Vulgun
Vulgun
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@El_Joey_Culón said:
Well what can I say... I think you did a pretty good job
I wanted to tow the line between what I think would make the Killer himself feel practical, but also more engaging.
I think that the mixed amount of progression in his kit will definitely hurt him in terms of consistency; it should always be range/mobility, then power, I feel. And the addition of more supply cases makes his progression a little easier in-game and also makes Survivors not need to fully worry about the consequences of grabbing a vaccine until they're at the last four.
Then there's the add-ons. I wanted to suggest changes that made the add-ons more interesting. Some of them, pretty lame currently. But doing more for Nemesis' kit would make them again, more engaging and not as lame as they are now. (Who wants to remove one Supply Case with an add-on or have the single worst iridescent add-on in the game?)
I don't need to say much about the perks.
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This was unfortunately moved to feedback and suggestions, a completely unwarranted move that will surely get this thread done in by complete and utter obscurity.
What's more unfortunate, however, is the fact that there is no response to this and the ultimate fate of what we currently know will still be vague. We should NOT be at the mercy of the developers or the moderators for this; we should be able to know immediately what the intentions are and what the full context is.
Bad move.
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@SwampDaddy said:
I find it completely asinine that survivors can block a killers path to the hook. It's a loophole that allows the carried survivor time to wiggle free while survivors completely corner a killer and block their path where they can't even move or hook a survivor. There should be a massive penalty for that. It is an unfair advantage.
I additionally think it's unfair that a survivor can blind a killer several times in a row with a flashlight and the only way to get out of it is to look straight upward. I get the idea behind it, but red rank players use this tactic and overpower killer players who may not even know better and it's an unfair advantage and a pure way of taunting a killer and just another way to be a total dick.
Survivors are given way too much freedom of advantage when in direct contact with the killer and it is not only unrealistic, but it makes playing against red rank survivors a complete waste of time and is not fun at all.
Please think of making some changes so these experiences are very rare instead of all too common.
Just use Mad Grit and/or Starstruck.
Trust me, the moment any survivor team realizes you have either of those, they will definitely attempt to stay away from you as much as possible, especially with Starstruck. That perk would make their attempts at blocking you practically useless.
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@fogdonkey said:
Add-ons/items/offerings need to be expensive. Otherwise players will always put in the best possible add-ons, and there will be no need for a weaker version of the addon and I think the game is not balanced around always running the best add-ons/items/offerings.
Instead i think that perks should be made completely free in the bloodweb. Or maybe even all perks should be available immediately. The bloodweb would be used only for add-ons, items and offerings, because only those need balancing.
I'd argue that this could be fixed by just reducing the availability of add-ons, items and offerings of rare or higher to higher levels of play. This would serve three purposes and hit those goals quick:
- It would increase player progression at a significantly faster rate.
- It would make these items in the Bloodweb mean something due to their newfound rarity.
- It would still make people use lower tiered items, add-ons and offerings as a means of progression.
How I would also make it is that the progression, i.e. your Survivor-Killer level, determines which add-ons, items, offerings you get. This means over time, you will progress to get even better things over time, while still reducing the overall spending of the items within the Bloodweb.
So if you're at level 1-20 for a Killer without prestige, you'll more than likely end up getting common add-ons and offerings with the occasional uncommon/rare ones. And the more you progress, the better things will get overall for you.
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All of these are good suggestions overall.
@Dodgingbears said:
They need to be reduced more than that. that is merely maxing bps 2x as worth it when we have over 50 and more coming characters starting june 15th. It is unreasonable that you have to spend 2000 hours to get them to p3 and get perks you want. Perks should be allowed to be purchased (not at random) and bloodwebs should also be shrunk in size. put another -500 on all of the things you listed and dont lose items or perks when going next prestiege... or at least get them back at the level you had them when they appear in the bloodweb... and that is a much better start.
Cutting the bps down on items, even by half, is not indiciative of how big the game has gotten since they came in, nor how many items and perks have been added to purchase. You should be able to p3 all survivors in a couple hundred hours. its purely cosmetic and they make money of micro transactions. p3 used to be bc there were only one outfit... bloody or not.
The reduction I feel would be good only if they added the increased Bloodpoint earnings. If you reduce how much you need to spend by half on (most of) them, as well as boost the amount of Bloodpoints earned in matches, you'll level up your character within around 4 to 8 levels per match, which is what should really be the case rather than possibly leveling them up once or twice.
And I also think that Prestige should allow you to have more Perk Slots available to you in base; so if you prestige once, you get two slots to start; you prestige again, you get three, and the final time, you get all four. Gives you more incentive.
I also do agree that something needs to be done about the Prestige system. Perhaps considering how much Bloodpoints are spent to prestige anyway, they should reward you with around 250,000 Bloodpoints per Prestige perhaps, that way you can kickstart your progression faster.
@BenihimeWrath said:
Honestly for balance sake, I think its time they strongly consider simply cutting out rank 1/2 of perks. In that way they can more precisely balance a perk based on its needs and don't have to worry about its 'lesser versions' anymore. That would also immediately cut out a good deal of grinding, and make prestiging feel more feasible for regular people. (Although technically an above and beyond mechanic, so they'd probably add a new set of prestige during these changes like they did last time.)
That or maybe all universal perks are available right from the gate?
@Dsnooz said:
We should just get the max value perk, tier 1, 2, 3 makes no sense and makes prestiging a chore. The bloodweb would work better if perks didn't have ranks at all.
I can understand why they have ranks, which gives players a sense of "progression", but I also do agree that leveling up perks is too archaic, at least in their current way.
If they had to keep them, I would argue that we should be able to level Perks up by themselves with Bloodpoints, rather than having to sort through them in the Bloodweb. That way you only need to obtain one of each Perk in the Bloodweb, then focus on leveling them up in the Perk menu. Again, an innovative way to really make grind better without having to force people into the Bloodweb and spend so many points to possibly not even go up a level.
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Unfortunately, Quick Play as it would be if it was implemented as it was back then would be a horrible and obsolete experience since there's no benefit to playing it.
I'm trying to offer benefits to playing it, not making it watered-down "Rank". This version of Quick Play has benefits that would draw in players, while Rank would have its own benefits to draw in players as well.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2238980#Comment_2238980
Well, every killer is called 'The ..."
I don't think the devs would alter that key aspect of the game features for one killer/license. 'The Sephiroth' isn't so bad sounding lol
Alright, if you want a Killer title, then I guess there's two options:
"The Bogeyman" - This is because of his ability to instill great fear, trauma and suffering to others, essentially being a man of nightmares.
Or "The One-Winged Angel" - This is due to not only his literal title being that, but also the fact that he has enough influence to have such a title in the first place.
"The Sephiroth" sounds not bad, but it's also not good; it's silly.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2236679#Comment_2236679
Reading other people's comments, I would also add to mine by saying Jake is a great choice for Cloud. But Tifa would make more sense on Feng imo.
His killer name would make sense to be 'The Sephiroth'; but it could also make sense to call him 'The One-Winged Angel'.
Again, just "Sephiroth", in my honest opinion.
It'd make the character feel more unique and in line with the teensy tidbit of lore upon him.
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@fogdonkey said:
So much time put into a forum post just to go unnoticed by the devs... Or even if they read it they will ignore it. You are not the first one to come up with a Trapper rework suggestion. Famous DBD streamers were suggesting reworks for years and almost nothing was done. So you think your forum post will change things? No, it won't.
Hey, even if it goes unnoticed by them...
I still have this post (the OP) to fall back on for ideas in the future. 😉
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@glitchboi said:
Yooo this is sick. Although I think Scintilla should be a Hex perk.
Tho, what would his name in DBD be? The Angel?
I think Scintilla being a normal perk is just fine; it has a long enough cooldown and you can get into chases within less time if you're optimal, meaning that the perk won't completely save you (even on Pallet Town). However, if it really, truly isn't balanced enough, perhaps I could modify it to have some sort of requirement if more people think it's kind of bunga, but I feel like it'd be in a good spot.
As for the name, I deliberately chose not to give him a Killer name, and instead chose to just make his name "Sephiroth". This is in part due to Sephiroth being a godly entity in his own right, as well as Sephiroth's overall iconic nature in gaming and as a boss. It wouldn't feel right to just give him a Killer name.
I also tried thinking of Killer names, including "The Angel", "The Seraph", "The God", "The Illusion", but honestly none of them worked. And "The Nightmare" was already taken by Freddy, further pushing me to ultimately give him his regular name as his Killer name. Makes him more unique in that regard.
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@Yords said:
the best potd attacks are ones that happen immediately after the another in a chase that lasts like 7 seconds
Nah, the best ones are when Survivors don't have BT and both of them are injured so when one gets unhooked, both get booked by the attack.
(Booked meaning "read harder than a full book")
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Could you guys seriously imagine how fun it'd be to have the Bear Trap go bonk on a survivor?
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@Maperson said:
Not a bad concept, but i would really like some movie license next
Understandable. I'd personally like to see The Thing or The Ring since their powers could be interesting.
But I feel Sephiroth could easily take the next video game license. While there are some really good horror game characters to choose from, like someone from Fatal Frame, Little Nightmares or even F.E.A.R., Sephiroth wouldn't feel all too out-of-place since his actions and overall demeanor are both horrifying and intimidating, while his abilities would be extremely unique for the game.
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My "give up" condition as a Survivor is PLAYING Survivor in the first place.
I don't know what my condition would be for Killer considering I play Pyramid Head, Myers and Bubba, so I just do my own stuff.
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@Onyx_Blue said:
This is an incredibley innovative chapter!
The only criticism I have was with the add-ons. There were too many duplicates, not much variation to give Sephiroth versatility.
His power and perks are great. I think Scintilla would make more sense as a Hex though and the cooldown be shorter, something like 35/30/25 seconds. Since it is a brutal perk, but can be easily made less useful vs good survivors that force the stun at very weak/unsafe pallets and are good at utilising vaults chained together. And Brutality could have a different name, since the term 'Brutality' is already in use in the main Scoring System. Also, perks typically only have one function that is related to the tier it is, 1/1/1 for example. My suggestion would be a set max amount of 8 tokens with 4/3/2 tokens being consumed as the aspect assigned to each tier of the perk.
I'll be taking this all into consideration and editing some of the things. There are some points you made that are indeed correct; he does need to have more versatility in his kit and I'll see what I can do about "Brutality" and "Scintilla".
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@indieeden7 said:
To be brutally honest, I doubt we'll see him ever. Nemesis is arguably just a better version of Mr X, being more lethal with his attacks (even having the capability to perform ranged attacks and infect people with hi tentacle) and being much more resilient in comparison to Mr X.
In the original RE2 it only took a few handgun bullets to stop him chasing you for a significant amount of time, he was only really made into some sort of a threat in RE2's remake. Nemesis on the other hand was practically a bullet sponge, you couldn't really fight him, your only viable option was to run.
But he could at least be referenced in an add-on or a description; the lack of him is honestly really disappointing. He was the original pursuer of the Resident Evil series. To not have him referenced would be wrong.
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@Trwth said:
What a unique idea. However, designing this perk around countering an item is bad design (just look at Lightborn). Not to say that keys aren’t a problem, mind you. Its nerf will come in due time.
If I were to change this perk, I’d make it an endgame perk to run alongside Blood Warden or NOED like this:
Dark Requiem
When the exit gates are powered, hook a Survivor to activate Dark Requiem for 16/18/20 seconds.
While Dark Requiem is active:
- You are Undetectable.
- All unopened gates are blocked and have their progress reduced to zero.
Sure, that'd be efficient, but I'm trying to make it so that the HATCH isn't a problem, not the exit gates. The exit gates are fine and have enough perks to actually work with them (No Way Out and Blood Warden), it's the hatch that needs this Perk more than ever.
And think about it for a moment. The scenario for your changes to it is that you have:
- No Way Out
- Blood Warden
- No One Escapes Death (or Devour Hope)
- Dark Requiem
First, No Way Out activates, which at maximum will grant you a good 42 seconds of no exit gate openings.
Second, once that is done, the Survivors take approximately 19 seconds to try and open the gate, but then you hook someone and Dark Requiem activates, making sure that they can't escape for another 20 seconds.
Then after that, another 20 seconds of opening the gates.
But OH WAIT, another 60 seconds of waiting because Blood Warden activated as soon as you hooked ANOTHER survivor after the exit gate finally opened.
The total amount of time lost to Survivors: 161 seconds, or 2 minutes and 41 seconds.
Your changes would only incentivize further Key plays and ultimately lead to people not enjoying the game as much, which also defeats the purpose of having a new Perk in the first place.
I want to push people away from using Keys as a means to escape; not push them towards using Keys because they might think a Killer is just going to run these four Perks and just outright prevent you from doing literally anything.
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@WTBacon said:
What would help players more is if they just showed numbers instead of vague, meaningless words.
That would also require them to make the "tough" decision to display the powers in numbers, too, with a lot of significant information being added that will inevitably make it a whole novel for some powers (Michael's).
But yeah, great idea overall. They won't do it.
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@HaunterofShadows said:
Ridley, your badass, I love you, your a dragon, you would not fit in DBD
I don't think you realize how terrifying Ridley can actually look and feel. He may be a space dragon owned by Nintendo, but he hits different.
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Updated Terminology
- Slightly + Slightly = Moderately
- Slightly + Moderately = Considerably
- Slightly + Considerably = Tremendously
- Slightly + Tremendously = Greatly
- Moderately + Moderately = Tremendously
- Moderately + Considerably = Greatly
- Moderately + Tremendously = Monumentally
- Considerably + Considerably = Monumentally
- Considerably + Tremendously = Substantially
- Tremendously + Tremendously = Astronomically
Terminology in Number Form
- Slightly (1)
- Moderately (2)
- Considerably (3)
- Tremendously (4)
- Greatly (5)
- Monumentally (6)
- Substantially (7)
- Astronomically (8)
- These numbers effectively represent the tiers of effectiveness an add-on produces when combined with another.
The reason I want this to be a thing is simply because it's a quality-of-life update that would help newer players out, as well as give more information to existing and new players alike. It would be much better overall to discern the combined effects of add-ons than to try and look at both at the same time.
This would also make content creation so much easier or better in regards to add-on knowledge since now there will be more to dig in with new add-ons whenever a new Survivor or Killer comes to the game. But this would mean Otz would have a lot more work to do on his videos; sorry, dude.
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@CheeseAnton said:
My main concern about Ridley is his parent, Nintendo. Nintendo is known to be "exclusive" (for lack of a better term), if Ridley got in I can only imagine him being exclusive to the Nintendo Switch with crossplay needing to be turned off (you can't even play Minecraft with your Xbox and PS friends if you have a Mario skin equipped).
I'd be happy is Ridley got in, but I'd feel it'd be too much of a hassle to go through. The most I can see is a survivor, because Survivor's are essentially skins with 3 perks, and DBD could just do what happened with Bill when he wasn't on console (have the survivors perks be in the general bloodweb), specifically I mean someone from Fatal Frame I could see working.
I'm certain something could be done and a deal could be made between Nintendo and BHVR to allow Ridley to be non-exclusive for this.
Perhaps Ridley gets his own exclusive Nintendo Switch version skin or something. Maybe a Legendary skin that changes him to Meta Ridley or something. That way if people want to have a cooler robotic skin, bing bang bop, get the Switch version.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2231991#Comment_2231991
Escape Keys:
Progression sticking/Aura being delayed seems alright with that overall time.
Does this also remove the last Survivor alive opening condition of the Hatch (sans key)?
Escape Keys:
A key is a key, you insert and twist, it's practically instant, they're not lockpicks. But I won't push further.
They don't need to temporarily dissolve breakable walls, but it certainly is something that could be applied to some item.
Ceremeonial Daggers:
Not sure I'll see eye-to-eye with the stun aspect of this concept (getting pallet stunned after picking up a Survivor is quite impactful, I can only imagine if it's even more on-demand, with the carried Survivor as the source), but it is unique. Not going to comment against it further.
Don't think there needs to be criteria for if you're Mori-able, won't really be common knowledge. But the on-drop baseline condition seems fine.
Aura-reading capabilities could also be tied into carving sigils into the Trial, being a dagger and all.
Escape Keys
If the last survivor is alive, the hatch will open up no matter what. That part will always stay. It's just the endgame requirements are much different, not the last-survivor-standing requirements.
However, I will say that the hatch will have its aura seen by both survivor and killer after 10 seconds of no interaction.
Treasure Keys (Now Lockpicks)
Actually, you know what? Lockpicks would've been a better item to consider. Makes more sense.
Ceremonial Daggers
Well, I personally just believe that they could be a one-time-use stun, I've gotten rid of the idea of the two-use stun capability and only want to bother with one stun. This also gets rid of their overall capability to be used as aura-reading tools, which would, in effect, give survivors a tough choice to be an aura tool or not.
And to further this, perhaps if the survivor uses it as an aura-reading tool, they can no longer use it as a defense item.
And yeah, I guess the Mori aspect could be gotten rid of.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2231803#Comment_2231803
This. Lose the daggers, old DS was dumb and I think making it into an item would further encourage killers to dodge lobbies. Keys that instantly open chests and have aura reading would be really fun! and the escape key needs some serious re-tooling. Hope devs take this into consideration though.
Again, I still feel the daggers could stay, just with some sort of way to balance them out much in the way of Decisive Strike.
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@glitchboi said:
He's too big.
In all seriousness tho, I would love that. Even if it most likely will never happen, a Nintendo rep in DBD would be kickass.
I always thought that Ridley would be the best candidate for a Nintendo representative that has the likeliest chances of getting into Dead by Daylight as a playable character. Other options I've considered are:
- Ganondorf
- While powerful and definitely would make for a unique Killer playstyle, he lacks the overall horror aspect that a proper Killer typically needs. He's intimidating, just not scary.
- SA-X
- Perhaps the only other potential representative that could best fit in as a Nintendo representative, SA-X has the powers and the horror factor (especially the latter). She's also Metroid's (and Nintendo's) first pursuer-type enemy, which would work great for a game full of pursuers, like Dead by Daylight.
- But, Ridley is more iconic.
- Dead Hand
- Gaah, no. Nooooo. I don't want to have that be remade. That can stay in Ocarina of Time.
- Giygas
- Specifically the non-ethereal form, though Giygas would be interesting in that it's still technically an entity much like The Entity. Giygas would be a pretty terrifying thing to add in, and perhaps its power is to be another Killer that messes with the minds of the survivors in some capacity...
- Like say...warping the terrain around them to make it disorienting?
But ultimately I thought RIdley could work best as the Nintendo representative due to his iconic nature and his ability to fly being something we haven't seen in Dead by Daylight.
- Ganondorf
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@BioX said:
I dont think it would work as a physical design, Ridley is HUGE for one but sure the Entity could size him down but apart from that he just has way too much stuff on him, wings, tail, just so much room for clipping and obscuring.
Smash managed to scale him down perfectly while retaining his height. The same would happen with Dead by Daylight.
I would like to imagine that his tail would have some sort of coding to where it has an aversion to solid objects to prevent clipping, or is just animated in a way to where it's always up. Same with the wings, they could just be tucked in until Ridley needs to fly.
Plus, there are also many Killers that actually have something that could be considered a bit huge; Spirit's hair, Pyramid Head's weapon, Oni's...literally everything, actually. But they barely have that many issues with clipping and obscuring as far as I'm aware.
@Chilli_man2400 said:
I think so but think about it in super smash bros brawl and Metroid Ridley is very big and tall he would be very complex for Dbds code and he’s not human he’s a dragon
Demogorgon is also non-human and he has more animal-like features, similarly to Ridley in a sense.
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@[Deleted User] said:
Escape Keys:
Takes too long to open Hatch, this would make it impossible to open Hatch, especially if the Killer sees the Hatch Aura. (except perhaps the Raccoon City police department map due to it's size). 30s with a 4.4m/s Killer means they can travel 132m before the Hatch opens. Does Hatch opening progress reset when interrupted?
Notifications of the Hatch/etc. sound good if using the Escape Key.
Does this remove the normal spawning/opening conditions of Hatch?
Treasure Keys:
Instant at base if they're all full keys. increase charges to accommodate.
Also allow them to open (dissolve) breakable walls for a few seconds at the same 8 charge cost.
Ceremonial Daggers:
This brings back dribbling, and multi-use DStrike. I don't think this is a good idea.
I flubbed around with a similar concept a few months ago taking into account variable hatch times: https://forum.deadbydaylight.com/en/discussion/230985/new-survivor-item-memento-mori-key-rework-exit-gate-totem-tweak#latest
Would love to hear your thoughts as well.
Escape Keys
Progression does not reset when it is interrupted.
Additionally, I think that perhaps the aura of the hatch can be seen as soon as it's halfway completed by the survivor. This gives the Killer the potential to get to the survivor, but also the potential for the survivor(s) to escape before the Killer gets there.
As far as normal spawning/opening conditions for the hatch, this would replace the normal opening conditions since there will always be a Key within the Trial that will spawn upon the 4th generator being completed. The hatch will spawn as per normal, however, but cannot be unlocked until an audible notification goes off for everyone.
Treasure Keys
The charges don't need to be increased. They are treasure keys and have one specific purpose that is to correlate with treasure chest add-ons.
And they do NOT need to dissolve breakable walls for the same cost.
Ceremonial Daggers
Alright, then. I'll make these adjustments to the idea of Ceremonial Daggers:
- Killers who attempt to let go of a survivor within 5 seconds of picking them up, while the survivor has a Ceremonial Dagger will cause them to immediately use the dagger to stun the Killer, without consuming any of the charges.
- The stun time is approximately 3 seconds across the board, and is meant to punish Killers who attempt to "dribble".
- The only times Killers are unaffected by this rule is when they have a Mori available, or if they're just Pyramid Head carrying a Final Judgement state Survivor.
- Ceremonial Daggers now have stun time depending on the dagger type:
- Iron Daggers deal 2 seconds of stun to the Killer.
- Silver Daggers deal 2.5 seconds of stun to the Killer.
- Gilded Daggers deal 3 seconds of stun to the Killer, akin to old DS.
- Additionally, the add-ons will no longer affect the charges of the daggers as offensive tools. Instead, all daggers are one-time use, but add-ons can affect the following:
- The skill check window.
- The stun duration.
- Aura-reading capabilities.
- Killers who attempt to let go of a survivor within 5 seconds of picking them up, while the survivor has a Ceremonial Dagger will cause them to immediately use the dagger to stun the Killer, without consuming any of the charges.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2217565#Comment_2217565
With how difficult it is to lean on objects as GF, I highly doubt the devs would be able to pull of the hiding behind objects stunts
I mean it'd probably be a simple modification to movement speed followed up by coding to make Legion crouch automatically upon triggering the move. The only troublesome part would be indicating what could be considered a corner; however, this could be rectified with a simple visualizer and probably the ability to go at any part of a wall or object, rather than a corner, for convenience.
Probably a lot of coding behind it, but in simple terms, it'd probably be like that.
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@Mandy said:
We've already announced in the Anniversary Stream that there will be changes made to Mori's in the future, the previous change was done initially to improve gameplay and health and it was something that could be done quickly, whereas the proposed upcoming change seems to be a lot more involved.
Well, are there any ideas in regards to the conditions at which you can activate these Mori's that're being thrown around by the development team?
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@Saltjar34 said:
I'm not sure about the phantom ability, it just doesn't suit them. They're a bunch of loud brutal teens and them being sneaky just doesn't fit them. I can agree with them popping out of lockers but them being stealthy is just not fitting
Well, considering that they are able to maneuver around areas quickly and their own trailer shows them being able to stealthily take down someone from within, wouldn't it be better to give them an ability that makes people second guess themselves until it's too late?
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I'm hoping to hear the following outside of just the RE reveal:
- Legion and Trapper Minor Reworks
- Trickster, Twins and Pig Buffs
- Spirit, Nurse and Hag Nerfs
- Haddonfield God House Rework
- Springwood Map Rework
- Silent Hill Map Extension
As for the RE reveal...I just hope I can give it to survivors.
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I myself am personally banking on Mr. X and not anyone from RE8.
@Tsulan said:
https://us.v-cdn.net/6030815/uploads/FRLMCHAFPJ9A/lady-nemesis-most-beautiful-in-all-the-land.jpg
This will be the new Killer.
This is on the line if I don't win my bet with a friend...
I don't want to live a week with this.
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I've decided to add on a lot more things than I originally anticipated. I'm hoping that whatever I've done for Legion now would be a good enough rework and rebalance of the character altogether.
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@[Deleted User] said:
I agree with making them move faster and lowering fatigue. I don't agree with the changes to mending. Would make survivor gameplay more frustrating with those mending changes.
With that in mind, I decided to actually buff survivor mending times for the survivors themselves (see OP), so in concept, Survivors will need less time to actually mend and thus will have a less frustrating game.
@DwightFairfield said:
I honestly just want to see Legion reworked into something more fun. In his current state he's unhealthy due to how obnoxious he is and how good his power is at dragging games out, but at the same time he's awful enough to 0k a 30 minute game.
Give him something more fun
I also took this into consideration and decided to give him something much more fun to utilize as an option in comparison to Feral Frenzy, basically a polar opposite of it, if you will. I think what I conceived off would make Legion a much more fun Killer to play as and a more stressful and terrifying Killer to play against, but at least one that isn't as obnoxious as he was before (especially with his Deep Wound nerf).
I'm actually considering conceiving of a suggestion to remove Deep Wound and replacing it with a much more terrifying type of status effect in its stead. Perhaps a Mangled status effect that slows healing speed by 50% would be better than Deep Wound?
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Alright then, I'll make a couple of changes to the original post with this feedback in mind.
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@TheArbiter said:
I just feel like this would be a case of like Trapper bag where everyone would just run the torn bookmark to get old Nurse.
Which is why I thought ahead of time and added the major nerfs to her. Old Nurse, but now with 9 second full recharge (instead of 6) and visibility/predictability when Lightburn is applied, as an add-on.
I'm also going to add as an addendum that the Torn Bookmark add-on also removes the effects of every buff that Nurse receives without it. This means her movement speed, the Fatigue buffs, the Lightburn buffs, etc. do not apply to Torn Bookmark. This would incentivize playing the new Nurse to get all of those wonderful buffs instead of playing old Nurse, while also making her a very versatile Killer in all regards.
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@thefallenloser said:
Oni is probably one of the lesser known killers... not sure why it would ever be him over one of the earlier ones like Nurse, Billy, or-- y'know... Trapper, the poster boy.
Because I'm thinking from a moveset potential perspective, as well as an appearance perspective. Think about it, most Killers in the game typically have one standard ability, and many of them aren't even supernatural characters. Not only that, but the Killers you mentioned would look way too off-putting to audiences playing Smash, and would likely raise the ESRB and CERO ratings for the game to Teen. Characters like Hag, Twins and Spirit, however, would be impossible to bring due to their appearances being what they are.
Oni is a different case because not only does he have an appearance that wouldn't outright horrify and keep players from playing him, but he would have more than one special move to utilize, as well as a possible transformation mechanic like many other fighters in Smash. He has the moveset potential and the more Smash-friendly appearance.
It's also not like we haven't had a DLC where it wasn't the poster boy before. Min Min was a character from ARMS that came into Smash and the poster boy for ARMS was Spring Man. So Oni being the playable character instead of Trapper or Billy or Wraith would make more sense with this context in mind.
I hope this clarifies a few things in regards to my choice.
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If this actually does get into the game, imagine how many people would be confused, amused or terrified of a large crab running around with a knife and chasing after them.
That's the kind of reaction I want to see from people and that's why I made this thread.
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@Krunga said:
No. Just make it to where if a Survivor is in the exit gate hall and they don't leave within 15 seconds the Entity blocks the exit.
Good idea, actually.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2200585#Comment_2200585
He is talking about the blindness status effect: https://deadbydaylight-archive.fandom.com/wiki/Status_Effects#Blindness:
Well damn, forgot Blindness existed for Survivors.
My bad.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2200544#Comment_2200544
What?, i don't think killers can get blindness.
Then literally what do Flashlights do?
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Probably Trickster, due to his extremely notoriously bad add-ons such as:
- Death Throes Compilation
- This one is just plain bad and confusing at the same time. You don't know what it actually does and it just ain't fun to use. This is an Ultra Rare Add-On, by the way.
- Cut Thru U Single
- Who the hell is ever actually going to hit with the piercing part of this? Okay, maybe a group of Dwights, but you get the point.
- Edge of Revival Album
- Another "who the hell is going to be hit by this?" when you can just actually HIT them.
- Fizz-Spin Soda
- Yeah it's good...for the initial few throws. Then it's not an add-on anymore.
- Waiting For You Watch and Lucky Blade
- Whyyyyyyy add the stipulation that Trickster has to be out of blades for this to work?
- Ji-Woon's Autograph
- It's literally a worse Fizz-Spin. What more can I say?
- Memento Blades
- While you DO get more bloodpoints for this, no. How about this not exist like it does?
- Inferno Wires and Tequila Moonrock
- To the developers, "Why is this an add-on? Surely you could've just made it so that Trickster's Main Event doesn't decay at all and it's compensated by Main Event not lasting nearly as long as it did before, right? Right??"
For a notoriously bad Killer, he has some extremely bad add-ons to boot. The other Killers usually have bad add-ons, sure, but they've got their uses still, and they're not too bad.
Trickster, on the other hand, has it worse off. His are just pointless or are a detriment to his gameplan as a whole.
- Death Throes Compilation
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No, you don't. Blindness completely covers the auras of anything.
Barbecue, Franklin's, Murmurs, etc.
(Side note: Being blinded and somehow getting Barbecue (or a hook in general) would be a damn achievement.)
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Killer Perk - Silenced Screams
"The agonizing scream of your victims drowns out the ears of others and further fuels your twisted machinations."
- After hooking a survivor, all survivors within a 24/36/48 meter radius will be given the Oblivious status effect for 20 seconds.
- After a survivor is sacrificed, you become Undetectable for 30 seconds.
This effect does not reset upon another hook, effectively giving it a 20 second cooldown per use, and 30 seconds per sacrifice.
Killer Perk - Echolocation
"Your keen senses leave no sound unheard. There's no place to run or hide."
- Any Survivor that begins to run within a 16/20/24 meter radius of you will produce a Loud Noise notification and have their auras revealed to you for 3 seconds.
Echolocation has a cooldown of 20 seconds for each individual survivor and the cooldown does not stack.
Killer Perk - AmbienT Focus
"Your ability to listen closely goes rewarded as you stalk your victims relentlessly."
- All Survivors' Footsteps are 15%/20%/25% louder when running and walking, and 5%/10%/15% louder when crouch walking.
- This effect is amplified by an additional +3%/4%/5% when standing still.
Killer Perk - Sadistic Bloodlust
"Your unrelenting pursuit of the survivor fills you with the warped desire to kill them at all costs."
- When chasing a Survivor, the time it takes to increase your Bloodlust level is reduced by 3/4/5 seconds per tier and your movement speed bonus is increased by an additional +0.2m/s per tier.
Killer Perk - Stalker of Tension
"Your close proximity to survivors terrifies them, making them prone to horrible mistakes if they are not careful enough."
- Survivors who fall or vault to a lower elevation within your Terror Radius will receive the Hindered status effect for 15/20/25 seconds.
- Survivors are slowed down by approximately -10% when Hindered.
- Subsequent vaults or falls will result in the Survivor gaining an additional Mangled status effect until healed.
The Hindered status effect can be reduced to -7% if the survivor has Balanced Landing.
"Fear is a concept of peoples' minds. When we fear something, we make mistakes. When we make mistakes, we dare not try what we did before again out of the fear of the same thing happening." -The Overseer, V
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Thank you for your time. I put a lot of time and thought into these and I hope that you enjoy reading this.
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@Bluerry said:
well I think they would just do it 9 times then and it still would be toxic you know
Then there'd be a hidden function where it will stack across games.
- If you crouch repeatedly for 5 times or more within 30 seconds during an Endgame Collapse, then the next Trial's Endgame Collapse threshold will be reduced to 9 crouches, all the way down to 4.
- This effect will go away by playing at least one match without performing this action, or if you activate the Endgame Collapse effect.
- If you crouch repeatedly for 5 times or more within 30 seconds during an Endgame Collapse, then the next Trial's Endgame Collapse threshold will be reduced to 9 crouches, all the way down to 4.
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@Sluzzy said:
I've seen these enough and they need serious nerfing. Either that or survivors need major buffs. I got out of a match against a Blight and I've never felt so cheated in games of all my life. First of all, I spawned with a Nea and we almost finished a gen but the Blight was given a "free" beacon that it was almost done so he shows up without any warning whatsoever. After a short tussle with the Nea she goes down away from the gen. Because of crutchy ruin, it lost almost half of our progress. In the meantime, the Blight uses his free aura read to chase another person off a gen and left her on the floor when he got the signal I almost had the first gen completed again so what does he do? With one on a hook, the other on the floor, he sprints across the map to get me off the "first" gen that should have been done a long time ago. I go down and hooked and both gens lost all progress. Because of perks two gens were lost. How is that even remotely fair?
By the way, the cycle continued and everyone is dead with 5 gens still up. A look at his perks shows BBQ, Ruin, Undying, Tinkerer.
I am sorry killers, if you win with this combo you didn't win because of skill whatsoever. No matter how good the survivors are and how hard they try to do the objective, you are using 4 crutch perks for a free win. You are carried because of perks. Every rank 1 blight is winning with this combo non-stop and the devs need to stop sleeping and look at this combo and how much killers are winning with it. It has to be astronomical.
BBQ and Tinkerer needs to be a one-time use perk like survivor perks. These perks are way too game changing to be used all the time. Put it on a 120 second cooldown. Something to make them fair.
And yet your side has keys and toolboxes. That's a good trade-off for this build in my opinion.
"Professional" player or not, you need to realize something: Survivors have it good in this game. You have toolboxes and teammates that help accelerate generator repair and you have keys that just outright ignore the main objective of every game and give you what is very easily a free win for you.
You also have anyone who goes for a Haddonfield offering because, guess what? Many killers do not have an answer to God House and thus the infinity loop will go on and on and on and that perk combination? Runs a stalemate with your team.
If you think BBQ, Ruin, Undying and Tinkerer are grossly OP in this current state of the game, your priorities aren't straight regardless of how good you are. You're not thinking of why Killers run it, the cause of it, and instead focusing on what the Killers do with it, the effect.
Now if you want these all to be nerfed, then you'll have to take a toolbox or key nerf to your side as well, because suddenly, Survivors are grossly broken to the point where every game, even with Spirit or Nurse, will more than likely be a free win for the survivors.
You just want it easier for your side when it's already easy. Get a Key, get people with toolboxes + Brand New Part, get multiple people on gens at once. It's not the Killer's fault your side runs things that are basically "GGEZ Win" combinations, and thus use their own "GGEZ Win" counter against you because they prepared themselves for what would possibly be absolute hell.
You get rid of these, then the Killers will have no fun and will ultimately decide NOT to play the game because it's too survivor-oriented now. It wouldn't be fair, nor would it be balanced.
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One week left until we've finally gotten our new Killer and Survivor. Speaking of, I've made a tie-in poll for this occasion:
https://forum.deadbydaylight.com/en/discussion/250614/who-will-the-resident-evil-killer-be#latest
So for anyone who's interested in giving their own opinions on who the Resident Evil Killer will be one week before release, here you go! I'm personally banking on the idea that it's the very iconic T-103 from Resident Evil 2.
Be honest, who WOULDN'T want to just punch a survivor or two? Or four?
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2196700#Comment_2196700
Wait what in the hell is that! Thats in the manga, how the ######### did that not make it to the games!?
I'm not actually completely certain, but of course considering that the Sonido de Tortuga Island incident occurred (in-universe) in 2014, then it's likely that he will never appear in a future installment due to his apparent death.
But as for this not being a game or a creature in a game? Well, I'm not sure. It's unfortunate since this guy could've easily been a good Revelations 2 antagonist.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2196647#Comment_2196647
It was not published officially, it will be revealed before PTB next week.
The MMR will be probably activated and announced only when the next chapter goes live, not even on PTB.
However I really like these speculation topics, can be used as inspiration for next chapters, so keep em coming.
Glad someone can enjoy these speculation topics. It'll probably get a lot of heated debates once the last 5 days roll around.
As for something for people to consider, I've actually got another Resident Evil killer idea that could actually work, and it's actually a relatively interesting idea that not many people, if anybody may have talked about.
Elesio Mabou - The Bioweapon
Elesio Mabou, also known as Morio, is a bioweapon introduced in the tie-in manga BIOHAZARD heavenly island, where it pursues Takeru Tominaga and Yuki Mayu on Sonido de Tortuga Island.
While I'm not perfectly certain how his story completely goes (as I can only use articles on the wiki), considering his overall appearance, it's hard to deny that he would possibly have the ability to utilize his harpoon, as well as possibly the anchor on his back, in some way, shape or fashion. He could potentially throw the harpoon spear towards a survivor to damage them from a short range, or even pin them into the ground or a wall from long range, which could allow him to follow up with an attack via the anchor or grab on the survivor if they do not escape in time.
If anybody here has actually read the BIOHAZARD heavenly island manga and would like to shed some light about this character, that'd be much appreciated so a better concept for a killer could be made with Elesio in mind.
But from a design perspective, Elesio would make for a very cool killer design, if not as THE Resident Evil killer, possibly as an alternate skin for whoever the Killer is (granted they are male) or even a Legendary skin for Wraith, who would have a similar style and aesthetic to Morio.
An interesting Killer in appearance, but still very unlikely to be the Killer due to the lack of knowledge of this character.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2194404#Comment_2194404
This would be incredibly unfun for both sides.
- Tyrant would use add-ons to make kill timer shorter
- Tyrant power would be incredibly weak to balance out the fact it has an instant kill, which would mean you would only be able to use your power until the late game where survivors have accumulated enough hooks. Basically, an M1 killer for most of the game.
This wouldn't be his Power, just a Special Attack, an extension of his Power. His primary Power would probably be based more on his ability to locate targets or get to them as fast and efficiently as possible rather than the ability to just grab or M1 him. Or it could be a combination of abilities in one.
Additionally, this move would have no add-ons to affect it, much like how Pyramid Head doesn't have add-ons that allow it to use Final Judgement earlier.
@CrowVortex said:
I would quite like Heisenberg tbh, has some good dialogue too.
Plus i wouldn't mind swinging his hammer around or controlling metal for an ability to either trap or hurl at the survivor. Using metal to block a window or doorway (Like a Bamboozle, but with a cooldown) for example and able to encase a survivor in metal overtime for a chase projectile ability.
Heisenberg is an interesting case of an RE8 Killer. While I would disagree on his inclusion on the grounds of the fact RE8 is just too new, he would make for an interesting Killer due to his Magneto ability. Maybe instead of just blocking windows or doorways, he ends up blocking loops with his ferrokinetic ability.
Or maybe he can just outright create staircases that go up a floor or two with his metal, which would be an insane ability that would additionally make Haddonfield's God House not fun to go against him with.
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@Mandy said:
We have already given information about our proposed Rank Rewards system - it's not something that's intended until MMR is released though.
https://forum.deadbydaylight.com/en/discussion/217721/developer-update-january-2021#latest
Would there be any considerations for the addition of the charm and/or add-on rank rewards as an additional incentive to the game? The Coin Charms are what I feel would be a really great additional reward since it's something the players can actively try to unlock and work for every season out there.
@[Deleted User] said:
We need a rank reward system 👍
Your ideas sound great, but I don't think they'd give out that many shards even though I wish they did.
The shards are indeed a pipe dream, but having additional ways to potentially earn a non-licensed Killer would be really great.



