done because 1 or more DC'd from each match, and that doesn't count as a sacrifice or a kill. I wouldn't have minded it if I'd genuinely failed to kill all 4 and had to try again, but being denied a challenge completion because a DC Technically doesn't count? Not that is should, but sigh with the recent rise in DC's I've encountered, I can see where this is going... Soon the DC's will reach "epidemic" levels again like in April-July 2019, wherein 9 out of every 10 games had 1 or more players DC, and the game started losing players en masse, because what's the point of playing if you never have a full match?

    The whole reason the DC penalties were implemented in the first place was to bandage the game so it would stop hemorrhaging players who were no longer able to have fun, and for a good while it made the game playable again, but that all changed when hackers figured out how to tamper with it and deliver unfair penalties on players they were matched with. I believe the reason this is possible is because the DC penalty system is Client side controlled, in that your own game client tracks when you DC or quit the game during a match and then applies an automatic penalty. Since its directly in the game clients code, and not monitored or delivered via server side, Hackers are able to abuse other players clients and send false information to the games logs. A quick verification check from the server side should be all that's necessary to prevent this from happening, and maybe/hopefully that's what the devs are working on, but until then we're stuck returning to "the bad old days" of players DC'ing for any and every petty reason they can think of.

    I hate this. This game is one of my favorites to play, but to see it dying again because a bunch of bratty, narcissistic, over-entitled, unsportsmanlike, douche bags ruining the fun for everyone with the devs unable to put an immediate stop to it... is really depressing.


  • @Aven_Fallen said:

    Glad to see some changes to this Add-On. Anyone who says it is fine in its current state is completely biased. And I dont even get the argument with "All-Seeing exists"..."Amandas Letter exists"..."Michaels Mirrors exist"...

    Yeah, they all have Downsides compared to Compound 21:

    All-Seeing-->Is good, but you have to be cloaked. Also, Wraith is Add-On dependant, if you use this Add-On, you cannot use one of the other good Add-Ons you usually go with. You want Windstorm, but with All-Seeing you cannot get Swift Hunt or one of the Clappers anymore. If you go for one of the Clappers, you lose Windstorm. I usually see this Add-On on an Indoor Map, which means that the Killer will not be able to burn a BP-Offering AND Map Offerings are hard to get.

    Amandas Letter-->Only useable while crouched. Also, it removes almost all of your Traps, which are her main slowdown. This also limits the Add-Ons to pick, you cannot use anything which affects her Traps. And, as above, I only see this on Indoor Maps.

    Mirrors-->Both have huge Downsides, Scratched Mirror (again) requires you to bring a Map Offering and keeps you in Tier 1. Vanity Mirror is probably the worst Add On in existence.

    This compared to Compound-21 which only adds to Blights Kit without any limitations on his side and a HUGE bonus of information he gets. And its not like this is his only good Add-On, in general, Blight has a really good Add-On-Pool to choose from, its not like you only have Compound-21.

    The reveal that someone is nearby in a locker is just the cherry on top. Even tho, I think that this is unintentional, since it is pretty weird that it reveals that someone is there while the Aura cannot be revealed.

    I'm not saying that 16m and 6 seconds wasn't a bit over powered; I also agree that getting detection notifications on survivors hiding in lockers is unintentional. I'm just saying that cutting it in half is a bit much. As I've pointed out, 8 meters is a very short distance to be from survivors (a second away from striking distance), and the 3 second time limit doesn't give enough time to look around and catch a glimpse of your prey after fatigue. Because Blights PoV is so low to the ground it's frustratingly difficult to keep track of where survivors go after a bounce or fatigue when they can disappear from view by going behind a chest high object, and I assumed the reason this add-on and a few others like it even exist was an attempt by the devs to compensate for his low PoV. Hag, Ghost Face, Pig etc are all the same height as Blight, but they at least can see over most chest high objects, whereas Blight can't even see over a window vault. Adding this to the disorientation you get from bouncing off of objects, and the way he looks at the ground during his fatigue animation, It just felt like his add-ons that give him aura reading, or auto aim in the direction of a nearby survivors were intentionally created to help him keep track of the survivors he loses so easily.

    With 8 meters and 3 seconds, information wise the add-on won't help him unless he's practically on top of the survivor already to get the initial aura reading, and doesn't do anything to assist him tracking them after he finishes his fatigue animation. We all know the devs have a tendency to Over nerf things as a knee jerk reaction sometimes, and I see this intended nerf as just another example of that. All I'm pleading with the devs is that they consider not going overboard with the nerf and try the 12m/4s compromise first; that way the add-on is on par with other aura reading add-ons as far as distance is concerned, and allows Blight a better chance of keeping track of a revealed survivor after his fatigue ends.

    I wouldn't even mind it if the compromise I'm asking for means they also swap its rarity with the Very Rare Soul Chemical add-on, which has an 8m distance on aura reading but activates during rush at all times. That actually should give you perspective on what I'm talking about since soul chemical is considered inferior to compound 21 in every way, and for good reason: the distance is so short that the only time it becomes useful during a rush is when you are already in striking distance of the survivor, which makes the aura reveal kinda pointless, and since its aura reading ends as soon as you enter fatigue, you lose the survivors as soon as your rush ends. With the devs intended changes to compound 21, it's about to gain the same downsides as Soul chemical but only activate when you bounce off a wall/object, which to me will make it even worse.

    All things considered, I honestly don't think asking them to try my compromise first is asking too much.

  • @dugman said:

    https://forum.deadbydaylight.com/discussion/comment/1624559#Comment_1624559

    Where are you getting "4 steps from"? The range of the old version is 16 meters, a step is only one meter.

    For a sense of how far 16 meters is, I think the center courtyard in Midwich is about 18 meters across. (It takes up roughly 1/3 of the width of the map which is around 56 meters wide.) So if you slammed into one side of that courtyard you would see auras all the way across it plus auras all the way into the hallway and floors above where you slammed. A 16 meter radius is not a small area.

    An 8 meter radius is about the width of the killer shack I think (it takes you a little under 2 seconds to cross it as a killer). So basically picture yourself standing between two killer shacks on either side of you, you can detect survivors in that circle after a slam. It's still a decent size area, especially considering that you probably slammed somewhere that you though a survivor was near so you're kind of likely to get a ping if you were right.

    sorry, I was mixing things up with the movement speed: 4.6 meters per second and got confused. For some reason I figured steps = seconds so 16 meters was about 4 steps worth of distance in my mind. I should've said that it was seconds, not steps, although a killer at 4.6m/s speed covers 9.2 meters in 2 seconds, so 8 meters would be less than 2 seconds of distance, which honestly would feel like only a couple of steps to me.

    That's actually how I used to set demogorgon portals near gens, since they can be heard by survivors within 8 meters, you just walk up to the gen, look in the direction you want to set the portal, start walking and count to 2 before setting it, that way you can possibly get a jump on survivors when teleporting, if they haven't already left as soon as they hear the map wide "ROOOOAAARRRR!" demogorgon makes when traversing portals.


  • @ClickyClicky said:

    Amanda's letter and All Seeing are rarer than green though.

    Yeah, but they also don't come with a time limit. With Amanda's letter, you just crouch and have infinite aura reading time on everyone within 12m, with All Seeing, you just cloak, either way you choose when the aura reading is active or not. Compound 21 has a time limit, and its about to get cut in half.

  • @FambinoBambino_ said:

    It hasn’t been nerfed yet, only the text got updated.

    I know the effect isn't active yet, but the text change still indicates their intention on how much of a nerf it's gonna get. I'm hoping to at least plead the case that 8m and 3 seconds is a little harsh considering how low to the ground he is and how long his fatigue lasts. 12m and 4 seconds just feels like it will still be a nerf, but not as harsh of one, and if it doesn't work out then they can always go ahead with their intended nerf.

    Currently it gives you info on every survivor within about 4 steps of distance and lasts long enough for you to turn around, spot them and see where they're headed after you finish your fatigue and even track them for 3.5 seconds more, but with the upcoming change... not only do they have to be much closer, but you'll have only 0.5 seconds after fatigue to look around and hopefully get a glimpse of them. I just feel that bouncing off of a gen and only getting aura reading on a survivor that is less than 2 steps away from you (1.3 steps further than striking distance) seems a bit pointless. With the 12m & 4 seconds however, you have survivors within 3 steps distance, and 1.5 seconds to spot them after fatigue, which seems a bit more fair of a compromise to me.

    Edit: sorry, meant Seconds worth of distance, not Steps.

  • @Todgeweiht said:

    Feng because I like the squeak she makes.

    Definitely! Those cute squeaks are one of the most addictive aspects of playing killer. That and Davids hilarious howls of anguish. I Went up against an SWF team of Feng's recently and all of them had "STS" in their names, after that very fun and "Squeaky" match, I clicked on one of their profiles to find that "STS" stood for "Squeal Team Six"... that just made my day! 😂

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623566#Comment_1623566

    I’m not sure why strategy of splitting up and doing gens in different areas simultaneously is specific to Blight, it’s a generally good strategy against any killer honestly. In fact killers who aren’t as mobile as Blight have an even harder time dealing with survivors who split up, if anything Blight is more resilient against it because he can respond more quickly to distance events.

    It's not specific to Blight at all, is the best strategy against all killers, and is the predominant way of playing at red ranks regardless, but I feel that against high mobility killers like Blight, wherein the chases are typically ridiculously short, survivors of any rank feel even more pressure to crank out the gens asap. To me, there's really only 2 strategies that work against Blight: Heavy Stealth, and Split Rush. Unfortunately only one of these works consistently as Blight has a few add-ons that defeat the stealth approach, but the bottom line is that you either have to use strategies that waste his time as much as possible, or finish the gens as quickly as you can.

    Unlike with other avg mobility killers, When Blight hooks someone, chances are very high that he's gonna be on your ass within seconds no matter where you are on the map, and because he can do this so easily, you and your teammates are pressured to get as much progress on gens as you can before the inevitable chase ensues. This same thing happened when Legion first came out, and everyone realized that the best way to beat him was to split rush/rescue only, without wasting time healing or performing any other tasks. Once Legion got their heavy nerfs however, people felt they could relax more around him and now do gens at a pretty standard pace when facing a Legion player. Unlike legion though, Blight can use his speed more frequently, and can actually down survivors with his power, and unlike billy, Blight can also make course corrections when using his power, which makes for an incredibly potent chaser, especially between tiles.

    Unlike with other killers, Blight has high pressure all around, so you have to counter it by either matching or exceeding that pressure if you're going to have any chance of escaping/winning, which makes all matches against Blight pretty sweaty affairs for solo and swf survivors alike. Blight gives survivors no time to relax so Split Rush is the best strategy against him and they are picking up on that quickly, which in turn is making playing as Blight an incredibly frustrating/sweaty experience for both newer and seasoned killer players.

  • Survivors are just adapting to his power by trying to get all the gens done before he starts killing them, and with the builds most players are using on him, the matches feel much faster and more intense. His speed enables him to apply so much pressure that matches against him become a race between gens vs kills.

    Unfortunately this means that playing as him will always be a frustrating rush of chaining downs, pressuring gens, and juggling survivors, which is only exacerbated by the fact that you have to keep splitting your focus between 4 survivors all over the map. Billy/Oni, Spirit, and Nurse have similar issues because they are high mobility killers, but in all honesty, Blight feels more mobile than them, or at least on par with Billy.

  • I've found Blood Favor to be very useful against god pallets, especially the double god pallets in The Game, and Midwich maps. Otherwise the best it has going for it is when you knock down a survivor at a pallet and it activates, this ensures that you can pickup the downed survivor without any of their teammates rescuing them with a pallet stun, so that's a nice comfort against an overly altruistic SWF team. Still, Like OP has pointed out, the short distance of the perk, and long cooldown don't really feel worthy of a Hex.

    Hexes by their nature in the game should always be High risk, High reward, the risk being that the survivors can destroy it, the reward being that it's Overpowered as hell until they do, but there are very few of them that actually merit this status. Hex Ruin for example is still really powerful even after its change, same goes for Devour Hope and NOED, but for the most part the other Hexes are a bit too weak to meet the "High Reward" criteria of a hex. Blood Favor is just the latest in a line of Hex perks that the devs are too afraid of making as strong as they should be, and probably out of fear of backlash from the survivor side of the community, which is sad because if they just stuck to their guns on the "High Risk, High Reward" creed, then it would make them more balanced and actually worth the perk slot.

  • The PTB version of Blight is the exact reason I'm gonna wait a couple of weeks before deciding to buy him or not. If he comes out better than the PTB, they'll likely nerf him or his perks. If he comes out the same as PTB, they'll likely buff him because of how frustrating his power is to control. Either way, I'm expecting changes within 2-3 weeks after his release, and I wouldn't want to buy him knowing that a change, whether nerf or buff, is highly probable.

    It reminds me of when they released Plague, GF, Spirit, and Oni. All of which were vastly different in their PTB incarnations, some better and some worse than their current versions, but all of them saw changes within a few weeks after their releases. Having learned this from previous experiences... I'ma sit on getting Blight until we know for sure how the community are going to react to him, and how the devs are going to "fix" him.

  • @KingNecro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602713#Comment_1602713

    You bring up good points, but there is one thing I should point out, is that when undectable activates and deactivates, the TR fades in and out, which could have use much like a pig uncrouching and getting a sneaky m1. I see it as using stalk to be more of a slow moving insidious and not one where you have to stop moving entirely for several seconds.

    Pig moves at 96%/3.6 m/s movement speed while crouched which allows her to approach survivors at a decent pace while she's being stealthy, so If Myers had the same speed while stalking, then the proposed change might have some uses. However, there's also the problem with the Fade in and out of the TR, which takes 4 seconds to do every time Undetectable is activated/deactivated. With Pig, you can wait for a perk like Whispers to activate and then crouch before making your approach, giving them little to no warning that you are coming, but Myers stalking not only slows him down much more than pig, he also can't crouch to hide his approach, so having his already tiny TR fade in and out every 4 seconds at the cost of his movement speed won't do him much good when survivors can literally walk out of range of his TR in less than 4 seconds anyway. The only time this could be useful is if it's used while he's in EW3, but that only lasts for 60 seconds at base, and you don't really want to spend that precious activation time slowing down to drop your TR in hopes that the survivor you're chasing will double back once they think you're no longer pursuing them. At that point you might as well be using insidious, sure you can't move while using it, but a slow moving Myers would get similar results anyway.

    I get what you're trying to do with Myers, but undetectable on stalk is more of a hindrance than an advantage unless they increase his movement speed to compensate. What I fear most about this change however, is the repercussions of what it would bring to the table for Shape's base kit. Some examples: If Myers only goes into Undetectable while stalking, what is his new TR at EW1? With the ability to activate Undetectable every time he stalks, would his TR at EW2 remain 16 meters, or would the devs bump it up to the standard 32 for the sake of balance?

    Just some thoughts to consider about how much this "simple" change would affect his entire play style, and how the devs might try to compensate for it.

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