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TWiXT

TWiXT

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TWiXT
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  • Leatherface's greatest potential is the ability to 1 shot multiple survivors in one chainsaw frenzy. On paper that sounds like a broken mechanic, in practice its a very rare occurrence to not only find more than 1 survivor to chainsaw at a time, but also give said survivors very little room to run from him. 1 such scenario that almost always guarantees multiple survivors down is the insidious basement camping scenario, where-in 1 or more survivors come down to the basement to unhook an ally and LF was standing right there using insidious for 0 terror radius, with his chainsaw ready for the ensuing bloodbath.

    Basically the reason most of them camp is because it allows them an easy opportunity to take full advantage of their powers maximum potential. Otherwise catching multiple survivors with his chainsaw is attack extremely rare, and often un-achievable even if the conditions are favorable (like a tight passage with 2 or more survivors running the same direction), since his slowdown while charging and weak acceleration only allow him to get 1 at most while the others scatter.

    It's like Pig players who tunnel survivors trying to get the RBT off their heads, or body-block the jigsaw boxes. They have all that potential that rarely (if ever) actually does something, so instead of getting "blue balled" they are purposely creating the situations for their mechanics to be fully realized.

    Take Insidious itself, the only way a perk that nullifies your TR while holding still is useful is if you are setting up an ambush, and the only ways you can setup ambushes are to either camp an objective and hope a survivor comes to it instead of the another one, or to camp a survivor on a hook because you know their team mates will try to rescue them. Other than that it has no use in overall game play.

    Which begs the questions: Are they doing it because they are just toxic players? OR, is it because the mechanics designed by the devs encourage these toxic tactics in otherwise reasonable players?

  • The jokes on all of us, we're actually getting a Hemlock Grove chapter!

    Fits the horror theme more, isn't as popular, and regarding stranger things, Netflix already got in bed with the Fortnite devs who now have a solid license agreement. I wouldn't be surprised if we get Hemlock Grove, Bird Box, The Silence, Sabrina, or even I Am Mother instead of what we really want.

    Although I wouldn't mind an in-game adaptation of one of the Love Death+Robots shorts, some of those were pretty nifty.

  • I'd re-balance all killers to be able to do decent at mid rank with low-mid add-on's and perks, and make them all competitively viable at high rank with the aid of higher rank add-on's and perks.

    I'd also make the perks and add-on's availability reflect the ranks:

    rank 20 = no perks, only brown items/add-on's,

    rank 15, = rank 1 perks and brown and yellow items/add-on's,

    rank 10 = rank 2 perks, brown, yellow, and green items/add-on's,

    Rank 8 = rank 3 perks, brown, yellow, green, and purple items/add-on's,

    rank 5+ = all perks, all add-on's available.

    Selecting a rank 3 perk at lower ranks downgrades it to the appropriate level for the rank you are competing for the match, items and add-on's are restricted by rank, and higher quality items can only be used if looted during a match.

    On top of that I'd improve the engine, graphics, and optimizations to better fit the standard systems capabilities of today. Make dedicated servers active from day one, balance it around SWF by adding in-game voice communication, uncensored mori animations to enhance the horror aspect (for applicable countries), provide mori animation dlc packs for more variety, reduce the grind a bit, give survivors their own unique quirks/abilities to make them more than just interchangeable skins, improve the audio quality, tone down the condescending "tutorial mode" hud notifications at rank 8 and again at rank 5, add more game modes and objectives, and re-do the ranking system to reflect player skill better as well as provide greater rewards for achieving higher ranks.

    Finally (shameless plug), I'd add this killer to the game:

    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 think it'd be a blast to play as and against.

    in DBD 2 Comment by TWiXT

  • @NullSp3c said:

    Maybe stridor, or overwhelming presence or left behind.

    Stridor becomes almost useless when you have good ears and/or headphones.

    Overwhelming presence is just franklin's demise but a lot worse.

    Left behind is just pointless. Or you find the hatch or the killer finds the hatch.

    Maybe left behind is the worse.

    I always found Overwhelming Presence to be better than Franklin's demise, because while FD only knocks off 10% of an items base charges per use (1 second for a 10 second flashlight) OP doubles the charge cost for using the item in your TR (2 seconds worth of loss per 1 second of use), so I don't feel OP needs any buff treatment.

    Stridor was broken in patch 1.4.1 long ago, acknowledged by the devs that it was broken, and never fixed. It used to be the only counter to Iron Will because it raised survivors volume up 50% when injured. They were still quieter than normal, but at least you could hear their grunts of pain. After that patch though, Iron Will ignores Stridors influence completely, so it would be nice if they at least fixed that part of Stridor.

    Completely agree on Left behind.

    Want to add Thanatophobia, and Fire Up to the mix here.

    Thana was briefly buffed during a PTB, and was actually very useful for once, but they chickened out because of how old legion operated. Now however, it'd be fine if it went back to that buffed level.

    Fire up needs a flat 5% per token gained at rank 3 because by the time it gets to 25% all gens are already done, there's hardly any pallets left at the endgame anyways, and that is when this perk should be at its most advantageous to the killer so they can try to get a hook/sacrifice in before the survivors escape. This would also make it better for the mid game chases as it would be on par with bamboozle for vaulting speed. Overall If FU was changed this way it'd give general killers like wraith, plague, clown, pig etc better map pressure as they'd be able to do better in chases. With the cost of this increased potential being survivors completing gens, I'd say this is a balanced trade off especially against the gen rush meta.

    @AhoyWolf said:

    All Huntress' perks


    100% agree!

  • Survivors never hold back on their builds, items, add-on's or offerings, so as a killer there's literally no reason to hold back either. Don't follow any made up rules, Play how you want to play and use the tools you've earned any way you see fit. If they give you excessive salt, report the worst offenders using racial slurs and death threat messages, or if on PC, just close the chat box and continue playing in peace. Hypocrisy is high among the survivor side who will often bemoan killers for using Iridescent Hatchets, NOED, Prayer Beads, etc, all the while they bring in full meta perks, anti hook offerings, Items with Ultra-rare add-on's and jump in teams of 2 or more speaking to each other via discord. They often do this claiming that "it gives killers a challenge" which is code for "we like it easy"... Don't make it easy! Turnabout is fair play, and If they can't handle that then they are playing the wrong game.

    Thank you OP for understanding.

  • I think the largest issue with letting killers place totems, is the same problems that Hag and Trapper have.

    1. It takes precious time to setup.
    2. Survivors that are in your area can see where you place them, and then disarm/cleanse them when you leave.

    True the current RNG is garbage, often spawning totems less than 10 meters from a survivors spawn point or a gen, but at least the random nature of the totems means that other times survivors have to scour the map to find the right totem(s), which wastes the survivors time instead of the killers. Giving killers the ability to plant their totems where ever they want will also create new issues of killers discovering impossible to reach places, and or bugged locations that will be unfair to the survivors until they get fixed, but even then all a killer has to do is take up a strategy like planting them all in the basement to ensure even if a survivor manages to cleanse one, they won't be getting out of there.

    The only things this game needs in regards to totems is better hiding locations for totems in ample amounts scattered all over the map, and totem identities available to the killer at all times so they know what is being cleansed and where. Also they need to make Thrill of the Hunt, and Huntress lullaby normal perks and not hexes since they aren't OP enough to qualify for the hex status.

  • Spirit, Feng, Ruin, DS

    Long ago I played both sides of this game daily in harmony, but then everything changed when the DC Nation attacked! Only the Dev's, masters of the Ban Waves could stop them, but when DbD needed a Ban Wave most, it vanished. A hundred years passed and my brother and I discovered the news of a new DC punishment system, a special group called the Disciplinary Committee, and although they're coming with the Dedicated Servers, they'll have a lot to learn before before they're ready to save anyone. But I believe the Disciplinary Committee can save DbD!


    All joking aside, Until then I don't play more than maybe once a week (if at all). The DC Epidemic Killed this game for me harder than any bugs, other toxic behavior, or imbalances ever could. It's just not fun when so many people won't play the game as its intended, and ruin the experience for everyone who loves playing by being petty, unsportsmanlike, over-entitled brats who can't take a loss in stride and learn from it.

  • Playing Pig on Haddonfeild, Crouching up to the base of the stairs then triggered the roar without finishing it as I moved towards the back door, the Roar caused the survivor to jump out the window behind the house landing them right in front of me, which I quickly took advantage of and got an easy down.

    Later in the same game with 2 dead and 2 left, I downed one, trapped, and hooked them, at which point BBQ triggered and I saw the final survivor halfway down the street running to the right. I took a chance feeling that this survivor knew I had BBQ, and so I crouched and went to the left. Ended up hearing the sneaky survivor behind a hedge square, Dash attacked them, and after a quick chase I had them down. Must have scared the hell outta them considering how panicked their movement seemed.

    Both plays made me feel awesome, and not even the endgame chat salt could ruin that high.

  • Is it weird of me that I always thought it was spelled Demi-Gorgon? Like Demi-God or Demi-Demon?

    Demi meaning "Half", and Gorgon referring to a very powerful mythological monster race. It made sense to me when the name was first uttered in the show while they were playing DnD that the boss they fought was a powerful Half-Breed Monster. The creature in stranger things even stood upright like a person, had all the same limbs, but was definitely a monster that resembled a half man half plant thing. Whereas Demo is just short hand for Demonstration, so Demogorgon is like saying Demonstration Mythological Monster.

    Idk... Maybe I'm overthinking it.

  • The Jokes on all of us, we're actually getting a Hemlock Grove chapter!

  • @BrayneePotato

    This concept has potential, and I'm thinking the killer and perks just needs a few tweaks to iron things out, so lets start with the biggest issues.


    First and foremost the devs have stated multiple times that they will never base any killer off of a real person, or religion. With the Plague no one really knows what ancient religions she worshiped, just that they didn't help her or her followers. With Hag, they never mentioned her villages religion, and simply called it "the old ways" "or the old magics". They'll base them off of folklore and myths just fine, but only as long as there's no chance of offense to any cultures, past or current tragic events, or beliefs still practiced today. So instead of calling it Voodoo, just to be safe, take a hint from Hag's description, and call it something along the lines of "the forbidden magics" or "the old practices". That way, even if its insinuated that he is using voodoo, you aren't directly naming it. Other than that, his backstory could use a few touch ups here and there, to give it better flow, and help people identify with the character and his motivations. What makes him hate the modern world so much? How good or bad was his life in the village? How many people did he kill before he vanished? And how did the people in the area react to his antics? 

    From what I understand, Hatians are reasonable people, but also have many superstitions that they have all grown up on, Which leads me to believe that the police arresting the witness would try to keep calm about it, but definitely investigate due to their superstitions. The best formula for creating a serial killers backstory is to provide a strong reason for why they decide to kill in the first place by taking their life into account and providing adequate Internal Antagonists (personal life stuff, disabilities, family members, close friends turned betrayers, etc), and/or External antagonists (other people in the village, outsiders roaming through, your run of the mill transgressors or villians. etc). In My backstory for the dolls, the internal antagonist was her stepmother, and the external antagonist was the boy who killed her favorite friend Lucy. The backstory doesn't always have to have both, but its usually better if it does, because deep down you connect with the character no matter how abhorrent their deeds are when they decide to take up the sword against their fellow man.


    Now onto the Power. 


    I like the idea of a killer that builds it up by shedding blood until they can activate it either passively or actively. Instead of a token system, have it build a percentage of his power bar per survivor hit, downed, hooked, and reward him greater for the hooking than you do the others. For example: 

    He gets 20% of his power bar filled per hit or downed survivor, and 40% for each time he hooks one. 

    That would mean he gets 80% of his power filled for doing one normal chase, which leaves him 1 hit away from being able to activate his power. I would have M2 be the activation trigger, but also do something else while he is in Blood Rage mode, but I'll get to that in a bit. If he moves at average killer speed of 4.6 m/s, have it jump up to 5.6 m/s and still recover 20% per survivor hit or downed while its active. if the power is active for 20 seconds, this would mean he gets 4 seconds worth of power for every hit on a survivor. 

    As for an innate tracking ability related to the blood, I would say the survivors should leave glowing red mist behind them every where they go while injured, Kind of like a 20 meter comet tail. Also the closer he gets to them the brighter and more intense it is giving him aura vision for it when within 8-12 meters, so he can see the mist through walls and what direction a chased survivor is going but only when he gets really close. Of course this tracking ability trumps all others (can't see scratch marks, can't hear survivors noises or environmental alerts, only hears a pounding heartbeat) and the only things that are lit up are the blood pools and the comet tail of blood mist trailing them. This is only active in Blood Rage mode and only applies to injured survivors.


    As for the M2 ability, I would say a good Pounce attack would be fantastic. Pressing M2 while in Blood Rage mode sends him hurdling forward 12 meters to deliver a blow that also throws survivors in the direction he hits them about 3 meters. It would help a lot in a chase, but also cost 20% of his power bar every time he does it, and give a 3 second cooldown that temporarily stuns him after failing to hit with this attack. That way there is a risk/reward factor in using it: If he succeeds in hitting with the pounce he gets the 20% he spent back, and can continue pursuit, if he fails he just lost a chunk of the time he has in Blood Rage mode, and is stunned 2 seconds. I can also see the potential for an ultra rare add-on that makes this pounce attack bust through thrown down pallets like they were nothing, which would make survivors try to slam the pallet on him instead of putting it down too early. Following the Likes of Plague and Ghost Face, He gets completely thrown out of Blood Rage mode whenever he is pallet slammed, or stunned, so that survivors have some better counter-play against him. 

    Finally As a Bonus, Give him a full power bar for each time a survivor is killed so that he has the potential to combo attack right after a sacrifice or mori.


    Pros of Blood Rage:

    1 m/s Increased movement speed

    Visual Tracking via blood mist comet tail 

    aura tracking in 8-12m range for blood mist trail

    Fast 12m Pounce attack

    Breaks pallets 20% faster

    Full recharge of ability when a survivor dies.

    Pounce attack knocks survivors 3 meters in the direction they are struck.


    Cons of Blood rage:

    Easier to see and hear

    Can't vault windows

    Pounce can be dodged

    Power lost when stunned

    Pounce costs 20% of power bar energy

    Failed pounce attack stuns killer for 2 seconds.

    Innate Blood mist tracking only applies to injured survivors.

    Loses ability to track via sound and scratch marks.



    Chases in Open ground are definitely this killers primary strength, so as much as I'd love to see a Cave system map (I already suggested one in an earlier concept), I'd have to go with his village or the beach. 

    I can see the beach map littered with bungalow houses and wooden docks going out to them over the water, beach side bars and restaurants, and plenty of palm trees building up to a thick jungle. but the issue with that is how it will all be walled off, how deep for survivors the water goes, if walking through water slows survivors and/or killers or not, and where the exit gates will reside.

    The village on the other hand could have lots of open ground roads, pubs, stores, homes, and easily be walled off. Either way, the Tropical island style environment would feel fresh, and very likely have thicker fog like the swamp maps do since it'll be at night.


    Onto the perks:


    Drain their souls 

    Could be renamed to something like "Drinker of Souls", "Soul Stealer", Or "Devourer of Death" something that says you gain power from the demise of others. Here's some suggestions for the text of the perk:

    For each Sacrificed or killed survivor gain 2/3/4% further lunge range. Lunge attacks take 12/8/6% longer to recover.

     Or,

    For 40/60/80 seconds after killing or sacrificing a survivor, your lunge range is increased 4/8/12%.


    I think something along these lines will give it the power it needs considering the cost, and still give it some counter-play balance.


    Poisoned wounds

    Could be renamed "Toxic Strike", "Pestilent Potion" or "Vile Attack"

    The reason Ruin is a hex is because its effect of providing no gain for great skill checks, and causing gens to halt progress for 3 seconds for good skill checks is really powerful against gen progress. Applying something like that to survivors healing would either have to be a hex, or watered down enough that it's not too broken or infuriating. Here's my watered down non-hex suggestion:


    Injured Survivors performing the healing action have a 10% increased chance of triggering skillchecks with 10/20/30% decreased success zones that feature no Great skillcheck zones. Failed skillchecks reduce healing progress by an additional 5/10/15%. 


    Paired with Sloppy butcher, the mangled status in general, and perks like Unnerving Presence, this will be very potent against injured survivors trying to heal. We already have perks and add-on's that make healing take longer, this suggested change to the perk will Make the skillcheck game more frequent and more hazardous when they heal. The counter-play for survivors regarding this suggestion is to find healthy teammates to heal them since it only applies to injured survivors attempting to heal themselves or others. I can see it being very powerful in the hands of killers that combo attack multiple survivors like Legion, or your killer.


    Hex: Cursed Environment

    I really like this one as there really are too many windows in most of the current maps. The name could be changed to "Hex: The Way Is Shut", "Hex: Corrupt Obstructions" or "Hex: Narrowing Paths". Here's my alternate suggestion:

    Once the trial begins, Up to 2/4/6 Vault locations are blocked by the Entity, and survivors block new locations every time they vault during a chase. There can only be 2/4/6 locations blocked at any given time and they remain blocked unless they are changed as long as this Hex remains active.

    The biggest problem with the original effect of having it randomly block windows is that it may pick windows on the edges of the map and no where near key jungle gyms or loops, which would honestly make the perk too weak to be considered a Hex. By making it so that chased survivors dynamically change the vaults that get blocked, all chases become much more intense. It's basically applying the block survivors get after 3 vaults during a chase, but upon their first vault, and it remains blocked until the hex is cleansed or enough survivors vaulting during chases change which windows are blocked. This may make it a bit OP, but that's kinda the point of a Hex perk, it needs to be powerful. and enough of a game mechanics changer that survivors will panic and go searching for the Hex totem instead of focusing on their objectives.


    I hope you like my suggestions/opinions. This killer could be very fun to play and oppose with the right tweaks, but always remember to keep things balanced as best you can, avoid referencing real world religions or people, and consider other existing perks and how they will pair with yours when making them.

  • The first time i saw the little teaser for the cosmetics that showcased the outfit with the dead bunnies hanging from his belt while he was running, I immediately thought:

    "Damn right he's running! Shape's gonna be pissed when he finds out Billy's been raiding his add-on's!"

    Ever since, that's been one of my favorite cosmetics.

  • Survivors would just bully it harder, spouting things like "That's not scary." and "You wouldn't run away from Calista Flockheart!"

  • @BrayneePotato said:

    Ty for ur answer. Yeah, I have thought of that as well, but still, ist quite fast. (tweaking the stats is possible tho ;D)

    And Painful Neglect is an awesome perkidea! Could really have some weight and help Scratched Mirror Michael or GhostFace to get some sneaky stalks^^

    I don't like the Survivor altoo much, but ist just a Survivor...

    And what About the map being a big Mansion, would have better vibe with the Dolls, yk? Like an old dusty house, filled with ceramic puppets '^^

    Idk, if you will consider my idea. I myself do have a concept too, if you want to hear it, just ask.

    @BrayneePotato

    You're welcome, and if it was tested and proved to be too fast of a movement speed for them, then it could always be tweaked. I just figured they needed it in order to be a threat considering their downside/mechanic.

    I'm glad you like Painful Neglect, It went through multiple revisions, and originally i thought it would be too powerful against survivors so it gave them a 5% speed boost while focusing their attention on a gen, but the problem with that is that Gens already go really fast, and survivors have ample tools and perks to aid them in repair speed, so the killer doesn't need to help them any. I also limited it to the TR, but that would've been useless for more stealthy killers with low TR's and survivors would've adopted simply not working on gens as soon as they hear a heartbeat. So making it a simple global perk that affects all survivors, but only punishes them briefly when they look away from their objective seemed the right call.

    I didn't put as much effort into the survivors backstory, because I view them more as interchangeable skins than actual characters, and the Killers are usually the more interesting characters in the game anyway. I put all of my effort into the survivors perks instead, guaranteeing them equal or greater value tool kits and flashlights, Silencing gens as you repair them, and Mind gaming the hell out of the killer with the delayed completion on a gen (which also allows you to get far enough away to avoid Bitter Murmur's aura reveal). I pretty much wanted the survivors to be able to make "Gen Ninja" builds that may or may not prove to be too frustrating for the killer players out there. Again, we wouldn't know unless it got tested.

    As for the Mansion map idea, I do like it, but this killer comes from a cottage on the outskirts of her hometown, and lived fairly humbly after her stepmothers demise. However, ceramic dolls like these were notably expensive back then, especially high quality ones like she makes, so I don't see anything wrong in an alternate map being one of her wealthy customers large homes filled with her dolls. The main reason I went with the map Idea in the post is because its basically Rotten Fields, with Grass instead of corn, a Fence around the meadow and home, and the Dolls would be jump scaring survivors left and right as they move through it since the dolls could easily be hidden by the grass. However I think these little devils will prove to be very scary in maps like Lery's Institute because of all the walls and objects giving them better freedom of motion as they would be harder to see, and another indoor map like a mansion would definitely be atmospheric and make the dolls more threatening due to there being more cover. It doesn't entirely fit the killers back story, but it also kind-of fits as well since any child she found to be obnoxious and undeserving of their pretty eyes would have been stalked, lured and killed by her, and I can see the shop owner having her accompany them to make a delivery to a wealthy families mansion not knowing it would also be where she finds her next victim.

    What was your concept?

  • Someone once proposed the idea that when Plague vomits on/infects a gen it starts regressing and keeps regressing even when being repaired as long as its infected. Since generators regress at .25 of a charge per second, and a lone survivor repairs at a rate of 1 charge per second, this would mean that they'd be repairing at .75 charges per second, which out of 80 seconds for normal completion would add 20 seconds of repair time for a lone survivor as long as the gen remained infected.

    A similar idea could apply for regressing generators by putting a timer on how long a generator will keep regressing while being worked on, and make the survivors work through it until its done, something like 5 seconds or so, which would add 1.5 seconds to the overall repair if a survivor jumped on the gen right after the killer kicked it. That would definitely keep survivors from abusing the tap and run tactics, and encourage more coordinated team-play where someone distracts the killer while someone else hops on long enough to stop the regression.

    Another, possibly simpler solution was to give all killers a flat rate of instant regression on gens per kick, like 5%. This would discourage survivors from continuously tapping a regressing gen in the killers presence, as each new kick from the killer would knock it down more and more. Again this would encourage the aforementioned 1 distracts while 1 repairs tactics above to recoup whatever progression was lost in the initial kick, and try to gain more progress.

    In all honesty, Gens pop so quickly in the game currently, and some of these ideas may be better for the games balance overall, but we wouldn't know for sure unless any of them were tested.

  • As far as I can tell, its a cone that starts at the base of your screen and spreads as it reaches the top. That explains why its hard to detect GF if he's right in your face, but easier to detect at further range. It also explains why lowering your angle of view when looking at him is more effective at detecting him than focusing the center of your vision on him, and why survivors can more easily detect him this way while ducking behind cover. Overall it feels a bit broken since it enables survivors to detect him without ever presenting a target. If they gave the survivors an invisible pointer like the red stain on killers that had further range, but still emanating from their heads, it could at least be obstructed by objects right in-front of the survivors face, which would force them to have to stand up from behind cover to detect him, and feel a bit more balanced.

    Otherwise if it is a cone and they inverted it so its narrow at the top, and wide at the middle to bottom, that would make detecting GF easier at mid to close range, but harder at long range, which would also make detecting him more difficult from behind cover, and also feel a bit more balanced IMO.

    While it feels like a cone, I honestly don't know if it is, so this is all just speculation, and suggested changes for better balance, based on how it has felt playing as him and playing against him.

  • @NurseMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/557709#Comment_557709

    I forgot to mention you lol. Yeah this could be actually a nice idea.

    https://forum.deadbydaylight.com/en/discussion/comment/558092#Comment_558092

    First thing first I love that you quoted Amanda from the actual movie, but I feel like this could be very difficult to pull off to actually make it effective. This would require a combination of perks to instantly down people as soon as possible to trap all of them, which is hard since well... it's still Pig.

    Or you could wait for the mid-end game wherein you've already hooked everyone at least once before you start putting the traps on them, and then chase down and kill one via sacrifice or Mori to set them all off. It would definitely be difficult to pull off, but so rewarding when you do. You'd have to change up your tactics when using it, and it would be crazy powerful against those super altruistic teams of survivors who hook rush like no tomorrow.

    I really like all of your other suggestions too, I just thought I'd give you one of mine to consider.

  • Although i like the idea of changing pigs dash attack to be instant, I feel like it wouldn't be worthy of filling in the Ultra-rare category. It would be great as an alternative to the Very Rare add-on "Amanda's Secret" as that add-on is just garbage the way it currently is. Your alternative for it is already nice though..

    Here's an alternative add-on idea I've had for a while to replace Rules Set No.2 If it were made part of the pigs base kit:

    Heart Monitor Trigger - Ultra Rare

    Reverse Bear Traps become active with no timer after a survivor with one attached is unhooked. Once a survivor with an Active RBT is killed or sacrificed, all other active RBT's Trigger.

    -Tremendously increases the time it takes a survivor to search Jigsaw Boxes.

    -Considerably increases skill check difficulty when a survivor searches a Jigsaw Box.

    "His heart stops, you die!" - Amanda Young

    This changes the power so that you can chain RBTs Triggering on survivors. They don't activate until a survivor is unhooked, which puts pressure on any survivors with an already active RBT to either risk having another survivor running around with another active one, or leave them on the hook. Since the RBT's have no timers, they are more difficult to remove at jigsaw boxes. It also focuses the killer on trying to trap everyone and then quickly kill one to cause all of the others RBT's to trigger. It may not slow down gen progress anymore, but its a major threat to everyone who has an active RBT and should encourage the team to help each other try and remove them. Overall its a different effect for the RBT mechanic from the standard one that will change the way the match plays. In all honesty though, I get the impression that if you pull off killing one with an Active RBT only 1 other survivor at most will fall victim to the chain reaction since trying to get all 4 at once will be unlikely with the current Jigsaw box RNG. What do you think of this alternative?

  • "Shatner, I'd fight Shatner. Who would you pick?"

  • I hate that I get none of the dailies for the killers and survivor I actually play, and always get them for the ones I've put little to no points into.

    "Chainsaw 4 survivors with Cannibal", Gladly would if he had any good perks higher than rank 1, and a good supply of decent add-ons. But no, Cannibal is not my favorite playstyle, so you're asking me to use a killer who isn't viable at my rank, and has none of the tools/perks to compete at my rank, and accomplish a task that is ridiculously challenging at my rank, for a measly 30k bonus? I get twice as much as that playing a game and losing with Legion. Hard Pass!

    "Open the gate 2 times with Bill" I only play 1 survivor, and only upgraded everyone else to rank 40 for the teach-ables, so Bill is worse off than my Cannibal! There's nothing unique about the other survivors, just skins that share the same perks. Why on earth would I want to max out all of them, when I can just do that to 1 of them and have the same survivor experience regardless? You think its because I want to hear different noises come from them? Use different cosmetics? No, I just play the survivor role with my favorite skin, and unless you start giving them something else that makes them unique from each-other, and game-play affecting, there's literally no reason to get any of the others past lvl 40. Again Hard Pass!

    Sigh, The dailies are useless to me. The only ones I ever do, because I know I can do them, are the really easy ones, or the "Kill a survivor by your hand" ones, because I'm gonna lose no matter what with those characters, but at least it was an easy 30-60k.

  • Running Chrome, commenting only starts to get laggy if I type more than a paragraph, but editing a comment or post gets extremely laggy right away, and then locks up giving me "the page is unresponsive. Wait/Exit Page" message. Haven't tried other browsers yet, but this has been going on for the past few days, and I've started typing out my messages/comments in notepad to copy+paste them in order to post anything. If i don't do that, it'll get laggy, or crash, and I'll have to retype everything. I get the impression that the frequent "Draft Saved at" messages may have something to do with this, as the more time you spend in a post commenting or writing, the worse it seems to get.


  • @BunnyTheHutt said:

    I don't think Legion ever had a black mask, and Hag's skin went from black too a very dark blue, which you would not even notice most of the time. The changes really aren't that big a deal, but anyone asking for a refund on a skin that costs 1.35$ is entitled. The skins and changes are fine, and the skins that were changed look good still. There are much more important things too talk about then this IMO.

    The black mask on the legion is part of the Moldy set, It wasn't pitch black, just about as dark as their jackets, which looked great on pink haired Susie, and other than looking cool, gave no advantages to her.

  • @BlondeMegPls said:

    Mind Numbing Mist should definitely be a hex perk, but apart from that this looks great!

    @BlondeMegPls

    I'm not sure it really needs to be a hex since all it does is stop survivors from receiving the plethora of notifications in their Hud. Take Ruin for example: They get 3 notifications when its active against them: the notification on the left telling them which hex is working against them and at what level, the Cursed status effect notification, and the Perk icon in the lower right next to their own perks. This would remove all of those, but they would still see red skill checks, and of course the gen would still spark and pause upon hitting a good skill check, which alone would tell any casual or seasoned player that they should go looking for Ruin. Some other examples are the effects of Sloppy butcher, if you removed all of the notifications in the hud, you'd still see a huge geyser of blood erupt from you when hit, and experience slower healing speed. To me, that alone should be all the information you need to know the killer is using it. If they have Make your Choice, your character cries out in pain after rescuing a survivor, which should let you know its affecting you, likewise when Shape goes into EW3 and exposes everyone, he has his theme song play globally for everyone. If a killer has Devour Hope and 3 tokens, the moment you notice someone go down from a 1 shot hit, when before that wasn't the case, should be all the info you need to go looking for it as well.

    I guess I was a bit vague when I said "teammate condition notifications" what I meant is conditions like who is broken, has borrowed time ticking down, or who is the obsession and whether or not they are being chased. Injured, downed and hooked are all still there, so perhaps I should specify that in the description.

    Basically the Mind Numbing Mist removes the training wheels/Tutorial mode coddling of the Hud, and lets players rely on their earned gamer instincts instead. True it wouldn't be too nice to use against new players, but I don't think the devs give us gamers enough credit to be honest, as we adapt very quickly when something doesn't feel right. Just think about how players know a killer is using Nurses Calling or BBQ&C: They give no Hud notifications, but the killers behavior give it away, and survivors pick up on that and adapt quickly once they know what's up. They don't need the Status hud to coddle them and tell them what to do, their instincts do, and they start countering those perks on the fly. All this perk would do is emphasize the players ability to recognize what the killer has working against them, and what their teammates have working for them through the feeling of the game without all of the Hud notifications blatantly telling them everything. 

    If you still think that its OP enough to be deserving of a hex, then know I'm considering it thanks to your input.

  • @Holijay said:

    Okay, this is cool. Is 6 m/s a slow movement speed? Concerned the dolls will be too hard to see?

    @Holijay

    6 m/s is 1.4 m/s faster than the avg killer, so its at roughly 130% speed, whereas the avg killer runs around at 4.6 m/s and 115% movement speed. The dolls definitely have the advantage when it comes to objects obscuring them from view, but they still get transfixed in place once spotted, and have the shortest reach of all killers (basically have to be touching survivors to hit them), which is why I chose to give them a faster than avg movement speed. Otherwise a doll sneaking up on survivors at average speed or lower would give the survivors too much wiggle room to spot them, or change targets to a newly possessed doll, which would make the Red Light, Green Light aspect pretty useless, and boring for the survivors to play against. If you want an idea of how fast they move, Play Spirit with no movement speed add-on's. She moves at 6m/s when Haunting/Phase walking as part of her base kit. If they didn't have the higher than avg movement speed then survivors surrounding a gen and playing lookout would ensure victory for them and be the only way they'd play against the dolls, which is a situation I didn't want for them. With the fast movement speed, and small size, they should have adequate advantages against survivors but not be completely broken because they can be stopped in their tracks at any given time, forcing the killer to either switch to a new doll, or try to play possum.

  • @Neot said:

    https://forum.deadbydaylight.com/en/discussion/comment/554323#Comment_554323

    Your idea is very well done and complicated, I came up with this idea on last December and posted it in Steam's dbd forum but your doll killer idea is already here for months before me.

    The idea of making survivor to stare at dolls to be safe is nice, put a lot of pressure to them and feel spooky. But won't their power get denied if survivor decide to have half of their team stare at you dolls as a guard while the rest do generators?

    If all the survivors were to surround a generator and play look out, they're asking for an intense situation where they'll find themselves getting surrounded. Since they can only transfix 1 doll each, It'll only be a matter of time before the dolls get close enough and start rushing in to attack them. Since each possessed doll keeps its TR and red stain for 6 seconds after you transfer to a new doll, The survivors just have to guess which doll you have jumped to, or even if you have jumped to one. One little slip up is all it takes for the whole situation to snowball out of control for the survivors, and since the dolls move at 6m/s survivors can't afford to make the mistake of taking their eyes off of the wrong doll.

  • @Holijay said:

    The red light, green light mechanic sounds great.

    Do multiple dolls have to create a cheer pyramid to hook up a survivor?

    @Holijay

    I do like the idea of these little guys Potentially pulling the "weeping angels" jump scares on survivors: take your eyes off of one for a moment and BAM, its a few meters closer or runs up and strikes! Or keep your eyes on one, and another comes up behind you for the hit. the mind games and ambush potential should be lots of fun.

    No, they're possessed by the Spirit of Agnes Cartwright, who comes out of the doll to do the hooking action, and cannot be body-blocked but also can't attack while carrying (think current Freddy), then she returns to possessing the last used doll. She also performs the vaulting actions by picking up the doll and moving them through the window, Breaking actions, and grabbing actions. In essence, she's still playing with her dolls even after she died, but from her perspective, every time she possesses a doll, she's merely observing them while her "friends" are doing all the actions, and even talking to her since she had developed multiple personality disorder in life due to years of abuse, and personified each personality in her dolls.

    During the Memento Mori, she focuses her power on multiple dolls in order to have them hold down the survivor, and has the eyeless one extract the survivors eyes to use as their own. I imagine her saying something along the lines of: "Ok, they're holding him/her down, go ahead dear, you deserve those pretty eyes more than that obnoxious waste of flesh does." even though she's actually the one doing it all. I think it'll be creepy, especially with all the dolls giggling throughout the mori animation.

  • @Elk said:

    😍So amazing! i love this concept. This is a lot of work, time and lots of thinking. I love the story of the characters and their perks ideas! Great work!

    @Elk

    I'm Grateful, and relieved that you, and others who have commented so far have only expressed their enjoyment of this concept. I honestly didn't think anyone would bother taking the time to read it because its so long, much less reply so enthusiastically (even the TL:DR is a bit long). Thank you so much for your support. 😁

  • Just throwing some suggestions for helping the Pig into the discussion.

    Rule Set No. 2 should be implemented as part of Pigs base kit and replaced with:

    Heart Monitor Trigger - Ultra Rare

    Reverse Bear Traps become active with no timer after a survivor with one attached is unhooked. Once a survivor with an Active RBT is killed or sacrificed, all other active RBT's Trigger.

    -Tremendously increases the time it takes a survivor to search Jigsaw Boxes.

    -Considerably increases skill check difficulty when a survivor searches a Jigsaw Box.

    "His heart stops, you die!" - Amanda Young


    Amanda's Letter should be changed to either reduce the time on the only RBT it gives her to 60 seconds, or not decrease the amount of jigsaw boxes in the trial grounds. It could also use a 24m aura reading as opposed to the 12m range it currently has, increase her ambush speed and distance, or just remove the roar until she is already moving.

    The point of Ultra Rare add-on's is that they give the killer a massive advantage or change the way the killer uses their power. Currently her 2 UR add-on's are painfully under-powered or mostly useless.

    Other than those changes to the UR add-on's, Jigsaw boxes should only feature skill check windows without the Great skill check zones. The boxes already only take 12 seconds to search (17.2 with Crate of gears + bag of gears combo), and when a survivor nails all the great skillchecks they can reduce their search to only 7 seconds. This doesn't really put pressure on survivors. Likewise her add-on's that increase skillcheck chances should also reduce the skillcheck success zones, because these add-on's are useless otherwise and often help survivors search faster by providing more great skillcheck chances. If the Boxes had no "Great" zones this change to her skillcheck chance add-on's would be more viable at adding pressure and at least moderately increasing the skillcheck difficulty.

  • sounds similar to my concept The Dolls:

    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 originally came up with this concept over a year ago, and just recently updated it (link above). It's a Long read, but i included a TL:DR version if you don't have the time to read it all and just want the core info. I'd like you to check it out and tell me what you think.

  • @Gcarrara said:

    Wow, that's a beatifully detailed work you did there! Good job! 😁

    @Gcarrara

    Thank you Very Much for your supportive comment!

  • Bloodpoint cost for maxing all killers:

    60 Perks x 3 ranks = 180 bloodwebs. With an blood point spending avg of 80k per bloodweb after rank 50. 180-50 = 130 bloodwebs x 80k = 10,400,000 Bloodpoints.

    + 1,600,000 for the cost of achieving the first 50 levels = 12,000,000.

    1,600,000 x 3 for prestiging to P3 = 4,800,000 + 10,400,000 = 15,200,000.

    Base cost for maxing killers 10,400,000 x 16 killers = 166,400,000

    P3 cost for maxing killers 15,200,000 x 16 Killers = 243,200,000

    243,200,000 - 166,400,000 = 76,800,000 difference.


    Time cost for maxing all killers:

    166,400,000 ÷ 40k avg bloodpoints earned per game = 4,160 games

    avg 10 mins per game x 4,160 = 41,600 mins.

    41,600 mins ÷ 60 mins = 693.333333 Total hours.

    P3 maxing:

    243,200,000 ÷ 40k avg BP earned per game = 6,080 games

    10 mins per game x 6,080 = 60,800 mins

    60,800 ÷ 60 mins = 1,013.333333 total hours.


    Seems doable, But I like your idea better if only to save time.

  • It is extremely irritating and unbalanced feeling that survivors can knock GF out of his Night Shroud mode by ducking behind a chest high object, and use the third person camera to view him without ever presenting a target for him to stalk back. In other words, survivors have a way of negating his power with 0 risk, and no real counter-play options from him. If the in-game characters themselves can't see over/through the object, then the ability to detect him should be likewise obstructed. The way I see it, this could be fixed by having the characters emit an invisible pointer from their head/eye level (Kinda like how the flashlights work, but invisible to the player), and if the pointer gets obstructed by objects that are between them and GF, then detection doesn't trigger. Although this will narrow their ability to detect him at close range, a good compromise would be to make it so that the closer they are to him, the faster the detection rate is if they have him targeted.

    This would probably be a better alternative to how he is detected than the current way which is entirely based on either a cone or rectangular area down the middle of the screen starting at the base of the camera. I figure it's a cone due to the fact that the closer GF is to survivors, the more difficult he seems to be able to detect. Much like how players bum rush Doctor and get as close as they can so his shock attack has much lower chance of hitting them due to the lower area of effect it has up close. If it is a Cone, that would mean that the top of the screen has a wider area of detection than the middle or the base, which is again most likely since all you have to do to detect GF from behind cover is lower your angle of vision putting him closer to the top of the screen. With my suggestion above, the detection would be less of a camera trick and more of an in-world effect that is affected by proximity and objects.

    Think of it like the killers red stain, only more narrow, better affected by walls and objects (seriously the red stain is STILL visible through most walls, and this problem was only briefly fixed I think the patch after the clown came out, but got broken again sometime after Legion and the Engine update), emitted from the survivors heads, Invisible, and has a maximum 32 meter range. Being that it would only need to be active in matches against GF, it shouldn't be too taxing on the game, but I'm not a programmer, so i'm probably just speculating about crap I know nothing about. However, wouldn't that make the detection mechanic better overall?

    Afterthought: Another (possibly easier) alternative would be for the Devs to simply invert the detection cone. This makes him more difficult to detect at further range, and easier at close range, but more importantly, it means that lowering your angle of view to detect him over objects narrows the effective detection area, and makes it more difficult to accomplish. Survivors would still be able to do it, but the increased difficulty of it might make things more balanced feeling, and it would address the issue of survivors having a harder time detecting him the closer he is to them.

  • @Salty_Pearl said:

    I just want it to work on Nurse's blink hits, they made her blinks affect MOM so why can't it affect Dark Devotion?

    It also doesn't activate on Legion's frenzy attacks, Shape's EW3 attacks, or Pig's Dash attacks, but MoM and Franklin's demise work fine for those attacks because those perks don't have the "Basic Attack" requirement, yet at the same time, FD won't activate for Chainsaw hits or Hatchets, and Mom activates for everything that would knock the survivor down. This is why I really believe that the perk should have the "Basic attack" requirement removed, otherwise its mostly useless on any killer that isn't predominantly an M1 killer (Clown, Plague, Doctor), and killers who's power only enhances their M1 attacks (Legion, Nurse, Shape, Pig, etc).

  • @BrayneePotato said:

    Wow, i love the effort you have put into this Chapter. But isn't 6m/s a little too much?

    @BrayneePotato

    I'm really glad you like it, and hope the devs use it because honestly I don't care about receiving money for the idea, I just would like to see it in-game.

    As for the movement speed question, Its not too much when survivors can stop you in your tracks by looking at you. The core concept of these little guys is to catch survivors off guard and setup ambushes. Survivor got you pinned? Switch to another doll and come up behind em! Survivors transfix you while running away? Transfer to a doll ahead of them and jump out of the bushes! All 4 survivors surrounding a gen playing lookout for each other? Swarm the area with Dolls and take advantage when they aren't looking at the one you just jumped to. Overall if they didn't have the higher movement speed they wouldn't need the "Red Light, Green light" aspect, but I feel that mechanic makes them unique and allows for some good setups, ambushes, and overall would make the killer more challenging to play and oppose. Not to mention the overall mind-games they could play with survivors, taking your eyes off of a possessed doll could be the right choice as the killer just transferred to another, or it could mean the killer was playing possum with you (especially if they are using insidious), and you're gonna take a hit. This should equal fun, but we wouldn't really know unless it got play tested.

  • Plague kinda got done dirty with 2 of her perks and usually because of minor things that could use a little change/buff here and there to be useful.

    The only changes I believe this Dark Devotion needs is a raise in the time its active for as you've suggested, removal of the Basic attack requirement, and to have the perk icon show how long its active for and how long its cooldown is by Lighting up and slowly filling to red, then darkening and have the red tick back down. Currently it just lights up with no indication of how long its been active for, and then darkens and fills to red for the cooldown, which overall is a bit confusing for the player using it.

    If it could activate for any attack that does damage to the obsession, It would become strategically much more useful. Imagine Huntress Hitting the obsession with a hatchet from 20+ meters away causing it to activate? Nurse activating it on a survivor right after a blink, Or even better, EW3 Shape downing the obsession and then going after the rest of the team with no TR? It could be a huge advantage for them for a limited time! Would also be really funny if it activated when the obsession was damaged by trappers traps, but that might be pushing it. Currently you not only have to locate and hit the obsession, but also hit them with a basic attack, and lets face it, if you have the advantage to 1 shot the obsession, or use of ranged damage, you're gonna do it.

    The fact that doing so renders this perk practically useless is sad, but even sadder is the time you waste after downing the obsession to hook them when this perk was activated by the hit that downed them. This leaves little to no time to capitalize on its effect, and pursue other Survivors with 0 TR. The low timer may have been intended so that you would abandon the obsession after hitting them, whether they were downed or just injured, but if you are in a good chase or have just downed a survivor, choosing to leave them slugged, or to purposely drop a good chase just so you can try and surprise their teammates is asking bit much. Especially when you only have 20 seconds of use. Raising the active time to 35-40 seconds would do much for this perks viability and usefulness overall.

    The basic attack requirement should also be removed from Infectious Fright because there are a number of killers who use damaging powers to down survivors, and currently this perk is wasted on them because of this hindrance of a requirement. Who else here would love to down a survivor with a chainsaw and immediately see the location of all nearby survivors waiting to pounce with flashlights/party starters?

  • Furtive Chase also has the benefit of catching other survivors off guard. When chasing a survivor and having half your TR or no TR with certain killers, the chased survivor could run right past a teammate working on an objective but because they don't hear the Heartbeat, or think the killer is Further away than they actually are, they tend not to flee soon enough and often get surprised when the killer is unexpectedly less than 8m from them. Had this happen when I was testing it out multiple times, and I usually traded targets for the one who was holding still rather than running to great effect. This was particularly brutal when I was playing Plague or other 1 shot killers and I got it to work, but with it currently being bugged, getting it to work for long without accidentally losing all of the tokens was a real pain.

  • This is one of the Survivor perks I proposed in my Killer concept "The Dolls":

    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.

    I just noticed that this perk concept is similar to what you are asking for here, so thought I'd put it in as a candidate if others are posting their own concepts.

    If you want to read more about it here's the Link to the killer concept:

    https://forum.deadbydaylight.com/en/discussion/72152/killer-concept-the-dolls-updated-survivor-map-perks-back-story-mori-and-tl-dr-version-below/p1?new=1

  • Killers get loads of them. I spent 10 on legion, and it didn't matter if I won or lost because with that 10 and some coming from survivors I gained 1 mil BP, then pumped those points back into legion and received 22 Gateau's. That's a net gain of 12 for what I spent! In contrast I did the same thing again with legion, but instead of putting the points back into the killer I spent the points on my favorite survivor and ended up with 11 Gateau's, and 13 Part starters. If there were no Party starters that would have been 24 Gateau's. My suggestion is to Play killer to get the gateau's as they always seem to get a decent net gain of them, and either keep using them with killer to build the BP and Restock on the killers supply, or pump the BP into your survivor until you get a decent amount. Sure it'll take longer pumping the BP into the survivor, but by doing this you'll ensure that you have a good stock of them for the next 2x BP event, and all you have to do is play killer for a few hours a day.

  • I proposed a change to his Crouch in another post that I believe would help it and make it more useful to him as well as address his noise issue:

    Crouch = Silence & Vegetation Transparency. All of his normal noises he makes like the Ribbon Flapping sounds, and that eerie ghostly wind noise when he's in Night Shroud mode go completely silent when he's crouched. He still moves slower, but gains the ability to sneak up on survivors better. On top of that it would also be nice if Crouching rendered all vegetation within 20 meters of him 80-90% transparent so that he can stalk through grass and corn for a limited range. It would make him Terrifying on the Rotten Fields and to a lesser degree the Swamp maps.

    The way I see it, the noise kinda makes sense when he's in Night shroud mode and still running around at 4.6m/s balance wise. In contrast look at Shape; at EW1 his TR is at its smallest, but he also moves slower. So with GF already being able to shut off his TR and Stain, they compensated by making him noisy, but unfortunately they made him a little too noisy with no way of turning his volume down. This change would simply apply the same logic behind Shapes stealth at EW1: He's Silent, but moves slower.

    As for the Vegetation Transparency, That's a no-brainer, and could even apply to Pig when she crouches. He can't stalk what he can't see, but whenever he crouches, low level grass gets in his face and prevents him from stalking survivors that he otherwise should be able to, and this happens usually at choice stalking positions where the survivors are less likely to see him if he's crouched. This proposed change corrects that and gives him an edge in Vegetation heavy environments, but only for 20m.

    I just feel that aside from t-bagging survivors, and slightly lowering survivors ability to detect him, crouching is more of a hindrance to him currently since it puts grass right in his face that he can't stalk through on most occasions, and survivors can still hear him moving around. These changes would correct those issues and make crouching worthwhile and practical for him.

    Would this make him too OP?


  • @LastShoe said:

    Or even better... use the gen protector build:

    PGTW + surveillance + ruin + overcharge...

    It's super effective on the sniper doc.

    I find that when using "snatcher" Spirit, this build doesn't even need Ruin, so I either use BBQ, Devour Hope, or Huntress Lullaby in its place. Its fun to snatch a survivor off a gen using Prayer beads + Mother-Daughter Ring/Dirty Uwubaki, hook the survivor, and then punish the gen they were working on or the gen that has the highest progress. It really is a powerful combination, and at most they only get 2-3 gens done before the game ends but they really have to band together and push for it with each gen as working separately dooms them. Unfortunately, as I discovered the other day, this isn't as efficient lately due to the amount of players abusing the Wake-Up bug, but once that's fixed, It'll be back to its Gen Destroying glory.

  • Currently with the Gateau's being available, the fact that although they won't appear in bloodwebs after the event ends but can still be used, my grind has shifted from simply ranking up or maxing out my characters to grinding for a sizable inventory of Gateau's. I'm stocking up about 30 per character, more if I can manage it before the event ends, that way I'll have plenty available for when the next 2x BP event happens. This is going much faster for killers since they don't have the party starters competing with the gateau's in the bloodwebs, so I've prioritized stocking them up on the killers that earn the most BP's first (Doc, Legion). The way I see it, I'm investing in them now to maximize my BP gain later, and since the next 2x BP event will likely happen after the Dedicated servers go live and disciplinary committee are established, that means that event will have far less petty DC'ing so the BP gain will be even better for everyone.

    It's crazy, as an experiment I used 10 Gateau's over 10 games as Legion, earning roughly 90-120k per game until I hit 1 mil BP. Then I spent it all on legion and earned 22 which is a net gain of 12 more Gateau's on top of recouping my losses. It doesn't really matter if I win or lose the matches as long as I keep working to maximize the Hunting, Devious and Brutality categories before the match ends for a guaranteed 24K BP + whatever I achieve in the sacrifice category. So Killers definitely have the better deal there, and in comparison i did the same thing again spending 10 or so to gain 1 mil BP, then pumped them all into my survivor, and they got a total of 11 gateau's and 15 Party starters. So it was a net gain of 1 gateau for them which isn't as efficient, but there's no way i'm gonna run out of Party starters for a long time. My strategy for getting Gateau's for the Survivor is to use the killer to get the points and then pump it into the survivor until they get a decent stock of them because the Killer can more easily regain all they used but the survivor can't.

    As a pleasant side effect, Legion and Doctor now have all perks in the game, and I'm working on Nurse, Huntress, and Spirit Currently since I stopped at a stock of 30 for those two, but will likely return to them for more after I get that amount on the others, and My survivor. My next 2x BP experience will be the best one I've had in a Long time since I won't be running out of High BP gain offerings. Stock up while you can everyone, It'll be worth it!


  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/545279#Comment_545279

    He shouldn't make noise anyways if he is a "stealth killer" and both GF and Amanda should have better vision while crouched. Amount of times i'd loose a survivor because of the grass is rediculous.

    The way I see it, the noise kinda makes sense when he's in Night shroud mode and still running at 4.6m/s. Take Shape for instance, at his lowest EW tier where his TR is at its smallest, he also moves slower and emits no Stain. So with GF being able to shut off his TR and Stain, they compensated by making him noisy, but they made him a little too noisy with no way of turning his volume down. This change would simply apply the same logic behind Shapes stealth at EW1: He's Silent, but moves slower.

    As for the vegetation transparency, yeah, it would be nice to apply it to Pig's crouch as well so she can actually see her targets through the grass before ambushing them. You'll hear no arguments from me against that.

  • Here's an alternative for the last one.

    Crouch = Silence & Vegetation Transparency. All of his normal noises he makes like the Ribbon Flapping sounds, and that eerie ghostly wind noise when he's in Night Shroud mode go completely silent when he's crouched. He still moves slower, but gains the ability to sneak up on survivors better. On top of that it would also be nice if Crouching rendered all vegetation within 20 meters of him 80-90% transparent so that he can stalk through grass and corn for a limited range. It would make him Terrifying on the Rotten Fields and to a lesser degree the Swamp maps. Crouch could be called Night Shadow mode or something idk.

    I just feel that aside from t-bagging survivors, and lowering survivors ability to detect him, crouching is more of a hindrance to him currently since it puts grass right in his face that he can't stalk through on most occasions, and survivors can still hear him moving around. These changes would correct those issues and make crouching worthwhile and practical for him.

    Would this make him too OP?

  • What's really awful is that while they reduced his ghostly wind sounds while he's in night shroud mode to being audible from 8 meters instead of 16, they still left his flapping movement noises at audible from 16 meters. He has a hard enough time stealthily approaching survivors just to get into stalking range without being seen, but with all the noises he makes while he's moving, he has 0 chance of getting within 16 meters of survivors without them knowing he's there. It would be a huge benefit for him if they removed the wind sounds all together, or made the flapping sounds of his movement at least match that 8 meter range. On top of that I believe that making it so that crouching silences all of his noises would be a good trade off and make crouching more useful for him: Move slower but become completely silent... seems fair to me.

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/544186#Comment_544186

    To my knowledge, this is incorrect. One second of gen regression is equal to about one-fourth of a second of Survivor repairs. So over 16 seconds it would regress 4 seconds of progress, or 5 percent.

    https://deadbydaylight.gamepedia.com/Generators

    Damn yeah that's incorrect, my bad. For some reason i had it in my head that it takes 70 seconds to regress a generator 100%, but according to the wiki, 70 seconds is only 25% of regression, and it takes a maximum of 320 second to fully regress a gen. That ridiculous, i had thought that kicking gens was more efficient than that.

  • Not to mention that 60 second cooldown is ridiculous for a perk that doesn't even slow down survivors currently working on gens. If the perk were updated to also start regression on every gen it locks down, then that cooldown would be justified as 16 seconds of regression is roughly 5% of a gens progress. But as it currently is, a 30 second cooldown would make it better for the sake of consistency.

  • Cooldown for this pers should be at 30 seconds. It takes a killer roughly 20-30 seconds to chase and down a survivor, and sometimes 5+ seconds to hook said survivor. At a 60 second cooldown that's potentially 2 downs but only 1 activation. For a perk that's supposed to slow down the game and provide information on where survivors are working on gens, it doesn't do much for the former, and mostly is only used for the latter. If it also started regression on every gen that gets locked down, then a 60 second cooldown would be justified because 16 seconds of regression is roughly 23% of a gens progress gone that can't be interrupted (so remember to kick gens before you pick up the downed survivor). As it is right now its mostly just an information gathering tool and a mild inconvenience for survivors that doesn't slow down the ones currently working on gens in any way. Having a 60 second cooldown on a perk, that's only mildly useful as an information gathering tool, is just dumb due to the lack of consistency and ability to slow down the game.

  • @DrDeepwound said:

    If I am ghostface I straight up camp anyone running OoO out the match, end of story.

    I don't camp them, Instead I've been bringing in Mori's whenever I play GF, and if a survivor is using OoO they just paint a big ol' mori target on themselves.

  • I, for one, Have been sick of OoO since I learned that it revealed Wraith while he's cloaked. It's also particularly harmful to Pig because they can see her crouching, and Hag because they can see where she's setting her traps, and if they have a flashlight they just go around erasing all of her hard work. Same goes for Trapper, except they don't even need the flashlight. I believe that OoO shouldn't affect stealth killers when they use their abilities to enter stealth mode. As for poor Hag and trapper, it sucks but they aren't stealth killers and I can't think of anything that could be done to OoO except to drop its range which would pretty much make it useless. Another Possibility would be to make OoO only reveal the killers aura when the killer is looking in your direction, which of course also reveals your own aura to the killer, but at least then the killer could have some form of counter-play when survivors are using it.

  • @Tsulan

    Here's the devs notes for the upcoming Hotfix and what they are going to change regarding GF, most of us consider these changes to be nerfs, and after reading them you'll likely understand why:

    • Stalk rate add-ons: Telephoto Lens (-0.5 sec to -0.25 sec), Night Vision Monocular (-1.0 sec to -0.75 sec) are slightly reduced.
    • Pallet stuns will now break Ghost Face out of stealth. (Bug fix: to make him standard to our other killers; Legion, Plague)
    • Marked Survivors may no longer be stalked. (Bug fix: This was a planned change that was omitted in the 2nd PTB patch. We increased the Mark lasting time from 20 sec to 45 sec, but we wanted to remove his ability to keep Stalking a Mark Survivor to balance that change.)
    • Killer Instinct base duration slightly increased. (1.5 to 2 sec)
    • Killer Instinct add-on (Marked Map 0.5 to 1 sec, Victim’s Detailed Routine 1 sec to 1.5 sec) duration slightly increased.
    • Detection area of the screen slightly increased for Survivors attempting to reveal Ghost Face. (Slightly enlarged by 4% on each side of the screen, for a total of 8%) While in a chase, the Killer was harder than expected to break out of his Power, we didn’t want to alter the current timers so we decided to slightly enlarge the Detection Area on screen to help out.) 


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