Avatar

TWiXT

TWiXT

About

Username
TWiXT
Joined
Visits
0
Last Active
—

Comments

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956164#Comment_3956164

    as a person who was using endo CPU with badge it wasn't really worth and might be worth now? but at this point i might as well not use add-ons

    I hated the Endo CPU add-on simply because it takes 1 second to wind up and throw the axe, and 2 seconds to cooldown afterwards before you can strike or interact with anything. Base gen kick/pallet break speed is 2.34 seconds, with brutal strength you can reduce this to 1.8, but unless the axe was already deployed and in the environment near the pallet or gen, you would add 3 seconds onto your break, which makes it useful only in niche situations. Basically, no matter how much they buffed it, it's still in that niche spot of usefulness. Much like Billy, Bubba, and Demogorgon, if you don't already have their powers charged so you can break a pallet faster, then it's a waste to spend time charging up, vs. just kicking it.

    I understand keeping the killer from attacking for the 2 second cooldown after throwing the axe, but the only way Endo CPU will be useful is if you've already thrown the axe before reaching your kick target, or the devs change it to at least allow Springtrap to interact with Pallets, Gens, etc right after throwing the axe. Even then however, throwing alone still adds 1 second with the wind up, and Endo CPU right now paired with Brutal strength can only reduce that interaction to 0.936 seconds, totaling the whole thing to 1.936 seconds, and thus still making it slower than just kicking with BS equipped.

    What I'm saying is, Endo CPU is niche and underpowered to the point of being worthless as it is currently, especially compared to simply breaking a pallet normally or with a perk. To me, the best change they could make for it would be to empower the axe to break stuff it's thrown at. Given that you would still have a 2 second cooldown + 7 seconds before you can reclaim the axe… I don't think this would make it overpowered, and it would be far more useful/less niche than it currently is.

  • From the Wiki:

    • Killer Exit Door: 1 second
    • Killer Enter Door: 2 seconds
    • Killer Teleport: 3 seconds

    It takes a total of 6 seconds, + however long it takes to choose a door to teleport to, for a player to use this part of Springtraps Power. AFAIK the Streamers add-on only affects the 3 second Teleport part of the power, Meaning that if you Enter a door, immediately choose another without wasting any time, and exit, the whole process would take 5.4 seconds with the previous 20% faster streamers add-on, and now they've increased that to 5.55 seconds, because obviously… the difference of 0.15 seconds was making the killer too oppressive(?)

    I don't really believe saving .6 seconds on the 6 second door teleporting process was really the reason the killers using the add-on were getting a higher kill count. I could believe it if it also reduced the timing of the entering and exiting parts of the power, because that would drop it to 4.8 seconds total, but we would need someone to confirm that it affected those parts as well to further justify this change.

  • Add-on Iridescent Book of Vile Darkness:

    • Using the Fly Spell to pass through a Window blocks the window for Survivors for 45 seconds.
    • Reduces the Flight height of Flying Entites by -0.7 metres, allowing them to damage crouched Survivors.
    • Reduces the number of Flying Entities summoned by the Flight of the Damned spell by -3.

    If you saw more than 2 skeletons, then it was probably paired with Ornate Horn which adds +1 Flying Entities.

  • Like Other asymmetrical games devs before them, right when they put out an update that gets them lots of players… they're shutting down all support and updates for dbd. I know, I know, its sad, but it's been a good 9 year run, and they've single handedly beat out all other asymmetrical horror games for years, but the time has come to move on to new avenues, and try new things (possibly a Naughty Bear 2?). DbD will shut down all support and updates by the end of 2025, and thus there will, sadly, be no Anniversary event next year.

    Enjoy DbD while you can, and the final chapters released this year, for this will be the final swan song of this great game that has brought so many in our community such joy for so many wonderful years.

    Type F in comments to pay your respects.

    /s

  • The average cost of going from lvl 1-50 when you do the bloodwebs yourself, prioritizing only what you're after, and so on, is around 800k. Bulk BP spending for the same amount of levels is around 1,050,000, and the items/offerings/add-ons is randomized. For example, I usually prioritize Bloody Party Streamers, and either Escape Cakes or Survivor Puddings when I do the Blood Web myself, and during the anniversary events always the Anniversary BP offerings. I spent 4.4mil leveling up Springtrap 4x, and got only 3 BPS, and 8 Puddings! Got a CRAPLOAD of Brown add-ons and offerings, so many that it seemed almost impossible for me to get that much doing the bloodwebs myself if I was prioritizing them, and even if I was, it would've cost less than the avg 800k I usually spend.

    Basically what I'm saying is that, using the bulk spending option, you're gonna pay about 250k more BP and end up with less of what you may actually be after. When it comes to BP efficiency, slogging through spending them yourself is the way to go, when it comes to time efficiency, Bulk spending is there for you. If you already have a decent stack of the things you really want, go for bulk spending, if you're running low, go for traditional spending.

  • No, it's not. Just because it doesn't mention that Hiding in Lockers prevents survivors auras from being revealed, doesn't mean that every thing I said about it is wrong. It only Reveals aura of every survivor outside of 40m of the killer when they hook someone, it can be prevented by hiding in lockers or being within that 40m distance, and it absolutely does NOT give survivors a notification when it activates!

    Enlighten me… Where is my description wrong?

  • After considerable consideration from the responses so far… I feel inclined to double down!

    Seriously survivors? Are you REALLY gonna let these guys speak for you? C'mon give it to us, no censorship, no judgement… Just tell us all what you HATE going up against with a passion! Doesn't matter what Perk it is! In some of these responses apparently ALL killer perks quailify, so I'll give you that, but COME ON! That's a lame generalization and you know it!

    Give Me what I asked for, and Tell the killer community what it needs to avoid to make the game more fun for all of you, and why!

    Honestly, I expected more tbh… I guess I was wrong.

  • the only way I got use out of the Live version of the Celebrate poster was when I paired it with Unbound and Superior anatomy. By giving both me and the survivor 12% haste, and 20% vault, I was able to achieve 60% faster vault, and an additional 7 % haste to finally outrun my target survivor. Basically, I needed to employ 2 perks to give me the advantage, and hope the survivor runs for a window vault instead of a pallet. Unfortunately, I only got the combo to work 1 time. With practice, I could potentially take more advantage of it, but honestly, without those assisting perks, it's just not an add-on worth using. It gives far too much advantage to not only the survivor you chase, but also anyone else in range of it, even if the others only use the speed boost to get to their objectives faster. I've shelved that add-on and hope they'll re-work it somehow… such a shame.

    Foxy's Hook as well; It's basically a less effective Clown invigoration bottle. However, I have gotten more use out of it than the Poster, so at least its not entirely useless, just highly situational.

  • Add-ons: Streamers, Security Guards Badge

    Perks: Friends till the End, Furtive Chase, Lethal Pursuer, Nemesis

    Geared towards a very aggressive playstyle, The synergy of these perks Reveal the Obsessions aura after every hook, afflict new obsessions with oblivious, and current obsessions with exposed. Get the ball rolling by going after the obsession non-stop, and you also get Furtive chases 10% haste and undetectable for 18 seconds per hook. Pair this with his Security gate teleporting, and the Streamers add on that allows you to move faster through them, as well as Security Guards badge providing an additional 10 seconds of undetectable after you leave them, and you get a build where you rarely (if ever) have a Terror Radius, Always have a target survivor to go after, as well as a quick means to reach them. No gen defense, but you can get downs/hooks very quickly, and it makes survivors paranoid… until they figure out that you're primarily targeting the obsession, At which point, everyone who isn't the obsession tend to rush gens asap, creating matches wherein it becomes a desperate race against time!

    This build is thrilling to play, and synergizes shockingly well with Springtrap's Gates mobility. Honestly I've been having a Blast with it, as well as streaming it for others to see it in action, so give it a try and go nuts!

  • The doors are your friends, the doors will spread the team and get you to gens, just because Springroll can insta grab you while you're using them doesn't mean he will. In order for him to get you, he has to also get in a door and select the door you entered… So, Unless he has aura reveal and can see you enter the door from where he is, and unless he is literally right next to a door of his own so he can get you before you tp to another… the risk of getting grabbed is minimal. If he doesn't have Aura read on you, its a crap shoot; a 1 in 6 chance that he guesses which door you entered correctly, and that's only IF he enters/teleports to it within the 3 second window of time it takes you to TP to another door.

    The devs could have made it so that survivors always get grabbed if he attempts TP'ing to any door while they are and meet in the security room, but no, he has to choose your door, or you his in order for the grab to occur and both of you have to be using the doors within 3 seconds of eachother. so, here's a tip: At the start of the match Ignore the door you spawned closest too since he's likely to be TP'ing to it right away, and then feel free to use them to spread out and get on gens. Honeslty, the insta grab chance is so small, and completely null if you see he's chasing someone, that you can use them against him for a quick gen rush. His power is one that gives survivors a major benefit, and right now, since he's new, survivors are too scared to use them, but as I've pointed out:

    Do not fear the doors, embrace them! They'll take you places.

  • Jump off the stage!

  • The only time I actually got any use out of Phantom Fear was when I was trying to find the last survivor, and it revealed them hiding in a bush on Toba landing. Every other time it activated, I either missed the 2 second window to see where the survivor is, or it happened mid chase between loops.

    Ultimate weapon on the other hand, I still use all the time because, even with its nerfs, it can reveal the positions of multiple survivors and more frequently. Honestly, if it weren't for the 1 survivor limit, the 60 second cooldown, and the abysmally small 2 second aura reveal window that practically requires you to bring in Lethal Pursuer to get any val-… Wait, I fell for a bait post again didn't I?

  • It's amazing how a mere 2% made all the difference for Batteries Included isn't it? Same with Fire Up, which rested in the trash bin until it got a 2% buff and actually became useful without becoming overpowered, and like Batteries, also requires survivors to complete generators for it to function. Batteries is very niche, and for a short time, actually something worth putting in builds, and now they're throwing it back in the trash bin, just when killers were starting to like it? sigh… It wasn't even Over Powered by itself, and the only way it became close to OP was when you stacked it with more perks/add-ons, but it made building with that synergy in mind worthwhile.

    Oh well, it was fun while it lasted… back to the meta builds I suppose…

  • It wasn't a Lullaby, it was a 20m directionally audible "spooky wind" radius noise that activated as soon as he went into Night Shroud mode, and basically was like him shouting at survivors "Hey guys, I'm sneaking up on you over here, DONT LOOK AT ME!" Unanimously lambasted by the community as being horrendously counter intuitive to his power, as it made stalking within mid-close range completely useless.

    The saddest part about it isn't that the devs were so stupid to think adding an effect like that on a M1 stealth killer wasn't a bad thing, it's that, instead of learning from their mistake, they went ahead and did it AGAIN… TWICE… on Dredge and Onryo.

    For the longest time, on top of Dredge being noisy as hell, and glowing within 24m while Nightfall was active, the ambient "Wailing" noises emitted from him were also directionally audible. It stayed like that for him for 2yrs until Patch 8.2.2 came out a few months ago and quieted him down while making the ambient noise omni-directional, which, while having improved his jump scare gameplay and overall viability immensely, it only raised him from D tier to a decent C tier rating due to his locker RNG/Map RNG Reliance.

    Not the case for poor Onryo. While she still stands out as a more viable killer because of her insta-kill potential, She has the absolute worst "stealth" ability in the game right now because:

    1. She flickers in and out visibly when within 24m of survivors while in her "undetectable" De-manifested state.
    2. Everything she does like vaulting, manifesting/demanifesting, breaking, teleporting etc, all come with very loud noises that are directionally trackable.
    3. She's an M1 killer with standard 4.6m/s movement and no Anti-loop ability.
    4. Like Wraith, she announces her presence by Manifesting loudly for 1.5 seconds before she can strike, but unlike wraith, she doesn't get any kind of speed boost to catch up after she Manifests.
    5. Her TV's placement can be countered by Chest spawn increasing offerings.

    Basically, with all the ample visual and auditory warnings she gives survivors… does she really need a 24m Lullaby while de-manifested? This was already the most overkill "Early Warning" measure the devs put on her when she was released, but after they added the Visual TR/Lullaby toggle in the options, most Onryo players either ditch her base kit "Undetectable" for Perk based stealth so they can actually sneak up on survivors, or they Just play loud, proud and super aggressive. While she has high map mobility with her teleporting and a potential insta-kill, the Lullaby is single-handedly keeping her at a lower tier rating than she deserves.

    Honestly it's so simple to understand: "Don't give M1 stealth killers a radius based early warning sound like a lullaby" You'd think the dev's would've learned this lesson from the Ghost Face PTB, but… Sigh

  • I've said it before, I'll say it again: Survivors just won't be happy with the Nurse unless BHVR applies her old Torn Bookmark add-on effect:

    "The Nurse is unable to Blink to a Target location she does not have direct line-of-sight to."

    As her Base kit.

    If she could no longer blink through walls, and only to places she can see, then that stops her from heading survivors off at most high walled loops, and keeps her from blinking between floors of multi level maps. If instead they changed it so that she could only blink through walls and floors/ceilings with an ultra rare add-on, then Survivors would complain less, but still complain despite how MASSIVE of a nerf this would be.

    TBH, I don't think that even changing her like this would ever make the survivors "happy". The only way they'll ever be happy with her is if she can only blink on open ground, only 6 meters at a time, has a 10-15 second cooldown, permanently suffers from the blindness effect so she can never see auras, and still moves at her 3.86m/s. These changes would make her completely nugatory to the killer base, but even with all of these nerfs in an effort to appease the survivor player base… I'm sure they'll still complain until she's deleted entirely.

  • @GeneralV said:

    The chapter!

    I disliked the axe, that I admit, but I've been a FNAF fan since day seven, found out about it a week after the first game's release, and I really love the franchise.

    Fire Axe: "Truly, a weapon for madmen. Who else would fight fire with a blade?" -VTM: Bloodlines, weapon description.

    Just a funny description in a much older and unrelated game. Honestly I don't have any issues with it, even if it only fits because it was part of some FnF fan fic or whatever. In the PTB it was GOATed.

  • While I worry about it and how it'll work out, Bulk Bloodpoint Spending is Hands down one of the best QoL changes incoming for us.

    The thing I worry about is whether or not it's gonna spend too many BP's to reach lvl 50 (current Avg is around 800k), and whether or not its gonna be completely random with the Add-ons/items/offerings it puts in the inventory, or if it will consistently give us a set amount of each rarity (eg. 6 UR, 12 VR, 24 R, 48 UC, 96 C). Didn't see many videos of people testing this in the PTB since they were too focused on Springtrap.

    Concerns aside, it's definitely a win either way.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940366#Comment_3940366

    Hulu only owns the 2022 remake of Hellraiser.

    Park Avenue owns all the other movies along with international ownership of the first movie while Clive Barker owns the US rights to the first movie, which being the license DBD had for the dlc.

    Most of the movies starting with 3 were Distributed by Buena Vista interactive, another subsidiary of Disney.

    If Clive took it back, I'll stand corrected. Still, I don't trust Disney offering licenses towards ANYTHING, and am pretty sure Fortnite will understand why in a year or so here. I just don't want BHVR to make such a callous mistake for the asinine reason of a potential cash grab opportunity.

  • No, Disney flips on a dime when it comes to licensing. Hell, the Pinhead/Hellraiser franchise rights are currently owned by Hulu, who are owned by Disney, so is it any wonder why BHVR can no longer sell Pinhead as a licensed character? On top of that, Star Wars is as far from a horror franchise and as main steam Pop-culture as it gets. Thematically No characters from that franchise works in DbD except as a skin (could totally see Doc rocking A Darth Sidious skin, but can't see the character being part of the game).

    Honestly, adding Darth Vader to DbD would be seen as less of something that belongs in DbD, and more of a soulless "Cash Grab" made even worse by the fact that it would be directly following the coattails of Fortnite's recent acquisition of the character. Fortnite is all about Pop culture icons, DbD is about Horror Icons, these two are not the same, nor should they be.

    BHVR have done a Fantastic job getting so many Licenses for the horror Icons We all know and even some of us grew up with, And that Niche is what Draws so many people to it in the first place. Jumping on the Pop culture bandwagon by bringing a character that doesn't belong thematically at all into DbD, will straight up ruin that. Also putting themselves in Disney's pocket will spell DOOM for BHVR down the line, that is IF they don't take back their license only a few months Afterwards, and screw BHVR over that way, which is the most likely case.

    If they do get Darth Vader, they Might as well bring in My Little Pony, Spiderman, or Maleficent from Sleeping Beauty, because this won't be a Horror game anymore… It'll be a joke.

    (TBF… Chasing down Twilight Sparkle with a chainsaw does sound funny as hell to me, ngl)

  • Endgame builds have their niche place in DbD, but they're verrrrry niche. The main problem with endgame builds are that they have a low time limit to stall survivors from leaving the match, in which the killer has to finish them off. If all 4 survivors are around/alive and have more than 1 hook state left, it's incredibly difficult to pull off getting all the kills before the gates open and they leave, especially for standard-low mobility killers. Even High mobility killers can only deal with 1 survivor at a time, and if it takes a bout 20 seconds to chase/down a survivor + 10 seconds for hook/mori time to net the kill, and another 30 seconds to find and initiate the next chase… by the time you get 1 kill, and start the next chase, the doors will be ready to open. On top of that, the best perk for endgame build, BloodWarden, will be immediately assumed by the survivor team the moment they notice the effects of any other endgame perk or killer behavior, which will render it useless since all remaining survivors won't open a gate until everyone's unhooked and within escape range of the gate (basically half the map in most cases).

    Springrolls new perk punishes survivors for 99%'ing a gate instead of opening it, but that's only gonna affect newbies, since good survivors all know that 99%'ing the gate gets more people killed than not, so it won't even affect them. Basically, Like Bloodwarden, the moment the survivors notice any endgame shenanigans, they will render the perk powerless by simply opening the gates. Even the most funny Rancor builds that have the potential to net multiple mori's endgame regardless of hook states, typically net only 1 or 2 kills at most before the rest of the team leaves.

    Endgame builds can be unexpected and funny, but ultimately pretty useless.

  • Rock & Hard Place build:

    Dying Light, Thanatophobia, & either Surge + Pop Goes the Weasel, or SH: Jagged Compass + SH: Gift of Pain (depending on if the survivors you're up against like to cleanse or not).

    How build works:

    Infect everyone asap, get at least 4 tokens of DL ideally around the time there are 3 gens left, At which point if they haven't cleansed, the amount of gen slowdown from thana + DL will be around 32% and gens progress will be at a crawl. Each chunk of damage done by PgtW, and Surge will take much longer to recover for survivors, slowing gens down even more. Important: DO NOT leave the Obsession alone except in the early - mid game, as they are the only one unaffected by DL's slowdown, so hook them 2x, but do not kill them until you have killed 1 or 2 of the others first, simply slug them to keep em off the gens.

    the metaphorical "Rock & Hard Place" this build puts survivors in: Either Stay sick and suffer progressively slower generator repair speeds, or Cleanse and give Plague her Corrupt purge, which is arguably the best ranged attack in the game.

    If you find yourself regularly going up against teams that follow the "Big Survivor" propaganda/strategy of "Don't Cleanse against plague", stick with Surge + Pop. If going up against teams that cleanse at the drop of a hat go with SH:JC + SH: GoP so that no matter if they are injured or healthy, they're always getting slowed down. Add-ons are up to you, I generally go with ones that Enhance Corrupt Purge's lethality so I can better punish survivors with it if they give in and start cleansing.

  • Sleepy Hollow! Either just following the Legend or Tim Burtons movie; I Absolutely want to see a headless killer who's main power is to summon and mount Maurice and then run survivors down on Horseback for a potential insta-down if he manages to swing at just the right moment while riding past them. That and a killer that can dual wield an Axe and Sword, one for quick attacks the other for lunge attacks, with a decapitation mori... It just oozes style, and possibilities.

    image.png

    Who can say that this guy doesn't belong in DbD?

  • I'm with OP, even if they're making this change because they buffed Fly to last longer and move faster so that it will be used solely as a Map Traversal spell… What's the point in having fast map traversal if you immediately give the survivor a chance to cover half the distance you just traveled away from you while you're on cooldown?

    Survivors "Hold W" away from a killer whenever they enter an area, scattering like roaches, and if you aren't able to at least get a hit in before they make significant distance, or even just catch up to them quickly, you're gonna lose too much time in pursuit. I guess with a perk like Dead Mans Switch, you could Fly in and scare them off the generator so it'll lock down, but without the chase potential, this change to Fly will make it his most frustrating spell. Add in the fact that Nurse, Wraith, Billy, Blight, Spirit, etc all can immediately attack after using their Map Traversal powers, and this feels like a pretty unnecessary nerf.

  • Most likely rewards for reaching P100:

    100,000 BP!

    A P100 circle Charm!

    100 Shards!

    I'm being realistic here… knowing the devs and their "Rewards" for playing the game for a set amount of time, this seems the most plausible.

  • You have to remember that they don't have the rights to GF as a character himself, they got the rights to the GF costume from Fun World. Therefore every GF mask is either one that already exists and can be bought for Halloween, or is a mask concept that is approved of by Fun World. For example, Here's an existing mask called Scorched Ghost Face:

    image.png

    Look familiar? Whether or not the concept of this mask came from Fun World or DbD first, it's on sale as an actual wearable costume Right Now for $20 USD. In other words, the Nevermore Mask is either a concept currently only in DbD, or one that's being sold or going to be next Halloween season.

    TBH, I'm still hoping for this to be a cosmetic:

    image.png

    Don't care for what reason the GF we have in game suddenly becomes thinner, and more dainty (Maybe he has a copycat?), At least they'll have an easier time chasing survivors… what with her less restrictive robe and all.😋

  • I just wanna know why she's so quiet? Like Ada, Ace, Sheva, and Taurie, Orela has joined the favored few survivors who make the least amount of noise when injured, save for their screams. Even with Stridor equipped its difficult to hear their movement, breathing, and pained grunting… practically feels like they have built in Iron will.

    The devs even promised a few years ago that they were gonna do an audio level balancing for all the survivor characters so that no one survivor would have a major advantage or disadvantage due to how quiet or loud they are, What happened to that?

    Edit: Fixed typo

  • Had a Match as killer, Won Fair and Square; Endgame Chatter threatened me with info like what city I lived in, my real name, etc…

    After that, I went full Anon mode, Subscribed to a VPN, Changed various other things, and Scrubbed my social media. It's all fun and games in multiplayer until some unhinged creep who knows how to find and Trace your personal info threatens your life, because their ego was bruised in a game.

    Anonymous mode doesn't need to go… those monsters do. The only problem is, you never know when you're gonna be playing a match with one, so how do you propose we protect ourselves? Until someone comes up with a Feasible answer to that, I'm sticking to Anon mode + VPN, because that ######### scared me to the core.

  • I've noticed it a lot too, and it feels familiar. The same thing happened in another Multiplayer game for me a few years back, and everyone was complaining. Turned out that since the game was going to be receiving a Massive update that was hyped up hard, they expected to bring in a lot of new players, so They also decided to add more servers to accommodate. In order to do this though They had to shut some of the existing servers down so they could put in the new ones and get them all synced up. After a few weeks, Things started running buttery smooth again since they had finished the job just in time for the big update.

    This is only speculation, but with the FnF "Paragraph" just around the corner, all the hype surrounding it, and knowing how popular that franchise is, I wouldn't put it past BHVR to be doing the same right now so that the Launch goes smoothly for the potential mass influx of new players.

    Of course, it could also be a big net-coding glitch introduced last patch as well, or even perhaps many of the new players have already bought the game and are playing right now to get themselves ready for it, which would be straining the servers if it's more than they were ready for… you never quite know with this company, at least not until they make a statement.

  • Cut the attack recovery time for breaking locks by 50%, and change the Locker spawning logic to spawning one every 24 meters on the map if no other lockers are within that range.

    Naturally this could lead to some "Odd" locker spawn locations, but its still far better than the current RNG, will leave less locker dead zones, and Make his power far less Map Dependent. Even better, this Spawning logic can be tied to Dredge directly, meaning that they don't have to change it for Every map, and all the time, Just for when someone starts a Match as Dredge. I mean, they already have killers like Trapper, Onryo, Xeno, and Pig who Have props tied to their kits that spawn in the map with them, Simply adding that to Dredge but for Lockers shouldn't be too hard. Probably also have to code it so they don't spawn within 6m of a Vault or door location so they don't completely block paths/routs for everyone.

    As for the Destroying locks recovery time… Honestly, I always felt that it was really terrible of the devs to include a mechanic that forces the killer to attack it, but still punish them with the full missed attack recovery time. I'm not saying Half his overall missed attack recovery time, Simply Half it if he destroys a lock, that way the punishment isn't as frustrating to the player.

  • @AmpersandUnderscore said:

    People will just run to the killer or point at a hook, which they can do right now.

    They can also, on live, get deep wounded, run to a corner, and just go afk to bleed out for 4 minutes. But people don't.

    For your second point: the reason "People Don't" is because it takes 4 minutes! Plenty of time for the killer to locate them and start hooking, but even if he doesn't, thats still 4 minutes of playing "slug game", which is just stupid and unrealistic.

    In the Scenario I posted however, The moment the 4th goes down, all of them can click "Surrender" and end the game right then. Waiting 4 minutes to purposely bleed out Vs. waiting about 1 minute for the final survivor to hit the dirt and clicking "Surrender" are NOT comparable in the slightest.

  • The devs picked only a few killers to try the new TR's with, and see how things work out. Don't worry, once they get the hang of things, Chucky may yet go to the prom!

  • The game actually uses Canadian English, Because Canadian Representation is really what it's all aboot!

  • Don't worry @Tekati851, in the next patch you'll never have to face them ever again… for more than a minute at a time at least:

    @TWiXT said:

    A lot of people are praising the Legion buffs and Mending nerfs, but Here's how an actual Legion trial/match will go down:

    1. Survivors realize they're against Legion.
    2. Allow Legion to Frenzy Strike them all and run to the corners of the map.
    3. Let Deep Wounds timer tick down, putting them into the dying state.
    4. Click Surrender.

    They both buffed Legion AND gave us an easy way to "Go Next" without any penalties. Well done devs, I never liked going up against Legion for a full match, and now I'll never have to… for more than a minute at a time.

    /s

    Edit:

    Ok, hate me all you want guys, its fine, if you wanna shoot the messenger: fire away… Doesn't mean I'm wrong though.

    I'm just pointing out an easy to spot Flaw in the new system that the devs may not have foreseen. However, They were clued in enough to foresee that survivors might abuse Plot Twist for an Easy "Go Next" option, and addressed it in the dev notes, so it's just really funny to me that they prepped the upcoming PTB to counter that, but somehow missed the scenario I'm proposing here.

    You can't honestly tell me survivors WON'T adopt this "Tech" either. Player Pettiness is the whole reason the DC penalty had to be implemented in the first place.

  • @ChuckingWong said:

    Feel like this is on the same magnitude as everyone freaking out about the 10s hook timer increase.

    And everyone is going to abuse reassurance with it.

    Or plot twist corrupt cancel.

    None of these things happened.

    Fair enough. However, None of those examples ever gave survivors a free pass to "Go Next" against certain killers either, and Players in this game are VERY petty.

    The whole reason the DC penalty system exists in the first place is because of the DC epidemic we all had to endure in in the spring-winter of 2019. Wherein DC'ing was done over any and every miniscule reason: Don't like the killer, Don't like the map, Got spotted first by the killer, A gen finished before first hook, a survivor was downed before the first gen finished, don't like teammates skins, etc, etc, etc.

    The resurgence of petty DC'ing is the reason the Devs put effort into making Bots to take players places, and now the "Go Next" mentality is the next challenge the devs are facing since, by and large, it's become so popular that the community is demanding a "Fix" for it. Overall, if a player decides that they're not having "fun" (winning), They're gonna do anything they can to get out of the current match and move on to a more favorable one. It's an entitled, juvenile, Brattish mentality that this games player base is RIFE with, and features absolutely no sense of good Sportsmanship whatsoever.

    Now that the devs are toying with a system that gives those players an easy out without incurring penalty, can you honestly say that these "Players" WON'T abuse it?

  • @Devil_hit11

    I agree fully that locker distribution RNG on maps definitely needs a rework at the least for Dredge! No one is argueing that, but in the mean time, can they AT LEAST, make his ambient "People screaming/crying" sounds in Nightfall Omni-directional like Huntress's lullaby? As it stands, I can always tell where that noisy turd is coming from when everything goes dark, and that's just because I have functioning ears. Thank God its not another lullaby, otherwise Survivors would have a Visual advantage against Dredge as well… Same can't be said for poor Sadako/Onryo.

  • @BlightedDolphin said:

    I don't know how I feel about Sadako having no lullaby.

    It's annoying and negates a lot of the stealth potential. However an on demand stealth with no cool down or drawbacks on top of a map wide teleport and built in slow down might be a little much.

    And Ghost Face or Wraith are… Broken to you? When she De-manifests/Manifests she still takes a whole 1.5 seconds with a very LOUD announcement sound, and that is already more than enough in my book. Freaking GF doesn't even give you that! So why does a killer with Base-kit Stealth, and a loud/timed delay announcement sound when coming out of stealth mode NEED a Lullaby on top of all that?

  • @StereoGang said:

    I like your idea for Leap of Faith : it's decently good without being too strong, and not too situational either. But it might be seen as a weaker version of balanced.

    The two killers perks seems very niche. A 6m terror radius change won't give you much, and getting good skillcheck instead of great barely change healing speed.

    @Xernoton said:

    Threatening Presence kind of sounds like a noob killer to me but not very useful against more experienced players. I don't like that. With a few tweaks it could probably be a very interesting perk though.

    Leap of Faith sounds like a bad idea to me. Endurance mid-chase is never a good idea and you could also combine this with an exhaustion perk. I can already think of a few maps on which it would be absolutely disgusting.

    Honestly, I held back on both of them due to concern of what they could accomplish when combined with other perks.

    Threatening Presence has the potential of + or - 12 meters to the killers Terror Radius. -12 when all survivors are healthy, +12 when they're all injured, so on the average 32 meter TR killer, that gives the killer a 20m TR in the start of the match when everyone's healthy and a 42m TR if everyone's injured/down/hooked. It increases the TR to give injured survivors more warning when the killers threat is at maximum, and lowers it when the threat is at its minimum. As an added bonus, it slightly increases skill check difficulty and trigger chances for anyone healing in the larger TR so as to apply some pressure on survivors, however this is where the potential perk synergies become oppressive:

    Distressing: Turns the Average 32m TR into 40m, +12 from TP when everyone's injured, and you have a 52m TR on the Average Killer.

    Monitor and Abuse: Raises and Lowers a TR by 8m in and out of chase. With TP, this can result in a Minimum TR of only 12m when everyone's healthy and the killer is out of chase, and a maximum of 60m when everyone's injured and the killer is in chase.

    Unnerving Presence: Decreases Skill check Success Zones by 60% when and Trigger odds by 10% in the TR. Adding TP Makes Healing Skill checks within the TR 80% smaller, and gives a 20% higher Trigger Rate. That's nothing to sniff at, even for the more Skilled survivors.

    Coulrophobia: Increases how fast Healing skill checks the dial rotates within the TR, and slows down Healing Speed. With a TP increasing TR, decreasing Skill check success zones, and trigger odds… you can make a pretty nasty anti-heal build with just these 2 perks.

    This isn't even accounting the potential for Killers with oppressively large TR's like Doctor or Wesker. My original idea was to give TP a TR +/- of 5 at maximum which would've resulted in an additional 20m, but when I reviewed the synergies I decided to dial it down. Perhaps I should just remove how it affects healing skill checks altogether.

    As for Leap of Faith… It has potential to be abused, especially in the endgame when running for gate, and on some maps can provide an almost assured escape, but when combined with other 2nd chance perks, and Exhaustion perks, it also can be a really nasty surprise for the killer. I won't go into all of the potential combo's, but one that stands out to me is Borrowed Time:

    LoF activates when you are hooked, and BT activates when unhooked, granting 20 seconds of endurance. Getting unhooked at the endgame when a gate is open already practically ensures the rescued survivor can make it to a gate, but with LoF granting an additional 5 seconds just from leaping off a small ledge… yeah, I can only think of 1 killer that can directly counter that, and only with a specific add-on equipped.

    My original concept for LoF, was to grant 10 seconds of Endurance, and 50% faster movement/unhooking speed if performed while a survivor is hooked. The idea was to give you chance to run in and quickly unhook a survivor without worrying about going down… but then i remembered old BT protecting both the rescued survivor and the rescuer… yeah, I don't want to go back to that, so I simply reduced it to providing a small boon of endurance to help you survive a chase, that can only be activated a maximum of 11 times… thinking about it though, that may still be too much, so I'll probably have to add another condition or restrict it to simply how many times you are hooked + how many survivors you rescue from the hook.

    Idk, like I said, I'm testing the waters here. Thank you guys for your honest feedback.

  • The Saw Soundtrack, especially all the original score created for the films, is owned and licensed by its writer: Charlie Clouser. Because Charlie owns the rights and licensing control over that score, negotiations for it to be in DbD would have to go to him instead of the movie producers/directors/writers who own all of the characters, story, film rights, an so on.

    It doesn't help that Charlie Clouser has a reputation for committing his music to only 1 property at a time, and refuses to budge once a deal is made. Basically, getting him to agree to putting his original score for the Saw franchise into a videogame, would require that the game be ONLY about the saw franchise, and have full royalties rights for every copy sold. Being that Pig already came out years ago, and isn't getting much more in the way of sales... in order for BHVR to convince Clouser, they'd have to get help from the people they are already licensing the character from, AND have enough money to pay Clouser the royalties for every Pig/Saw chapter they've sold to the playerbase as if she always had the licensed music.

    Basically, it would honestly be better and more cost effective for BHVR to create their own original score that's just similar enough to feel familiar to the character, but not so similar they could get sued for copyright infringement.

  • @Mentally_Mechanical said:

    Of all reworks to the RBTs I've heard, I think @TWiXT has my absolute favourite. For one, it actually feels like a SAW trap, and two, can give Pig an unmatched kill potential yet requires an extreme amount of work on her end, which I think would be perfectly fair.

    She'd probably become one of my favourite killers if she got a rework like that, but until then, I'm likely never picking her up unfortunately.

    I appreciate you backing me, especially when everyone else seems to believe that I only want to make the pig OP as hell, and must've ate many lead based paint chips as a child.

    That's honestly how it feels most of the time when I make perks or suggestions. Try as I might and despite their claims, I do have balance in mind, and TBH, the one I suggested here, if it were truly balanced, would activate traps the moment they were put on survivors. As it is, It has 5 requirements for the killer in order to work:

    1. the killer downs, sets an RBT, and hooks the survivor.

    2. The survivor is rescued.

    3. More than 1 other survivor has been downed, trapped, hooked and rescued to activate their trap(s) too,

    4. a survivor with an active trap is sacrificed to get a kill chain reaction

    5. none of the other survivors with active traps have disarmed them by the time the survivors with an active trap is sacrificed.

    If anything, this is honestly a ######### useless add-on, now that I think about it! At least all Myers has to do is spend a combined 3 mins of Stalking to kill everyone without hooking them! FFS, I dunno why everyone complains about My idea(s) when what the game already has in it is far worse. If anything, My idea is too nice/coddling to survivors by comparison to what the devs have already created.

    @Pulsar was actually right! I need to go back to the drawing board and make this add-on more streamlined/brutal so that it's an actual threat, and not a majorly convoluted add-on with so many excess requirements that are nigh impossible to achieve in order for it to work! If Myers can provide so much more threat with much less requirements, and still achieve changing their whole playstyle, than this add-on needs to do the same!

    Thanks @Mentally_Mechanical , You've motivated me to see where I've been wrong in my suggestion, and I promise Heart Monitor Trigger 3.0 will be much better!

  • @APOPALYPSE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662558#Comment_3662558

    Hello, thank you for your feedback. Okay so what you are saying is this Add-on spawns the survivors with the Bear Traps and they only activate either after unhooking or if one dies then they all activate. The idea is there but it might be too strong as the tunneling aspect with definitely arise. Its a start, run more ideas by me if you like :)

    They don't spawn with the traps, You still have to put traps on their heads (unless you use the other useless UR Pig add-on), but they don't activate on a survivor after they've been unhooked, and after activating there's no timer ticking down. If there are more than 1 survivor with an active RBT (meaning each one would've had to have been hooked once and saved once) when one dies with an active RBT, the RBT's kill the others.

    Pros:

    Potential to kill more than 1 survivor if you manage to sacrifice a survivor with an active RBT.

    Jisgaw boxes take longer to search, and have slightly smaller success zones that feature no Great success zones.

    Encourages team mates to protect each other until the RBT's are removed since one sacrifice could snowball on the others.

    Tunneling 1 survivor doesn't work until you've applied and activated RBT's on 1 or more other survivors, which encourages the killer to get as many traps active as possible before going in for the kill.

    Cons:

    Because RBT's aren't activated until the survivors with them are unhooked, survivors can counter by leaving another with an inactive RBT on the hook buying them time to try and remove their RBT before unhooking their allies.

    RBT's no longer feature a timer, nor do they activate via gens, so there's no gen slowdown due to getting a "friend hat" from the Pig. Meaning they could just rush gens, and only go after jigsaw boxes at mid to end game.

    Pig has to fully sacrifice a survivor on a hook with an Active RBT in order to get any other active RBT's to trigger and kill other survivors, Mori's won't do it.

    Jigsaw box RNG is still a thing, so it's still highly possible to get the RBT off your head with the second or third Jigsaw box searched.


    Basically This has the potential to create a chain reaction of RBT deaths, but in practice, it'll likely only get 1 other survivor at most by the time someone dies with an active RBT, if that. Still, it puts a lot of pressure on survivors to try and get their active RBT off before unhooking someone whose RBT hasn't been activated yet, as well as help each other stay alive until all RBT's are disarmed. I thought this would be a far better alternative for the Ultra Rare add-on slot because it changes up the playstyle for both Pig and the survivors, much like how Hag's UR add-on trade teleports for high Movement speed, or Myers UR allows him to kill without hooking by making him take much longer to Tier up. I Believe that this add-on suggestion in practice will more likely be akin to Hex: Pentimento... sure it has the potential to dominate a match if all 5 totems are re-kindled, but that's so extremely rare to actually happen that Streamers made a "Challenge" out of it.

    I've been suggesting these changes since 2019, and Despite the cons which I feel make the potential power of this add-on more balanced, and the fact that it would follow the Saw franchise lore surrounding Amanda (Pig) better, I got slammed with a slew of comments from survivors saying they would DC in droves against Pig if the idea were implemented, and the only thing anyone agreed on was that "Rules set No.2" should be base kit. I believe that the reason they shot it down so harshly is simply because they didn't understand that I had balance in mind when coming up with it, which is why I took the liberty of spelling it out this time around.


    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662558#Comment_3662558

    This is...literally just Tunneling (Patent Pending) the add-on. I think you need to go back to the drawing board on that one.

    Rule Set No. 2 basekit really only kills new players, it's a mild inconvenience for more experienced players, which is who she needs hslp with. She already stomps new players.

    Case and point! Pulsar doesn't understand that you need to Apply multiple RBT's, they need to be activated by teammate's unhooking, and THEN you have to actually manage to sacrifice one of the teammates WITH an Active RBT in order to get the chain reaction of kills. In other words, There's no point in tunneling anyone if you don't have active RBT's on any of the other survivors, and even then, there's no timer on them, so the only time based condition is: How many survivors can remove their RBT's vs. How quickly the killer can get multiple RBT's placed, Activated, and Sacrifice one of them to trigger the chain reaction.

    This isn't Billy, Bubba, Ghost-Face, Blight, etc, Killers with high mobility and one shot-downs... this is Pig we're talking about. No insta-down capability, a special attack that's highly telegraphed, a game slowdown mechanic and otherwise your standard m1 killer. I figured a Playstyle altering add-on with high setup and the potential for high reward would be a great change of pace for Pig.

    Rules set no.2 also doesn't do anything significant enough to kill new players, especially with the upcoming 3 min timer change. There's no reason it shouldn't be base kit at this point.

  • After all these years, I'm still saying Make the Rules Set No.2 (hides Jigsaw box auras for survivors until their RBT is activated) part of her base kit, Make Amanda's Letter Take current Rules Set No. 2's place in rarity (It doesn't really feel powerful enough to be an Ultra Rare), and replace it entirely with:

    Heart Monitor Trigger (UR):

    A modification to the Reverse Bear Traps Trigger Mechanism:

    Reverse Bear Traps now activate without a timer when a survivor with one is unhooked. If a survivor with an Active Reverse Bear Trap is Sacrificed, all other active Reverse Bear Traps are Triggered.

    Increases Jigsaw Box Search time by 8 seconds

    Increases Jigsaw Box Skill check Difficulty by 25%

    Removes Great Skill Check Success zones from Jigsaw boxes.

    "You are not a good listener. I think you missed the part that if he dies, you die." - Amanda Young

  • Overwhelming Presence (albeit, with some caveats):

    The 2 killers with the capacity for the largest TR's, Doctor and Wesker, get the most use out of Overwhelming Presence. With Distressing Wesker gets a 50m TR, and Doctor can achieve a 54m TR with his 2 highest Calm add-on's thrown to the mix.

    While killers get no visual or audio feedback that OP is working, the fact that you can achieve a Roaming 50+ meter heavy Power drain for all items means that the survivors either have to stop using their items within your TR, or only get half of their expected results from them. No full heals from medkits, Flashlights don't get as many save chances, Toolboxes save only 5 seconds of repair time instead of 10 etc., and if the Survivors notice OP working against them, they just stop using their items until they can get out of your TR. In essence by bringing in OP + anything that increases your TR, you benefit from slower heals, gen progress, and less frequent/brazen flashlight save attempts.

    Obviously the killers with the largest TR's can make this a menace on small - medium sized maps, but Wesker in particular makes this nasty even on large maps due to his high mobility. All it takes is for a survivor to attempt healing with a base medkit for 1 second in your TR to ensure they won't get a full heal from it, and the fact that OP starts acting against survivors the moment they enter the edge of your TR means they have to stop using their items immediately or suffer a massive loss to the items usage.

    In general, survivors bring items in with a plan in mind, and this perk has a tendency to throw a wrench into said plans. While there is also Franklin's Demise to mess with survivors items, FD requires you to "basic attack" the survivors, and can be easily countered by them simply putting their items down before they are chased/struck. Not the case for OP, which only requires they be within your TR, and the only counter is to get out of your TR and far away from their objectives/you, or to Stop using the item entirely, which is what the killer wants them to do in the first place!

    I actually have OP in one of my saved Wesker and Doc builds specifically because of how it screws with survivors items, and I've personally had end game chat hate for this perk because survivors plans/builds became useless. Imagine that: Survivors actually complaining about "Overwhelming Presence"!

    Overall It's not the best perk, and frankly, it only becomes feasible to use with the 2 aforementioned killers + Distressing as anyone else trying to use it will have a 40m TR at most with Distressing, and unable to apply as much anti-item pressure unless they also have high mobility, but for those that can... It's a highly underrated perk as it's the last thing survivors expect, decently slows down the game behind the scenes, and ensures survivors can't rely on their "toys" to save them.

  • if kill rate was 50% across the board, that would mean that, no matter the killer, at least the 2 best survivors would always escape on average, and killers would rarely get a 3-4k. Basically what I'm saying is that survivor becomes too easy since you will almost be guaranteed to escape half the time you play, and killer becomes too frustrating since you rarely, if ever, feel like you've done your job with that percentage.

    60% Kill rate on the other hand doesn't guarantee 2 escapes, but also doesn't guarantee 3 kills on average either. It's a nice number that is more flexible, keeps survivors on their toes as the killers are more of a threat, while also not ensuring that killers will always steamroll survivors either.

    When I play survivor, I like that the odds are against me, but not so much that escaping feels impossible, and as killer I also like that the survivors will collectively provide a decent challenge to me, and while I feel I have the advantage, I can never underestimate them.

    60%, yeah that's a good target range for kills as it doesn't make things too easy for survivors, but also ensures that the killer is the threat they should be. I'm perfectly comfortable with that rating, because if it was a 50% kill rate, or lower... who would even want to play killer? This is a 4 v 1 afterall, and if the 1 doesn't feel strong enough to threaten more than half of the 4, then where's the fun?

  • @PotatoPotahto said:

    https://us.v-cdn.net/6030815/uploads/SCL248GOC8KZ/jrbhcru.jpg

    He looks like Edgar from Men In Black, so I'm calling him Edgar

    It became apparent to me after a while of seeing footage of "the Unknown" that it is not some twisted or malformed person, and is infact some "unknown" tentacle creature, wearing a persons flesh and trying to convince everyone that its human. Even the voice lines, creepy as they are, are made to sound friendly and helpful, like it's trying to lure you close enough for it to pounce on... a true "wolf in sheep's clothing" if you will.

    Upon realizing that, Men in Black was the ONLY thing that came to mind because of Edgars wife's Testimony:

    "Anyway I know Edgar, and that wasn't Edgar. It was like something was wearing Edgar. Like a suit. Like an... Edgar suit."

    So yeah... My votes on Edgar as the name, not just for the pop culture reference, but because it literally "fits" (heh) this killer.

  • I just force them to Suffer either way:

    "Rock & Hard Place" Build -

    Add-Ons - Really anything is good but Black Incense Really shines for tracking against those who refuse to cleanse.

    Dying Light, Thanatophobia, Surge or Hex: Plaything, and for your final perk either Hex: Pentimento, Lethal Pursuer, BBQ, Pop Goes the Weasel or Surveillance (all of which have good synergy with this build, just depends on whether you need more Gen Slowdown, or better tracking)

    What this build does:

    Survivors who refuse to cleanse add the full effect of Thana on top of DL, making it so that by the time you reach 4 stacks of DL, Survivors have -32% Repair Speed. DL's buff of 33% healing speed is useless against Plague, so she's literally the only killer that can get all the benefits from it without giving any to the survivors. Tactics wise, you want to Fully infect and hook survivors quickly in the early game so that mid game gen progress slows to a crawl, but just because you bring in DL, do not make the mistake of avoiding the Obsession. They are the only person unaffected by DL's Slowdowns, so hook em twice, and if you haven't killed anyone yet, just keep slugging them until you kill at least 1 if not 2 other survivors, breaking the DL+Thana combo potency anyways. Expect at least 2 gens to pop while you're getting your DL stacks, but once it gets past 4, the game slows down immensely.

    The build for me is tried and true, but versatile enough that aside from the DL+Thana combo, you can adjust it with the other perks I mentioned to match your playstyle. Overall this build gives survivors the ultimatum:

    Don't Cleanse = Suffer incredibly slow gen progress by mid-late game.

    Cleanse = Give Plague her (arguably overpowered) Pew Pew.

    hence the name I gave the build.

  • @ChaosWam said:

    Suppressed presence is pretty top tier ngl

    Thank you kindly. I really mean that.

    Honestly though, I think the dev's would believe it to be too broken tbh. I mean yeah, a GhostFace, Wraith or Shape using it is not really gonna make much of a difference, but the other (supposed) "Stealth Killers" like Dredge or Sadako ridding themselves of their ONLY disadvantage of being intentionally created to be too Loud by the devs design (possibly in some strange reasoning for "balancing" them)... yeah, I kinda feel like this perk spits in their faces a bit.

    That's actually always been my chief complaint about Dredge and Onryo... They have a built in Undetectable status, but they're just too freaking loud with everything they do, that you could hardly call it "Stealth" at all. The devs tried the same with GhostFace in his PTB, wherein he literally emitted a 24m radius "Spooky Wind" sound whenever he was in Night Shroud mode. It was a unanimously lambasted as a Disaster... and I quote: "It's like the killer's shouting out to the survivors 'Hey I'm over here in stealth mode, DON'T NOTICE ME!" -DbD Community

    Sigh, you'd think the dev's actually Learned something from that mistake as it was very quickly changed by GF's live release, making him the Sneaky, stealthy, little stalker we know and love today, and yet, here we have Dredge, Released almost exactly 2 years after GF while featuring a built in Undetectable mode, but with a Directional ambient audio "lullaby" whenever he's in Nightfall mode... effectively pointing out his EXACT position for anyone with decent speakers/headphones, Ruining any chance he ever really had of truly jump-scaring survivors, and even worse: He already "Glows in the Dark" for survivors within 24m of them AND all his actions (Vaulting, Breaking, Attacking, Teleporting etc) Have very loud and directionally locatable audio as well. (Deep Breath due to long ass sentence) SIGH... sadly we should've all seen this coming, as Sadako, released the chapter directly preceding Dredge, is roughly the same noise wise, with 1 exception: Her Lullaby radius is Omni-directional like Huntress or Freddy.

    However, Imagining them with Suppressed Presence, even Huntress, Freddy, or Demogorgon (<literally one of, if not the reigning leader, of the loudest killers in the game), and Suddenly they become that much more Terrifying. While the perk rewards you with this minor advantage for avoiding chases/injuring survivors for a set amount of time, or going "undetectable"... I felt the trade off/potential was worth it.

    The devs on the other hand...well, IF they were to implement it, I can see them drastically upping the cooldown to 120 seconds minimum (and that's being optimistic), just to make it more "Balanced". The reason I suggested 30 seconds was literally because I figured: "If I'm gonna suggest any perks... I might as well go BIG."

    The Irony is not lost on me that Suppressed Presence is actually one of the "Mildest Perks" I've submitted here. 😋


  • @FilthyLegionRevival said:

    The first part of Time's Up implies the survivors are still in the trial and can cleanse it to reopen the doors. Though this would be cool (albeit with giving it Haunted Grounds treatment with two lit totems for this hex), the next part contradicts it saying that all survivors not past the gates when closed will die. Personally, the auto sacrifice is something I'm not a fan of.

    My two favourites from each side have to be Empathic Agony and Time's Up for killer, Devilish Deal and On The Edge for survivor. Would've chosen Ring of Warding if it wasn't for the fact I like chase oriented perks on survivor because I can see the utility in running over to a spot where you're exposed by noed or devour and tanking the hit. Even better if the boon is nearby an open gate.

    Times up only insta-sacrifices survivors that are behind the gate/in the exit zone when the gates slam shut. Likewise if the killer is behind the gate when it shuts, any survivors remaining in the trial automatically escape.

    Basically, after the survivors/killer open a gate, the survivors have 30 seconds to leave or they risk either being trapped in the trial grounds until they cleanse the Hex: Times Up totem, or potentially being sacrificed if they stayed to T-bag the killer at the exit. Any survivors still out in the trial grounds when the gates shut have to deal with the totem in order to reopen the gates, they aren't sacrificed by Times up, just delayed and have to deal with the killer like normal.

    I personally really like Empathic Agony because it promotes gameplay that keeps killers from tunneling if they want all the benefits the perk has to offer by mid to endgame. + it really rewards a killer for going for as many hooks as possible instead of Camping a single survivor to death.

    I'm also glad you like Devilish Deal, I'm not sure many people will, and thought it might be a bit too broken against a Shape or Ghostface player going for the Exposed downs. That's actually why I added the condition of survivors getting full sacrificed once it's used up all their other perks, as each prevented Exposed down is equal to 1 less hook for the killer, so giving them a max of 3 chances to dodge death at the price of their perks and a potential instant sacrifice felt like a fair trade to me.

  • @Caiman said:

    I've had an idea similar to your first one, a killer perk where every time you hook a survivor, a random pallet on the map drops on its own.

    Not sure if you mean you like it or not, but glad to have a fellow "like minded" individual all the same!

  • I just thought of something... The killer brings in Hex: Ruin, and since the gens are now restricted to 8 separate regression events caused by either kicking or perks before they can no longer be regressed, Theoretically, does that mean a survivor can go to a gen, tap it, let Ruin start regressing it, and then keep tapping the gen until all 8 events are used up?

    I mean yeah, the survivor has to repair 5% each time before letting Ruin do its thing again, but that's 40% of a gen repaired by essentially "tap" repairing it, and after the 8th time, nothing will make it lose progress anymore.

    Upon realizing this, If it works the way I'm theorizing, I don't think I'll ever feel the need to cleanse Ruin ever again... Might as well change its name to Boon: Ruin.

1 2 3 4 5 … 38