Thund3rstruck57
Thund3rstruck57
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- Thund3rstruck57
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@Adjatha They've done an overall good job on regularly giving older killers add-on passes to make their add-ons more diverse and interesting. It's probably more likely than you think. We just need to be patient. I agree though that the new prestige system makes grinding add-ons more difficult. Luckily they just implemented an update so more rarer add-ons show up in early bloodwebs so that's a good start. I'd like them to add a choice to prestige or stay at level 50 in the future.
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@bm33 said:
There should be a choice - prestige for 20k or don't prestige and have infinite level 50 bloodwebs.
I would really like a choice (especially if I'm trying to grind add-ons). That being said, the prestige tax still isn't necessary for that choice.
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I've been saying that for years. The tree in Shelter Woods really needs some "main building" type structure so the center of the map isn't such a dead zone. I'm a killer main saying this btw.
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Cool perk concept. I don't think it's really a boon perk though (it doesn't work like other boon perks). It could just be a regular (non-boon) perk and have a different interaction prompt so you can run this perk and regular boons without them interfering. In game, you'd then have to make a choice.
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@Cybil It's interesting that you mention add-ons based on the killer's perks. When I was coming up with these ideas, I was looking through a lot of the add-on passes they've done as well as add-ons for recent killers. I was looking for patterns and types of add-ons that BHVR tends to incorporate. One of those patterns was add-ons based on that killers perks. So I did just that:
Pink 1 makes you Undetectable on command like Trail of Torment.
Green 4 makes survivors Broken like Forced Penance.
Green 6 punishes survivors for healing (if they're tormented) and Purple 2 inflicts Oblivious.
I aimed to hit the core elements of all 3 of Pyramid Head's perks in my add-ons, and I think I did just that.
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@Adjatha @R1ch4rd_N1x0n Hey guys, when I edited my original post, this thread bugged out and was hidden. It's back now and you should be able to reply. Sorry about that.
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@Adjatha Appreciate the feedback and I respect your passion as well! Believe it or not, I've already gotten a BHVR dev to check out this post. He said these add-ons seem really interesting and seem to encourage a lot of cool playstyles, even if he finds some of them broken in his opinion. He said he'd pass it along to the relevant designers if/when Pyramid Head's add-ons are being looked at and they're looking for ideas. Fingers crossed!
@R1ch4rd_N1x0n That was intentional. I mentioned at the top of my original post that I included an extra add-on at each rarity to get some more ideas on the board in case some of my suggestions aren't feasible. I also mentioned in my follow-up comment that Pink 3 would be broken with another suggested add-on anyway so I'd just discard Pink 3 as a suggestion.
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It occurred to me that Pink 3 and Brown 4 would be pretty broken, especially under hooks. Since I like the Brown 4 concept so much through, I'd disregard Pink 3.
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@amazing_grace Well that's disappointing. I'm in full agreement with @spodamayn.
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In addition to the large negative environmental impact, NFTs have become a go-to hotbed for money laundering. Crime syndicates all over the world use this market to clean the money gained from all sorts of crimes against humanity like the drug trade, sex/human trafficking, murder, etc. BHVR partnering with an NFT company at all (and then lying about it) was a horrible decision. Getting Pinhead in the game was NOT worth supporting this market. I guess I'm going to continue to not give BHVR any of my money and only buy characters/outfits with shards unless they make some massive changes to right this wrong. I also hope the people who bought the Pinhead chapter and want refunds get them. Tricking people into supporting this stuff is not ok BHVR.
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@Gwinty Just google NFT money laundering. It is by no means a secret. It's actually my main issue with NFTs.
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I'll still play the game that I paid for, but after this...they aren't getting any of my money ever again unless they make some serious changes. Until then I'll be buying characters and outfits with shards thank you very much.
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Even if they weren't bad for the environment, NFTs have become a go-to hotbed for money laundering. Crime syndicates all over the world use this market to clean the money gained from all sorts of crimes against humanity like the drug trade, sex/human trafficking, murder, etc. BHVR partnering with an NFT company at all (and then lying about it) was a horrible decision. Getting Pinhead in the game was NOT worth supporting this market.
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@WormMilk The devs have made it so the game is balanced around each killer perk balancing out 4 survivor perks, so as long as you keep the number of perk slots that each player has access to the same, the game will remain similar to its current state of balance, no matter what you increase the number to (within reason). While the difference between the survivor and killer perk numbers will grow, using that as an argument is a bit disingenuous as the survivors will always have 4X more perks than the killer and that's the important metric.
@TAG Considering I am fundamentally in support of adding perk slots, I think it's worth testing. ;P Look, the usage of all perks (especially weaker, niche perks) will continue to decrease as more perks are added to the game because math. Considering how large the pool of perks has grown, it is time to add more perk slots. My solution does that in a way that will encourage a wider usage of perks, keep everyone's power potential roughly equal to what it is now, and will result in more unique builds with interesting synergies that will make the game more exciting overall. By all means though, I'd be fine with them just adding 2 more perk slots and calling it a day.
@Thrax WGLF is actually a pretty strong perk now and doesn't need a buff. Maybe move the BP tokens to Kindred since it would make more sense on that perk anyway.
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@Komrad_Karnage The theme of the perk though is that they're not worthy of being your obsession. Missing the stun or pre-dropping the pallet and not going for the stun at all resulting in removing their obsession fits with the theme of the perk. Just like getting stunned with the Nemesis perk makes them your obsession. This perk is the other side of that coin.
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Ya I definitely think newer perks have a lower percentage chance of showing up. Not a single Binding of Kin or All Kill perk made it into the anniversary shrines and only Hoarder has been in the shrine since those chapters came out. I do not want to buy/support those chapters since they were released extremely unfinished/unpolished/buggy/broken so I've been waiting for those perks to hit the shrine. To be honest, I should have done the same with the Resident Evil chapter. I'm very suspicious that not all perks are equally weighted, which seems highly deceptive of them.
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@TAG Unfortunately, the only way to see if that would be balanced would be for the devs to create the system and test it. Otherwise it's just speculation. It could be balanced. It could not be.
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@TAG Just think of it like 1 killer point balances out 4 survivor points.
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@TAG By that logic, the number of perks in the game doesn't work right now because the survivors have 16 perks and the killer has 4 perks. As far as I'm concerned, as long as each player has the same number of perk slots available, the balance will be roughly equivalent to what it is now. Congrats on 10,000 posts BTW.
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Every time I open a locker with Demo, I hear an injured Steve noise. It's been like that since the Stranger Things chapter came out and it drives me nuts.
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@TAG While that would be ideal, all the perks will never be at an equal power level and metas will always develop because some perks will always be stronger than others. I think the ability to bring more less-powerful perks would definitely incentivize many people to set down some of the meta perks and give some others a try. And the game would still be as balanced as it is now because everyone would have 12 perk points to utilize. Plus you could have more interesting combinations of perk builds this way.
@Jetgrind The devs have stats on how often perks are used and the survival/kill rates while using those perks. That would allow them to properly assign perk point values to each perk. They would also break away from stats for certain exceptions that might lead to more balanced gameplay. Like making Object of Obsession a 3 point perk even though it doesn't have a high escape rate and making Kindred a 1 point perk since it helps reduce the gap between solo play and survive with friends. And as I've mentioned before, all Hex perks would be 3 point perks.
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@Komrad_Karnage Ya sorry if I didn't make that clear. They will have the exact same trip mechanics as Hag traps. Survivors can crouch past them.
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@Jetgrind That doesn't fix the issue of the increasing number of lesser-used perks.
@TAG No it definitely does. Just look at my response to DwarvenTavern right below my previous response to you. That build wouldn't be possible with the current system and many of those perks don't see much use. This system could change that.
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Make it so all 4 Legion members are on the map but you can only control 1 at a time and the rest are in a dormant state like Charlotte when you're controlling Victor. You can only swap between them during the Feral Frenzy duration (so you can't swap and instantly down someone) and you swap to the one closest to where you are looking at (same as Hag traps when multiple go off). You can move them around the map like chess pieces to block certain strong loops and get more map coverage during Feral Frenzy. Survivors can interact with dormant Legion members to send them somewhere else in the map so that the Legion can't permanently block access to the basement or gens. This interaction won't be quick enough to do in a chase and the killer will get a killer instinct notification on the survivor that does this. This would give them more map control, loop potential, and would be more thematically representative of the killers.
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@TAG Yes, 1 point perks would be perks like This Is Not Happening, Deja Vu, Distressing, Bloodhound, etc.
@DwarvenTavern Ya that build might work. If BHVR were to assign those perks point values they would probably be Fire Up (1), Coup De Grace (2), Play With Your Food (2), Eruption (2), Save the Best For Last (3), and Brutal Strength (2), which adds up to 12.
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Thanks everyone for the compliments and constructive feedback!
@pwncxkes I think the false scratch mark trails would definitely be overpowered in chase if you could use it several times, hence why I made it an exhaustion perk and didn't just give it a fixed cooldown. Plus it activates like Dead Hard when you're healthy and you're spending energy to create a large false trail, not just hiding your own. It seems like it would have its niche. Lucky Break and Iron Will only activate when you're injured and Dance With Me can't be activated anywhere/doesn't intentionally lead the killer in the wrong direction.
@Marc_go_solo OH YEAH!!!!
@Komrad_Karnage Ya I actually originally considered making the silent killer interactions perk just always be active, but I needed a cooldown for the perk tiers. Plus after comparing it to Quick & Quiet, it just made sense for balance reasons. It could actually be even more useful with the cooldown. You could double vault a window and the survivor would only hear 1 vault. If it was always active, the double vault probably wouldn't accomplish anything. As far as the reverse-Nemesis perk goes, I want something that can allow you to chase the obsession as an M1 killer with Save the Best For Last and get them to remove their obsession so you can hit them and keep gaining stacks. The hindered effect is so the perk does something on its own and compliments M1 killers/punishes survivors for pre-dropping pallets. Your idea sounds like a good Brutal Strength buff.
@Damarus Ya it would definitely be a fun and useful perk.
@Bwsted On the plus side for the false scratch mark trail perk, survivors can only use it when they're healthy, which means their regular breathing isn't covered up by Iron Will. That might be enough to make it balanced. The reverse-Nemesis perk wouldn't give a significant hindered effect. It would be the same as a Freddy snare, which people can still possibly make it around a loop after triggering only 1. It would punish just the obsession only once per chase for doing that to help counter the pre-dropping meta against certain killers just a little bit. Plus survivors could use that to their benefit. If they know the killer has this perk and they're being chased as the obsession, they can anticipate that the killer will probably respect pallets more and punish that.
@FancyMrB My favorite use of the silent killer interactions perk would be to reload Huntress hatchets or break a pallet while the survivor thinks I'm mind-gaming and they're not leaving the loop. Your scratch bomb perk idea sounds pretty cool too. Maybe they could add both those perks to the game. My perk would be different from pebble because it would create false scratch marks right in front of you, not 20 meters away. It would be much more reliable at sending the killer in the wrong direction during a chase. As far as the reverse-Nemesis perk goes, it would only affect the obsession once per chase and the hindered effect is so brief, it might not even result in a hit (a single Freddy snare doesn't always result in a hit).
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@JimboMason Thanks! Ya I wanted to do something with their acid blood when they take damage. I don't think it would need a cooldown though because it would never be able to down someone. It's like legion's power (without timer-reducing add-ons). At most it can keep applying deep wounds to someone over and over, but not down them or reduce the deep wound timer.
@Komrad_Karnage The killer alien wouldn't be laying the eggs per say, just placing them as their power. Pretend the Entity gave the alien the power to teleport the egg sacks that the queen lays into the trials. You concept is pretty interesting though. My main issues with it are that it would be pretty easy to call out where the active egg sac is and avoid that area and that the killer would be relying on an AI, which if you've seen Nemesis' zombies, you know they can be pretty janky.
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@WormMilk I really don't think it would make games any more stressful for anyone. In fact, it might make some games less stressful because some people might actually put down their meta, game-changing perks to equip more, less-powerful ones that might not even have a noticeable effect.
@MadLordJack Ya it really shouldn't affect game stability but this is BHVR we're talking about... Also second chance perks and slowdown perks would have a 3 point value so you can't stack any more than you already can.
@Generic The devs will never give some players more perk slots than others so it's not even worth discussing.
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@TAG Ya but 3 of those perks would be weaker 1 point perks... The kind of perks that aren't game-changing and have really minor effects.
@ThiccBudhha You still can run the 3 most popular perks under this system. That'll take up 3/6 slots and 9/12 available perk points. Nobody would have to change their current build. It would just reward players for using less popular/powerful perks by giving them more of them.
@Thrax Even though Kindred is pretty good, the devs could assign it a perk value of 1 to help reduce the gap between solo and SWF. I doubt they'll make it base kit.
@Exerlin I completely agree.
@stvnhthr The devs will never give some players more perk slots than others so it's not even worth discussing. I'm not trying to completely solve the SWF issue with this system, just make the game more interesting.
@Starshadw Under my system, there would still be no more than 4 hex perks in a game since they would get a 3 point value by default.
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@TheChaddyCat @TheGannMan Thanks! :) Unless anyone else has feedback, I'll post these as is on the feedback forums on Monday for BHVR to check out.
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@gendoss Not everyone will be running 6 perks because of the point limitations, but even with 6, that's only 2 more perks. I don't think it would break the game flow/balance.
@Piwatte I think the game is relatively balanced around everyone having the same number of perk slots. Making some people have less perk slots and not others would be unfair.
@TwitchyMike The difference is the number of killer power add-ons and item add-ons hasn't grown nearly as much as the number of perks has. Many perks are being left in the dust as a result. I think some people might be willing to put a meta perk or two down to get several more lesser-strength perks, leading to more build diversity and a more interesting game overall.
@Lord_Tony I think you're giving SWF more credit that it's worth. Most SWFs aren't depip death squads. They're just people playing casually with their friends. Besides, since I'm proposing upping the number of perk slots for everyone, the balance isn't really changing from how it currently is. I'm not trying to solve the SWF issue with this idea, just make the game a bit more interesting by encouraging the use of lesser-used perks.
@CapricornZeus3 Lol 3 point Hex: Blood Favour. Ya I think that's more an issue of a weak hex perk needing to be buffed. That or just make it not a hex perk, which would mean it wouldn't have to be 3 points anymore.
@TheChaddyCat That just seems like it limits build diversity. Not every build needs an exhaustion or hex perk. Players might want to bring something else.
@DemonDaddy The goal is to keep the balance of the game relatively the same by making sure everyone on both sides still has access to an equal number of available perk slots. I'm a killer main and I don't think it would be fair to have more perk slots than survivors. As far as totems go, how would the game decide which hex perk to deactivate? I don't think that's the way to go. My system would be a bit more clear for players to understand and would mean the devs wouldn't have to change the maps to spawn more than 5 totems. Plus asking survivors to cleanse more than 5 totems is pretty ridiculous and oppressive.
@Ghoste I disagree. The game is balanced around each player having the same number of available perk slots. There's really no reason why 4 perks would be the magic number that keeps the game from falling into chaos. As long as everyone can bring 12 power points worth of perks, I think the game will remain relatively balanced.
@TAG See my response to Ghoste. Also, all those perks you listed would definitely be 3 point perks, so those builds are up to 9/12 points. The players can now choose between 1 more 3 point perk (4 perks total like it is right now), a 2 point perk and a 1 point perk (5 perks total), or 3 1 point perks (6 perks). You see how that balanced itself out? In order to get more perks, players will have to sacrifice some of the powerful, meta perks and use ones that won't have as much of an impact on the game.
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@TheClownIsKing Ya they could only implement this if they can make sure the game is optimized for it.
@Edgars_Raven I feel like that limits build variety a bit.
@DemonDaddy Giving killers more perk slots that survivors wouldn't go over well. Plus it still may not be balanced. Also, you would need to change the number of totems for that.
@Lord_Tony If the survivors were to have additional perks under my proposed system, they would be sacrificing strong perks for some extra weaker perks. If they all wanted to run all meta perks, they'd still have only 4 perks each. Same goes for killers. That will keep everything relatively balanced. If killers have more perk slots than survivors, it wouldn't go over well so the SWF issue needs a different solution (not related to number of perks).
@gendoss I don't think they are ever going to add another game mode. That being said, I want to see more build diversity in the core game, not just a side mode.
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@DarKStaR350z Lol if that's true that's pretty sad. Battlefield 2042 can have 128 players in a match (including filling empty spots with AI), but Dead By Daylight can't do 5 players and 3 AI? Yikes.
@gammatsunami Oof. Ya that constant skipping would give me a headache.
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Imagine if a car manufacturer made a car that kept constantly stuttering on the road...then they just kept selling them without fixing the issue despite being very aware of it. I'm thinking there would definitely be some legal ramifications. I don't see how any company can get away with selling a half-baked, shoddy product with major defects for FIVE YEARS.
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@Pulsar Oh most definitely. I feel like BHVR gets away with a ton of stuff that other developers would be quickly lambasted for by all major gaming news outlets as well as the gaming community at large. Hell, other developers would probably be sued for this level of negligence. They're basically selling a broken product knowing full well that it's broken and they just don't care because they're still making money since there's no significant competition in this genre.
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How are they 5 years in and the optimization is still this bad? That blows my mind.
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@AhoyWolf Ya but perk-based insta-downs have time limits (except Devour and NOED which can be broken) and many only affect 1 survivor at a time so it wouldn't be nearly as oppressive as insta-down hatchets all the time. Basic attack hatchets could also be used to apply tons of status effects, make survivors drop their items, transfer your terror radius, block pallets, gain stacks of certain perks, make downed survivors have no aura on the ground, explode gens, etc. all from range. I think that's pretty cool and you could have a lot of fun with interesting perk combos with this add-on. The broken status effect isn't the main point of the add-on. Just a little something extra that her add-ons and the perks can't currently do to give the add-on something regardless of perks.
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@ILikeBonez What he's saying though is that more people are likely to buy the pass if they complete the rift, which they'll be more incentivized to do if they're earning in-game currencies at each step. Look...it just feels really bad to see a notification that you reached a new tier, go to check it out, and see that you earned...nothing. You get that right? That doesn't motivate players to keep playing. It's disappointing.
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@Seraphor That's a really good point. BHVR are you listening? We're giving you free tips to make more money. That's like your favorite thing ever!
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@AhoyWolf I mentioned in a follow-up comment that it could maybe also apply broken for 30 or 60 seconds so it does something regardless of perks.
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@Thund3rstruck57 said:
Two of my mains are Huntress and Demo. You guys did a great job with Demo's new ultra-rare add-ons. Very cool, interesting, and useful without being oppressive. However, I'm very disappointed by the new Huntress ultra-rare add-ons and here's why. I will never use them...which is the same problem I had with old iri head.
It feels so cheap to get point-blank insta-down hatchets so that ruins it for me. Survivors STILL usually DC when they realize you have it (even now when it's just 1) so it clearly ruins the game for them too. I have dozens of these that I will never use because they are still poison to any game you bring them into.
The ultra-rare that increases your movement speed slightly when you're out of hatchets is soooooo boring. Additionally, a Huntress with even a moderate experience level knows you shouldn't be chasing down survivors without hatchets a vast majority of the time anyway.
I was so hoping that you guys would listen to the PTB feedback and change these addons. I'm still hoping you do. Adding a 20+ meter range requirement for the insta-downs (and maybe not reducing the number of hatchets) would make these so fun and balanced for both sides. As far as the other one goes, I'm going to throw out an idea...the other ultra-rare would make hatchets count as basic attacks. People would have so much fun creating unique builds with this add-on to trigger different perk combos from range. At the very least it would be interesting and people would use it.
@AhoyWolf What do you think of my idea for Huntress's second ultra-rare?
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@ILikeBonez Well many other games like the ones I mentioned fill in the empty spots on the free track with the equivalent of iridescent shards. Additionally, they both even have some spots on the free track that give you the equivalent of Auric Cells (Ancient Coins for Sea of Thieves and Iron for Gears 5). However, I know BHVR will never do that even though it's been proven with equivalent currencies in other games that allowing people to earn Auric Cells will actually drive more people to buy Auric Cell packs to get the remainders they need to buy cosmetics. That's why other games do that...you let someone earn 200 Auric Cells and suddenly they're incentivized to buy a pack to get the rest when they otherwise wouldn't have bought anything if they had 0. It's just human nature.
Btw I hate battle passes too. I say bring back the days when people could just pay for the game/DLCs and all cosmetics are able to be earned via gameplay. That would actually make outfits have bragging rights tied to them. I'm just pointing out that other games at least attempt to make every step of the free track meaningful to reward people who regularly play their game. Just hoping feedback like this might convince Behavior to improve the rift.
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@ILikeBonez You can already earn shards through in-game playtime and this would pretty much be exactly the same as that so I don't see the problem. Most people agree that the rate of earning shards is way too slow considering the cost of using them to unlock cosmetics. This would help rectify the situation and make the rift more engaging/rewarding. Plus, if someone buys tiers, they already paid money for the shards that they would then use to purchase characters/cosmetics so BHVR still gets their money.
I already mentioned why paying for tiers to get a significant amount of bloodpoints would be problematic...although that insignificant amount would feel even more disappointing than nothing lol. That would be akin to throwing a couple of pennies at a homeless person's face.
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@Hex_Llama Ya perhaps, it really isn't that big of a deal. I'm just bummed that they took such a unique concept and made it so similar to the rest of her cosmetics. @TragicSolitude said it perfectly.
I'm just hoping they take this feedback and consider tweaking it to make it more like the original artist's concept.
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@notstarboard 20 meters was just an approximate number I threw out that seemed relatively fair. I'm sure the devs could find a "sweet spot" distance where most players hit by the long-range insta-down would have to admit that they got hit by a pretty decent shot. The more skill something powerful takes, the less people get pissed off about it...like a skilled Nurse. And there are much tougher situations to get out of than a Huntress trying to throw long-range insta-down hatchets at a hook. You'll never stop some people from playing scummy, but most people won't play like that and the ones that do will probably gravitate towards basement Bubba anyway.
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@TAG Ya, if I saw that they made her movement speed 115% when she's out of hatchets base kit, I would shrug and say, "that's cool I guess...nothing to write home about." The fact that it's an ultra-rare is laughable.
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@Hex_Llama While I respect your opinion, I wholeheartedly disagree. This outfit embodied Claudette coming out of her shell and embracing her inner confidence and sexuality. The concept design told a story of a shy, reserved girl becoming a woman confident in her own skin. The bold colors, the style, the crop top, the flirtatious thong...this new Claudette wanted to be seen...to take center stage and be the focus for once. It was honestly a pretty inspiring design choice...but now the colors are muted, the body confidence significantly stripped away. Claudette is once again blending into the crowd. She is forever...Blendette :(
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@Airless That would still be pretty boring though.
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Follow up thought I had...maybe also make Huntress's second add-on that I proposed apply the broken status effect for 30 or 60 seconds so it does something without perks. It should probably do something by itself without perks.
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@Jmang1245 I personally prefer the dark orange night sky of the previous iterations of these maps. It kind of gave them an apocalyptic vibe. But hey, if you like the new daytime versions, that's cool too. To each their own.