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Trwth

Trwth

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Trwth
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  • A relatively simple upgrade from what we have now. A little dry for my taste, but it could work. The only outstanding flaw I notice is that there is still a grind. Having a perk upgrade menu dramatically reduces the grind, but there is still a grind. Getting new perks and stuff should feel rewarding, like you've earned these perks.

    There's room for improvement is what I'm getting at :)

  • @Kind_Lemon said:

    I appreciate any post that makes a good faith effort to change the leveling system. I do think that categorized bloodpoints would be cool, I think it would be somewhat difficult to implement given the way bloodpoints are already calculated in DbD non-mobile. Limited range for RNG on perk discovery on bloodweb is always a good direction to move in.

    You may or may not be also interested in:

    https://forum.deadbydaylight.com/en/discussion/185033/bloodweb-and-perk-leveling

    Bloodpoints are already categorized (ex. unhooking someone rewards BP in the Altruism category, etc.) and the skill points utilize that for progression since every 2k bloodpoints equals a skill point for its respective category. I figured building off of what we already have would be the easiest course of action both for implementation by the devs and understanding by the players, which is what I saw you've done in your post.

  • Totem spots and maps just need updating. And make it so that hexes spawn when they take effect, not at the beginning of the match where Survivors can spawn right next to them.

  • Nuh-uh. One of the aspects of DbD that keeps people engaged is their ability to mix and match different perk set-ups. I know countless people just stick to the meta, but for the minority like myself who like to create gimmicky builds would just destroy the experience.

    If you wanna split up the meta, we'll wanna focus on the reason why people run those perks in the first place, aside from Exhaustion perks for obvious reasons. DS, is for tunneling. BT, for camping. Unbreakable, for slugging. All three, with the minor exception of slugging, are undesirable factors that play into the reason why the perks exist. Tackle them, then people have less of an incentive to run these perks and try something new.

    Same thing for Ruin+Undying: Gens fly at mach speed some games and you can hardly control it without oozing gallons of sweat. We solve gen speeds (ideally in the form of a secondary objective) and Killers may try more obscure perks that have hidden potential.

    No nerfs or buffs needed. We just need more.

  • I like keys, but they need reworks. In order to rework keys, we need to rework the hatch. In order to rework the hatch, we need to dig deep into the mechanics of the late-game and add onto what already exists so they the game is fair for both sides, and also fun to play.

    Keys need some requirements to be met before opening the hatch, and they also need a delay before the hatch pops open. That's the simple change we can make, but there's so, so much more that needs to be done before we can put this situation to rest. I've been screwed by keys from both my foes and teammates because they had it without me knowing, or abandoned me in a losing game.

  • I honestly think Decisive Strike should just be disabled until base tunneling is tackled. After all, if there are no concerns about being tunneled, there's less of an incentive to use the perk. The only reason one of my friends bought Laurie is because of how often he just gets rushed down after being unhooked, and I'm unfortunately a witness.

    My idea is that, when a Survivor is unhooked, they lose their collision (similar to Dead Hard) for about 8 seconds. This means the Killer's weapon phases through the Survivor and they can also walk right through them, which will prevent body blocking with Borrowed Time and also encouraging the Killer to attack the unhooker.

    Also, the Survivor will also receive a hook immunity for 30 seconds, which will pause if they're in the dying state. If they're put back on a hook during this time, they won't advance a hook stage and will continue from where they left off with an additional 20 seconds where their timer is paused. If they're hooked again after this, they'll advance their stage, meaning a Survivor can be hooked a maximum of five times under the right circumstances.

  • @Kind_Lemon said:

    Decisive:

    Active from the beginning of the match. Succeed a tremendously difficult skill check to stun the killer in place for 4/5/6 seconds after being picked up.

    If you are the Obsession: When hooked for the first time, you are instantly sent into the second phase.

    When not the Obsession, you instantly die on your first hook.

    This is what I think DS should be. Incredibly high risk and downside with a potentially incredible payoff for those who just want to be chased.

    This is how all Obsession perks should work. Off the Record should be the anti-tunnel perk.

    This doesn't look overpowered. It just looks super out of place and incredibly unbalanced. And by unbalanced, I mean weak. You're better off just taking a hook state over running this perk. You could even just die on the spot if your teammates uses For The People or the Killer has Nemesis.

    DS is just... ugh, I wanna stop thinking about it. It's cool in concept, but in execution (at least in the game's current state) it's just such a pain.

  • Make by Daylight.

    Being real here, I don't think this is a bad idea, but the game is still too young and inexperienced for this kind of content.

  • He’s good in the right hands with a bit of practice. There’s a learning curve to playing him. Although, I kinda think you get punished a little too hard for missing Shreds but maybe I’m just bad.

    Oh, and the add-ons. The add-ons are pitiful at best. And his perks.

    All-in-all, he’s a good Killer, but his add-ons and perks need touch-ups.

  • Oh please. I planned on using this combo on one of my builds. If that’s intentional then I’d be flabbergasted. Blindness is designed to deny aura-reading unless the aura is associated with a Killer’s power. If it doesn’t work with Trail of Torment, then I want an explanation.

  • The perk should just turn lockers into literal iron maidens.

    I honestly think this perk should be scrapped entirely because it’s just that bad of a perk. In some cases, like as Leatherface or Huntress, it can save a lot of time. But perks that work only on specific Killers are not good perks.

  • Nancy's perks are all phenomenal and don't need changing. Inner Strength and Fixated are balanced stealth perks and support specific playstyles. And the only reason you want to change Better Together is because Trail of Torment exists.

    Steve's perks are all terrible, as much as I hate to say it. Despite that fact, I still use them quite a lot in my builds, so here's my data.

    Second Wind should have an easier trigger requirement (or none at all), and you should also receive Haste while you're Broken and healing. The perk is meant to help you get back on your feet (think Off the Record or DS) after being unhooked, so it shouldn't leave you too vulnerable in its duration.

    Babysitter needs its values increased and also show the unhooked Survivor where the Killer is. We can give them aura disruption and mute their voice, but that's a bit much for a perk description.

    Camaraderie has the same problem as old Kindred. The effect should stay the same (and/or receive a slight range increase), but it should also trigger for other Survivors on struggle too. For example, if you're running the perk and you go near someone else who is hooked and struggling, they have their hook timer paused. It buys time in a camping situation and may save you if you're teammates are lagging behind schedule, especially in the endgame. Lastly, other Survivors should be notified when you get your extra time. Communication is key.


    Demogorgon is interesting. His perks all have potential to be really solid, but fall short in practice due to how tightly bound they are to specific requirements... only for a lackluster effect.

    Surge is pretty alright. The cooldown is justified since it's not designed to be a snowballing perk like Infectious Fright. However, the basic attack requirement is totally unnecessary and needlessly inhibiting. Just get rid of that and the perk is perfect.

    Cruel Limits needs a complete rework. What the perk is designed to do is create dead zones and trap Survivors. However, due to map design and the fact that the effect trigger is dictated by the actions of the Survivors, it's just... utterly terrible. If we were to rework it, I'd say to make it block windows and pallets in the immediate vicinity of gens over 50%, which is approximately 16m radius. Or something more elaborate than that.

    Mindbreaker's upcoming buff is alright but the numbers are still too low to have a noticeable effect on the Survivors. Increase it to about 20 seconds and it'll do fine. I'd say 10, but that'll make it too easy for Survivors to 99 Sprint Burst and ultimately use the perk against you.

  • Actually, now that you mention it, I have noticed the inconsistency. You get blinded as soon as you touch a locker, but your aura is still visible to other people until the animation is finished. I wonder why...

  • @BastardKing said:

    This would change up the meta in terrible ways the game is not prepared for; currently, good killers break good pallets and leave bad ones. If the survivor stays at a bad pallet, they go down, so they run for better ones. They are balancing maps better so that there are less 'god pallets' and less extremely good ones where it is extremely difficult to play around. If a survivor leaves a loop with the pallet still down, the killer will too.

    If Any Means Necessary is base, killers have to break every pallet, which means the ability becomes more moot than it already is, which means killers have to waste even MORE time. Nothing needs to be done about dropped pallets. They are meant to be an EXPENDABLE resource. The killers don't exist just to have pallets dropped on their heads.

    Before writing this post, I was debating whether I should add “One day,” before the title, because I agree that maps (specifically the original three realms) may not be too welcoming of this change.

    The motive is to give Survivors something else to do. So when we get more objectives and stuff, we could add lifting pallets to the mix as well. Just something to consider for the future since there’s nothing more teasing than a lonely dropped pallet.

  • I think because For The People is a perk with its own action, it counts as its own separate interaction from healing. Which is why it's getting its own scoring event.

    I came here thinking I might be able to break it down and shed some light, but I'm actually just as confused now. :/

  • I use it with Deliverance and it's pretty all right.

    I also discovered that it is an incredibly efficient counter to Hex: Undying due to the aura suppression.

  • For more than four years now, the game has been designed around Survivors being able to sprint as long as they want, with the risk being that they're noisy and leave scratch marks. Giving Survivors stamina would throw off the balance completely and swing it in the Killer's favor.

    And realistically speaking, yes, anyone can run forever. You'll notice that Survivors don't actually run at their full speed like they do during Sprint Burst. I run cross country and I know that stamina over speed is essential, or else you'll spend all of your energy and get exhausted for 40 seconds. :)

    in Fatigue Comment by Trwth
  • While I agree that DS is in dire need of a change, we should address the reason for its existence in the first place: tunneling. After all, it’s the main reason why people use it: to not get tunneled; after the second: which is 60-second immunity. At base, we should give Killers an incentive not to tunnel and camp without punishing them harshly if they didn’t intend to do either.

    Here’s my suggestions:

    1. A 30-second timer starts after a Survivor is unhooked, and the timer pauses while they are chased or in the dying state. If the Survivor is hooked while the timer is still active, their hook timer will resume from its previous level and remain paused for 20 seconds. (For example: if you are unhooked halfway into your first stage and tunneled off-hook, you won’t go into struggle and start halfway through your first phase with an additional 20 seconds.) Killers won’t receive bloodpoints for hooking a Survivor in this manner, of course.
    2. For camping, the hook timer will pause if the Killer remains within 12m of the hooked Survivor for more than 15 seconds. The longer the Killer stays near the hooked Survivor, the higher the chance that the Survivor will escape the hook by unhooking themselves.

    In my opinion, I think giving Survivors extra time on hook is a fair enough trade-off in these scenarios. The Survivor gets to stay in the game, and the Killer can still pressure the Survivors.

    These might not be the ideal solution, but if we solve the core issue first, then we’ll know how to change DS to be less of a nuisance.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652574#Comment_1652574

    Its not a joke perk, its simply there for survivors who want more of a challenge (Which comes with its own Solo Q problems). While I agree it shouldn't be designed the way it is, it is designed that way.

    Which is why it should be changed. It shouldn't be designed that way. Perks have been overhauled before (Prove Thyself, Mettle of Man, etc.) and No Mither shouldn't be excluded because it was designed poorly and remained unchanged since its release. It's a joke of a perk. It's only used for meme builds and provides no advantages or gimmick or synergy whatsoever.

    If anyone wants a challenge, just don't heal. Or, like I said, we create an offering that grants the effect and extra bloodpoints perhaps. Then you have an appropriate challenge with an appropriate reward. We shouldn't be wasting perk slots (and teachable perks at that) for such an unwanted effect.

  • @SCP_FOR_DBD said:

    No Mither is supposed to be hard mode. Changing pretty much everything it can do along with its design philosophy makes me question why this wouldn't just be a separate perk altogether.

    I simply refuse to believe that No Mither is meant to be a joke. No perk in this game should be designed to punish you for equipping it (and render other perks useless).

    If anything, we can have an offering that will give you No Mither’s effect if you really want to torture yourself.

  • @APoipleTurtle said:

    I'd maybe add back in its other two caveats:

    • You suffer from the Broken status effect while No Mither is active
    • While No Mither is active, you can fully recovery from the dying state into the injured state

    Otherwise this sounds like a pretty good suggestion for improving this "handicap" perk to be less of a joke.

    See, that was my original idea. It used to work like this:

    1D3D464C-AD9F-4123-BC4E-8B01970EF218.jpeg

    It was meant to work for as long as you were Broken, so it synergized with perks like For The People and Deliverance. But my feedback proved that it would be too strong on its own. I resorted to protection hits since it’s simpler and it’s a mechanic in the game that could use some more love in the first place.

  • (Killer) Hex: Martyrdom

    A hex that harnesses the wrath of the Entity.

    You become obsessed with one Survivor.

    After hooking the obsession 3 times, a 80/70/60-second countdown begins and two dull totems in the trial inherit Martyrdom. If either of the totems are not cleansed before the timer depletes, the Entity will lash out and injure all healthy Survivors.

    The remaining hex totems return to their dull state if Martyrdom takes effect or is cleansed.

    Martyrdom permanently deactivates if there are less than two available dull totems in the trial.

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


    (Survivor) Take The Heat

    You’re willing to throw yourself into the fray as long as you have your buddies to back you up.

    While you are the obsession and being chased, the Killer’s terror radius is increased by 8 meters.

    All Survivors within the Killer’s terror radius while you are in a chase have their skill chance trigger odds increased by 25% and Great Skill Check success zones increased by 10%/20%/30%.

    • Increases your chances of becoming the Killer’s obsession.
    • The Killer can only be obsessed with one Survivor at a time.
  • It could use a small nerf, but I really think the core issue with DS is with how fast-paced the game is. So before we do anything drastic, we should look into tunneling and camping at base so that DS is less needed and more of a perk you run just in case.

    Or change it completely. Who knows? It’s such a convoluted paradox.

  • I’m slowly putting together an idea to change Pig’s power so that it’s more consistent and appropriately tormentive (made-up word btw). Basically, traps will work the same, but instead of getting a key from Jigsaw Boxes, you’ll get a specific tool to complete a task and find a key.

    The one I thought of is the scalpel: which reveals the aura of another Survivor to you in red. In order to find your key, you must use that scalpel and dig into the other Survivor’s flesh to find the key, injuring them but also saving yourself. There will be more tasks to do and I would love to have some ideas thrown at me, especially those of you familiar with SAW.

    Oh, I forgot to add, when they get the trap off, The Pig will receive a new trap after about... 2 minutes?

  • That’s one piece of a much bigger puzzle.

  • @Deadeye said:

    I totally disagrtee with all effects to killer belongings and perks. When you wrote that killer is not affected, I thought you would bring up points how killers can have luck, rather than providing a list of how luck counters several killer mechanics. This would simply feel like bugs on killer side when a relied mechanic simply does not proc.

    Luck should stay survivor action based, not killer interaction based. If you go the way you suggested, you could also progress and list stuff like "0.5% chance of not landing a vault hit that otherwise would have connected".

    Old post by the way.

    I kind of agree with what you disagree with for some things, specifically aura-related perks. However, if Luck is gonna be in the game, it should have an effect on just about everything in the game.

    Could we exclude perks entirely? I honestly wouldn’t mind that. I’d personally hate to get screwed over by Luck while running a gimmick build.

    And I agree about your point about the visuals. My solution would be to have a visual and sound cue when a luck-based event triggers. Both so it feels more alive (less like a bug) and also more satisfying where you get that warm feeling in your heart where you’re like, “Ah thank God.”

  • Theoretically, looping COULD work in real life. If you’ve ever seen World Chase Tag, that’s a perfect example of how looping may keep your assailant at bay. In a more desperate situation, you could theoretically harness your DbD looping skills to keep a distance. You’re really gonna need the endurance to do so though.

  • Survivors having passives? Definitely! But we should tread carefully in this field of study, as we don’t want to make playing certain Survivors have a competitive advantage over others.

    The game is designed around Survivors NOT having passives, so when we DO give them passives, we should make them noticeable, creative, and unique without being intrusive and forcing specific playstyles depending on your character.

    In other words, like a lot of things in this game, simple number changes aren’t gonna cut it. In my personal judgement, Survivor gameplay and mechanics as a whole should be overhauled before we do something like this, so we can explore new mechanics.

  • They should iron out the base game before doing anything drastic.

  • Hawkins is a difficult map and I like it. The fact that it’s so rare adds to that fact, and can really test your skill.

  • I would erase Rotten Fields, Shelter Woods, and Wreckers’ Yard because they all lack any unique qualities and are totally RNG. Some maps, like Azarov’s Resting Place and Blood Lodge, should be combined with existing maps in their respective realms and have their main buildings modified to include breakable walls and become less, if not completely rid of, RNG-dependent.

    Dead Dawg Saloon should set the standard for future map creation. Keep in mind, even the saloon isn’t a perfect map either and there’s always room for improvement.

  • Current Freddy is just overwhelmingly strong. He just has way too much for a single Killer. Like, he works and is beatable, but sometimes it just feels so obnoxious.

    Old Freddy on the other hand was just boring. You cannot apply pressure at all and have no control over chases whatsoever. Sure, there are strategies to slow the game down, but Freddy would be limited to just that: slowing the game down.

  • I wrote a whole list of changes I’d make to his add-ons and perks. His base kit is perfect, so I made all of his add-ons support different types of gimmicky builds, as well as some generic ones you use if you just wanna have fun.

    https://forum.deadbydaylight.com/en/discussion/171767/reworks-for-demogorgons-add-ons-and-perks-redux#latest

  • Unlike NOED, Devour Hope encourages and rewards good gameplay, and acts as the trump card NOED was supposed to be but never fulfilled. It can turn the tide of the game, but comes with equal risk of getting destroyed before you can get your first stack.

    All-in-all, it’s in a great spot in my opinion. Hex perks are meant to be powerful and Devour Hope leads by example in that genre.

  • I absolutely hated the fact that Franklin’s removes charges. New Franklin’s is annoying but not as bad, and it actually can be used strategically unlike its predecessor with trapping Killers.

    Just drop your item if you need it so badly or muscle through it. Franklin’s is designed to be painful to go up against.

  • I’m fine with any of these changes. I use the perk regularly, and it comes in handy quite a lot, except that sometimes it’ll feel like half the match has passed before the perk goes off cooldown.

  • I think there should definitely be a whole separate objective for the last Survivor in their attempt at escaping with no teammates that doesn’t require a Key. The hatch opening and handing out free escapes or crushing people’s dreams based on RNG needs to go. A lot of people agree, but no one has any real suggestions besides doing more gens, which was an idea the devs purposely rejected for rightful cause.

  • No Apologies

    Even after everything you’ve done, right or wrong, you’re not stopping.

    While No Apologies is inactive, your repair speed is reduced by 50%.

    After being chased by the Killer for 60 seconds, No Apologies activates.

    While this perk is active, stunning the Killer with a pallet afflicts them with the Hindered status effect for 30 seconds and you become the obsession. The perk deactivates. Missing the stun also deactivates the perk.

    Each time you stun the Killer with a pallet, receive 20% bonus bloodpoints in the Boldness and Survival categories, up to a maximum of 60%/80%/100% bonus bloodpoints.

    —

    ^ A proper chasing perk, at the cost of repair speed. It’s part of a chasing set for one of my Survivors and is a little outdated and plenty gimmicky.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564382#Comment_1564382

    We'd have to define what the 'theme' of dbd is. because i've seen people argue against modes or things like dlcs that'd give us the roleswapped versions of the characters on account that it 'wouldn't fit the lore/theme/mood'.

    I'd argue that a 'scavenger' mode to get items would kinda fit, as it'd give the survivors a hope boost? which is what the entity feeds on?

    I’m not an expert on the lore of the game, but I do know that hope is very important to the Entity. A hub world for scavenging items is an interesting idea. A lot of games have something similar, so I could imagine DbD following suit.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564325#Comment_1564325

    Survivor stats are the thing I'm most on the edge about myself, truth be told. But I do think that having an overview on how well one does with certain objectives might be a good idea?

    As for perks: I did muse about how it would play out if teachable perks in general would be weaker on a character, think that would work (instead of disabling them entirely?)

    And as for items: No image there cause I am undecided if I'd personally prefer a separate shop/web for them, or a whole new game-mode where you can gather them.

    I think Survivors shouldn’t have stats, but traits instead. They’re basically passive abilities that the character has built-in. They’re directed at assisting in that character’s nature without being intrusive. I personally think Urban Evasion should be Nea’s passive, and Steve’s Camaraderie should be his own passive, or something similar to that perk that buys people time on the hook. Those things are helpful, but not totally game-changing, which is the direction I believe we should be going in when we talk passives.

    Weakening/strengthening perks doesn’t sound so bad. I dunno. Same deal. This would need some field testing for a concrete answer.

    The Bloodmarket for items and add-ons like they have on mobile seems okay to me. We could definitely experiment with different game-modes or milestones or something crazy like that. Let’s just make sure it fits the theme of DbD.

  • These ideas are done so beautifully. I love the images you drew!

    The revamped loadout and charms are very cool. Not too sure about blessings though. They sound more like effects you’d receive through offerings instead, which is still a welcome thought.

    Speaking of offerings, having both a normal offering and map offerings separate would be amazing! My only concern would be that people would always play specific realms, namely the original three, but that’s a separate issue so no need to worry about that yet.

    For your ideas about perks, I’ve tossed this idea over many times in my head and came to the conclusion that restricting perks on certain characters is plausible, but not totally welcome. On one hand, I do think that some perks should be disabled (like Distortion on David) to encourage different playstyles depending on your character. But contrarily, this would also force people away from their favorite characters to use certain perks. And if this is done incorrectly, you may not see some characters due to their perk roster.

    Blessings sound like offerings to me, but that might just be me misunderstanding. The idea of Killers having to find Survivor-equivalents of hex totems feels off to me. I really think offerings should handle the whole blessing deal. We’re getting more offerings in the upcoming chapter, and I hope there’s plenty more where that came from to fill the empty void that is the offerings of this game.

    Giving Survivors stats is, excuse me, not a good idea. In a game where your team is counting on you to buy them time to finish the objective, your performance shouldn’t be determined by stats. Not only would that screw people over in situations where they’d normally be fine, but it’ll create a new Survivor meta that isn’t just perks, which sounds like a nightmare. Don’t feel bad about it though. We can certainly build off of this idea with something akin to passive traits or something of the like.

    The Killer stats screen looks very nice in that template. It’s pretty much the same as it is now, showing movement speed, terror radius, and power. Something the devs should definitely invest some time into is the explanation of Killer powers, because some (like Freddy’s) consist of a huge wall of text that’s super intimidating to look at if you’re a beginner.

    I’m assuming you started to get worn out by the time you hit the items section, which is totally relatable writing long posts like these. The bloodweb and bloodmarket are passable, but flawed in their own ways and need touch-ups. The progression system in this game needs to be less of a grind, which is a discussion for its own post.


    All-in-all, I like your thinking. Your ideas aren’t bad at all, but they’re not perfect either. After all, there’s always room for improvement! 😁

  • Absolutely not. DbD as it currently stands is incredibly flawed and it’s not a secret, which is why they’re constantly adding onto it with every patch. I would certainly expect a huge overhaul to the game’s mechanics if a DbD2 was ever announced. However, a lot of things should stay so that the game holds onto its charm that keeps people reeled in.

    The Survivor stats idea is thrown around a lot, and I’m totally on board with giving them unique traits, but not stat boosts. We don’t wanna create meta Survivors nor make them too predictable based on their character. We should hold onto this for a while until the Survivor’s base mechanics are redone.

    Perks should stay about the same as they are now. It gives people the ability to mix and match different perks to create different playstyles and strategies. The issue they have now is that some perks are miles better than others. The strength of all of the perks should be flattened across the board, or so they compliment each other to be stronger.

  • I agree that Demo’s add-ons need tweaking, but I’m too attracted to these add-ons here, no offense. Add-ons are supposed to synergize with other perks and add-ons so you can make cool builds. These add-ons I would have trouble doing so.

    Sticky Lining: I can see where you got this one from, but not only is the Hindered penalty pretty not-useful, it only applies after BREAKING a portal, which typically happens far away from you, therefore narrowing your ability to capitalize on the slowdown.

    Thorny Vines: Another one whose basic properties are implemented into its effect. Sadly, I can’t agree with this. I would assume it only applies to injured Survivors, but even so, aside from wasting a bit more time, this add-on will do nothing but make the Survivors’ lives more miserable.

    Brass Case Lighter: Another anti-healing one, which I don’t imagine fitting on Demogorgon. The effect would definitely be good, but not at all unique or impactful.

    Life Guard Whistle: (1) Survivors are already Oblivious when standing on top of a portal, so deafening them too will make little to no difference at all. (2) Same point as Sticky Lining. Demo isn’t meant to use its portals as traps.

    Leprose Lichen: (1) I see you’ve taken inspiration from Deathslinger’s UR. But unlike Deathslinger, Demogorgon isn’t a sniper, so an instadown doesn’t work for a move like Shred. (2) I support this idea, but it’s a better fit for Red Moss, as its description entails that consuming it “enhances athletic performance and causes euphoria.”

    Red Moss: (1) Ultra Rare add-ons aren’t always insta-downs. Their effect is supposed to be very unique compared to the rest. The Exposed status effect is meant to be used sparingly in DbD. (2) Another Deathslinger-inspired add-on that would be way too strong because of its availability. (3) Portals are not meant to be traps. I see you’re trying to remake Trapper’s Bloody Coil but it just won’t work. Once Survivors realize that the portals hurt them, they won’t seal them and the game suddenly becomes much more difficult when those portals become negligent.

  • Hexes shouldn’t spawn until active, and when they DO spawn, they should spawn far away from Survivors.

    Totems are NOT a secondary objective, because breaking dull totems only nullifies a single perk that not every Killer runs. I hope we get a secondary objective someday, but I don’t think it’ll be anytime soon, because that’ll mean a whole revamp of the game’s mechanics.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1546907#Comment_1546907

    Saying that while Doc exists? Lol.

    Easily the most oppressive, mindless use of power killer in game. If you watch 3 gens, theres almost no way to fail.

    I hear people say that but I don’t see it. Doc is perfect in my opinion. By oppressive, I mean that decision-making becomes even more difficult with the constant threat of being shot through obstacles with little to no warning at all, or being unsure if you can even throw down a pallet without getting wiped out.

  • Sounds like a cool concept. But those are breakable walls, not doors.

  • @Pryzm said:

    Legion was a bad concept to begin with. It is one of the few pieces of bad lore as well. Three millennial Antifa cry babies who can't handle life, so they start killing people. I'd love to see any one of them locked in a cage with David King. Though, it would likely sound too much like a baby seal being beaten...poor Legion.

    How to fix Legion.....I guess in order to fix Legion you have to decide first and foremost whether you want them to continue being a massive BP generating machine or a straight-forward killer. The deep wounds concept is broken and should never have been the base of the power. Legion should have had more of a travel power in the form of "teleporting" as different members.

    Thoughts:

    Locker Walk - Legion can mark multiple lockers throughout the map and teleport through them.

    Each member of Legion has different skills. As the game progresses, you unlock other members to "use". So, you get X hits you can then switch to Suzie. Suzie has the ability to see tracks more effectively. Player's scratch marks are more direction-based and last 2 seconds longer. Get so many hooks and you can access Frank. Frank is known for his anger and after being blinded or stunned X amount of times, he can rage for a short period, causing him to hit so the survivor so hard he knocks them down. (Think of Trapper with padded traps - you hit, they get back up and you have to quickly hit again). Perhaps another Legion member is into Parkour, so his ability is to hop through windows and over pallets, at the same speed as a survivor - thus cutting loops short.

    You get the idea.

    The problem is that each member of Legion is the same boring sissy. The concept of Legion should have been a combined effort of different skills. I think it would be very interesting to face a killer who could switch their skillsets mid match several times. Do I drop the pallet for the stun and risk Frank's power, or do I try to window loop and risk (insert Legion member name)'s power?

    More complex, much more fun.

    Obviously, I support the idea of throwing current Legion down the trash shoot and starting all over again.

    I had a similar idea in the past, minus the other members. I like the idea, but maybe not for base DbD. I could imagine a stand-alone game mode featuring four players as the entire gang of The Legion against a group of Survivors with the likeness of your idea. Sounds like fun.

  • Wraith's animation is the Trapper walk from 1st person. No idea why. It's been that way for a while now and is certainly not intended.

  • I disagree but get what you mean. Both Pyramidhead and Deathslinger are singlehandedly the most oppressive Killers in the game, both of whom are capable of mindgaming you with a single press of a button. Don't get me wrong. I adore those two greatly, but they are not without their flaws.

  • @Xbob42 said:

    While a long-term solution involving something more involved would be nice, a short-term solution is to make it not be a bunch of random nonsense. Why is it a bunch of random nonsense to begin with? Because that's how it started? It makes no sense. Maybe for items and add-ons, I guess, it's not very satisfying but at least those aren't permanent upgrades you're looking to get.

    They really should just have the market concept from the mobile game, but even that's silly. Just have a list of all the different things you can spend blood points on, and make them cost more than they currently do since you're trading luck for guaranteed progress. You could even include ultra-rare items/add-ons in there, but maybe cap how many you can buy per week or something.

    There are more sensible ways for all of this. Having it be this weird luck-based nightmare is one of the most bizarre and completely pointless and counterproductive design choices DBD has.

    Agree, agree, agree! I think the Bloodmarket idea works alright for items and stuff as well, though there's always room for improvement.

    The bloodweb exists now, and the golden question is... what should it evolve into?

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