Avatar

ceridwen309

ceridwen309

About

Username
ceridwen309
Joined
Visits
2,281
Last Active

Comments

  • @Jackard said:
    Doors are such an iconic part of horror ie: The shining, Friday the 13th and even the new Halloween trailer. There should be at least two doors on any given map. On one side, it would break line of sight for the killer on the other hand, it wouldn't be loopable. The killer would still be able to break it like a pallet. I am a killer main and I would love to see this as long as they removed one pallet per door.

    I do believe there should be more props and interesting things on maps. The lack of doors has always made me tilt my head oddly.

    With doors on the map....I would like to see killers be able to lock them....and survivors lock/unlock them with keys/lockpicks.

    closing a door would block line of sight, and possibly stun....but without locking it....still not the best outcome. Killers would be able to open doors.(we aren't heathens....we just want to kill/sacrifice you so our annoying jail warden/roomate will throw us a bone.)

    Locked doors on the wrong side would require smashing. It would be an interesting and possibly strategic new system to learn.

  • @ThePloopz said:
    In game chat has been suggested many times by many people and it always gets turned down

    I'm honestly curious as to why. Does anyone know?


    @Jack11803 said:

    @AshleyWB said:
    Yeah look at how rocket league works with it's chat. There are a lot of buttons which serve no purpose in a chase and all that. 

    Have you played console btw? Well anyway, in a class a survivor uses both sticks, possibly the middle lad button for a quick invert juke, and at least 4 other buttons. Vault, pallet drop, run, crouching out of sight to hide. And both hands are being used on the sticks.

    I believe the ability to "talk" should still come with some drawbacks. You mentioned it's highly difficult to message during a chase with the analog sticks. I think that's appropriate if you are using a chat based system.

    however, we are trying to combat/balance the "spoken voice" not the visual one. How best to do this?

    I'm sure this has been mentioned before....but integrate a "sound system". Similar to whispers, but different. Whenever someone is using their mic or talking through the system....their "sound" can be heard so many meters/distance away. (The sound could sound like generic babbling/giggling/standard talking) None of the talk is understood by the killer...but still gives away the location if close enough.


    If that is not sufficient for balance...then I suggest a step further.

    When a player uses their mic to talk....their survivor will use a form of "telepathy". This ability has been gained by opening their mind to the bloodweb. The bloodweb loosely links all within it's grasp.

    When a survivor is talking telepathically to other survivors, killers can also "sense" the psychic vibrations along the bloodweb. Much like a spider would along a real web.

    These vibrations are shown in the game in some manner that indicates the area where the player characters are currently speaking. This area will be fairly big to compensate for the killer being able to know when the survivors are talking at all times. (The killer will still not be able to "understand" the words of the survivors...but the point is in the locating of them. It's not like the survivors understand the killer either.)


    Ideas....thoughts?

  • https://forum.deadbydaylight.com/en/discussion/comment/34180#Comment_34180

    This thread is a bit of a read....but could help you work through some of your current frustrations.


    camping can be problematic. And with all the supposed changes coming will get even more interesting.
    When the devs bring in firecracker items to stay....then camping hooks will be more easily saved from.
    (Their is still the gen rush method....but usually results in the death of the survivor.)


    Killers, myself included sometimes....tend to play the game less like a game per say... and more like a killer simulator. (The "killing of everyone" is all that really matters.)

    So...I can understand the survivor mentality of "The saving of everyone" is all that matters.

  • @Jack11803 said:

    @Jack11803 said:

    @AshleyWB said:
    Wiggling on console requires you move the stuck left to right frantically. PC requires you to mash the Space key. I think it's more difficult to wiggle free on console because the wiggle bar sometimes disappears because of not moving the stick in a straight enough line from left to right.

    Wiggling on console is easy as hell. And in pc, it’s TWO buttons.... neither of which are the space bar

    You can move the analog stick basically as slow as you want, as long as you push it outwards to for a circle as your turning it. You never miss a single second of wiggle. Whenever someone has comms, and I hear them going as hard as they can on that analog, I face palm...

    I literally just rotate the analog stick in a circle. (Which is what I originally thought was intended.) I tried changing to the back and forth, and started messing up more....so I went back to my circles.

    Do I get off the killer's shoulder more often? I doubt it. I tend to escape from the killer's grasp 1/20 games....approximately. (Without body block, sabotage, flashlights, or the killer decides to overshoot theirself....you're not getting off.)

    Without a "dedicated/experienced" team of survivors....I feel very little need to wiggle at all. (And it tends to only buy time anyway. Killers tend to really start trying once you escape them.)

    *Oh, I suppose their is "DS"....although, I've never thought of running it seriously.

  • @JammyJewels said:
    Master said:

    @SadonicShadow said:

     @Master said:
    

    In some recent devstreams devs said that they decided to add a blurr effect to the clown gas because it is annoying to be blinded. I heard that flashlight blind will be reworked too, do we know when this will happen?

    No clue when it will happen. They have yet to say anything else on it. My guess is sometime before the end of 2018. Would be really nice if the blind just faded to black vs a piercing white. Its especially problematic for people sitting in dark rooms or have a sensitivity to light.

    Even if pitch black would be better than flashing white, it would do nothign against the annoying thing that you cant see anything, I mean clown gas only blurrs and doesnt blind due to that

    Why not just have wide areas of the sides and tops of the screen blurred with white or black, or have a blinking effect? All killers hold their arms up to their eyes when a flashlight is used to save someone off of the killer's shoulder. So whilst the blinking could prevent your vision you'd still get flashes of information rather than being completely blind.

    Blinking effects could have the same problems as flashing effects would with epileptic sufferers.

  • I believe such a topic belongs in a "spam section" or a "Forum games" section. (Where post count could not be self inflated so easily.)

    The phrasing of the "made up rules" seems slightly off-putting. Just my opinion. It feels like I'm asking a question instead of telling someone not to do something. But, I have nothing else to do currently....so, why not?

    "You wouldn't look behind you in a chase."
    "You wouldn't go into a huntress's basement."
    "You wouldn't walk over the gas heaven driveway bell repeatedly."
    "You wouldn't ever run decisive strike as Laurie Strode."
    "You wouldn't pull a Dwight from his closet."
    "You wouldn't ever try to leave the trial as a killer."

  • Sigh...why is this a thing?

    I feel like a mod should shut this down before it gets out of hand. (All ages participate on this forum.)

    However, even I must admit not_queen is a cutie.
  • As far as I know.... Bloodpoints are not connected to Experience gained.

    You should "always" gain more bloodpoints than exp.

    Someone said, 18 exp for a really good emblem. some exp for match win. And some exp for match participation.

    In another post....someone said around 500 possible exp per match. Although...at high levels, I'm sure that won't do much.

    You may be able to gain a level every 5-7 matches hopefully. Once I can...I plan on charting out the numbers...unless someone beats me to it.

  • I believe some of the ways to increase the creepy/scary potential are thus:


    • increase the number of threats on the map. (Trees that grab you, birds that peck at you, things that grab your feet when you get to close to a storm drain, rabid demon like animal things...etc.)

    • create reasons for fear. (Lights in certain houses blowing, the rattling of chains, the thumping of wood, blood dripping from the ceiling....random insane scary stuff.)

    • apply different scare scenes. (set a player wandering down a dark hallway with the dripping sound of water, add the scratching of metal on floor, and then have a shadow looming behind them. They turn, and nothing is there. But now their mind is looking for evil in every corner. Jumpscares are one way to go....but true fear is a build up of anxiety, uncertainty, and just the right pinch of supernatural.)

    • Less adrenaline, more uncertainty. (If you truly want fear...then you got to stop making your players run all the time. A good scare requires atmosphere, a psychological build up, and an unexpected twist or two. When you force characters to run and get all worked up....sure, they will be frustrated and filled with dread/anxiety....but they will lack that true terror.)


    These are just some of my current opinions. Thoughts and ideas are welcome.

  • Shards are awarded at every level up.

    The faster you level up/gain experience the faster your shards will increase.

    Exp is awarded by completing trials and getting good emblems.
  • If the submitted accounts do not play dead by daylight....they will be kicked out of the raffle. (at least according to not queen's statement.)

    And....there might be more raffles....with different rules. who knows.

  • Not Queen posted this earlier.


    "Thanks for your concern but this raffle isn't about the amount of participation in the forums but about being a verified member. Players who read forums but do not comment still have the right to participate. We have over 20K members in the forums right now so we are bound to pick members you might not know.

    We check the winner accounts for last played DBD session, we do the raffles, contact the winners and add the currency to the accounts. I can guarantee you that all of them are human.

    I will now close this thread.

    Good luck in the next raffles!"


    https://forum.deadbydaylight.com/en/discussion/5766/auric-cell-giveaway/p2

  • Another possible change to Mori's....(Although, even I'm unsure if I would use one with this change.)

    =Mori's now function a lot like brand new parts.

    -When attempting to mori a survivor, skill checks pop up for a killer.
    -Failing a skill check, or stopping the mori for some reason...(scratching your beard...etc.)...will cause the mori to stop and stun the killer for the length of a standard stun.
    -Mori's can now be performed without hooking people first.


    -Uncommon Mori normally only allows for the last survivor alive to be mori'd. (not sure if this mori will be pointless now...)
    -Rare Mori normally allows one survivor to be mori'd after hooking(I think.)
    -Super Rare Mori normally allows you to kill all four survivors after hooking.


    With the mori's functioning in this new way....The rarity may have to be increased, and to balance, survivors may need more "defense/distraction/hiding" objects....being the killer can just come over, pin you to the ground, and start murderlating you.

    (This is merely a possible start of an idea. It obviously would need more work.)

  • I'm glad they attempted to communicate with their playerbase. Now, going forward....we will have to see if they improve on this and continue.
  • If you are asking for a "free-for-all"....where everyone has an equal chance of besting everyone else at some point.....that would be interesting as another mode.

    I would call it "broken mirror".

    My idea for this mode is thus:

    Mirrors have a tendency to reflect the outside of a person's appearance. When a mirror is broken or shattered, multiple appearances.

    This works well as a dark metaphor in the entity's realm.
    Everyone has a dark side, and in this mode...they really show it.

    Survivors or at least a possible evil mirror version of them will fight to be the last one standing in a hide/kill bloodbath to the entity's amusement.

    The entity has whispered about a vauge reward or freedom....and will of course use the twisted vauge words to keep and further torment these "shadows" of survivors over and over.

    I may further work on this mode idea, if people think it will fit for this game
  • Peanits said: 

    @ceridwen309 said:
    I hate to be a bother, but I had a very lengthy post about an idea I had for the broken key. After editing it, it said it needed to be reviewed.

    @Peanits did I do something wrong, did I lose all that work?

    Nope! There's a built in spam filter. Sometime it'll go off and falsely flag a post as spam and hide it until a mod comes by and either approves it or marks it as spam. It should be up now.

    Thanks dude. Worry gone. At least now we can know how this works going forward.
  • @Russ76 said: 
    I think they should show survivors at campfire but not what they are carrying.  It frustrates me when I am holding a toolbox and get punished as the killer is trying to dodge someone else who is carrying a flashlight.

    The killer has the right to know what a survivor is bringing into a match so that he can prepare accordingly.

    Hmm...that's another possible option to add to the ones In my previous post.

    - all perks, items, and characters are revealed while in a lobby. (Which seems horrible to me.)

    When/if we ever get dedicated servers...dodging will hurt way less. (Until then...as a killer I deal....and as a survivor I get used to a long process.)


  • fcc2014 said:

    @245_Trioxin said:
    The PC update was June 12. It's been 2 weeks. Stop blowing this out of proportion. If we get it this week on console, then it's right in the time frame that BHVR stated. 

    Apparently you can't read the chapter first came out on the ptb on the 29th. I was stating they should have instead released the chapter on ALL platforms at the same time(smaller patch) everyone happy. The ptb could have still been used to test the new chapter and store with console getting a later release and access to the store as that patch would've have taken longer.

    Ah, you propose to split up the huge update into smaller manageble parts.

    That would be very nice if properly planned.
  • A few possible fixes for this.

    -Remove the timer. (There could be really long wait times....but now the killer holds all the power over the lobby.)

    -Or...remove survivor bodies from the lobby altogether. Now there is no element of trickery.

    -or...replace the standard timer with a special one that gives out a bonus reward percentage the quicker everyone readies up. (Like a participation reward.) This would not be given to those who d/c or quit.(so no farming)
  • They could release it "all at once"....but I honestly  worry about a redo of Freddy backlash. That was one of the reasons the ptb was pushed forward.

    They stated that due to ptb(on PC only...sadly.) that they would do it first....and then "simultaneous release" of updates for systems after. (At least what I can recall...may be wrong.)

    They were obviously not "prepared" and could still do way better at "open communication". (This is me being nice. Which may not last if public relation nightmares keep happening like this. I know the company is small, but a lot of trouble could of been avoided. Live and learn I guess.)

    I only hope that they finally do learn and try to gain understanding, and truly start being way more transparent. I'm tempted to ask if they are looking to hire a PR manager, or a diplomat.
  • I wouldn't mind trying it...as one of several tournament styles.

    Hmm....I also think we should have a "doomsday" tournament. Where the killer has distressing, unnerving presence, huntresses lullaby, and (perk other than ruin).

    Survivors can't pop totems, can't bring in toolboxes, and have to escape under a certain time limit.
    (Hardcore masochist only apply?)
  • I too had a similar issue like this yesterday. I'm hoping a mod will get back to us on the reasons/causes/prevention/fixes when they can.
  • It does deplete a needed resource/possible Ally. The red one hurts really bad when it shows up....but the other two are useful for "surprise" strategies. ( I would like to see more offerings...maybe some more hidden offerings, and an offering that can reveal hidden ones.)
  • I will give a proper response when I get back to my computer.....but for the most part I can tell you are unhappy and feel the game is still not sitting at a good balance/Imbalance with how killers deal with survivors.

    This, I also understand and think we still have a ways to go, getting a healthy level established

  • I hate to be a bother, but I had a very lengthy post about an idea I had for the broken key. After editing it, it said it needed to be reviewed.

    @Peanits did I do something wrong, did I lose all that work?
  • If you are referring to the fact of circling a pallet while running, and not dropping it until several rotations and then repeating the process......then that's because of several things.

    If you mean running from pallet to windows, back, and just leading you all over the place....then....that is not considered looping as far as I know.

    If the former is what you meant....then here are some possible reasons people would do this: 

    - in an attempt to buy time.
    - increasing some chase points.
    - be antagonistic and "beat" the killer.
    - being straight up "troll" in an attempt to cause people harm or discomfort.
  • The gist I have gotten from mods(Peanits)....is that any and all things that alter/create game files are subject to scrutiny.

    If you do such things and you break your game, get blocked, banned, or whatever....you did so at your own risk, and they WILL NOT HELP YOU.
  • I suppose you are keeping this post out of the two you made.

    After looking back over your words this time, I believe I understand your meaning.

    "If a survivor is saved from the hook, he will be protected from killer hits until the killer attacks someone else."

    If this translation is correct......then I would suggest using the perk "borrowed time".

    Borrowed time will protect a "rescued" survivor from the hook for one hit.

    To get the protection yourself, you would have to be saved from the hook, while someone else has the perk....and saves you.

    Did I understand/help you?

    Never be afraid to ask questions.
  • Broken key? Hmm....what to do with you and your million brothers/sisters cluttering my campfire stash?

    ---

    "A key to your memories" is a turn of phrase that has been used before. It could be used here.

    Keys have a tendency to unlock things, and even broken discarded ones still remember this. Instead of being able to unlock physical things...why not let the broken one unlock mental?(technically all the keys do this in aura reading...but anywho..)

    Memories are not just connected to people, but also places, and snatches of time.

    ---

    Introducing the "memory system".

    A memory cloud will appear on each map when the right conditions are met. (Ex=Hillbilly on the Thompson house, wielding a certain weapon.)

    Survivors can attempt to "unlock" the memory if they have the broken key. The memory will take a significant amount of time to open. (Possibly more than an exit gate, and may be sped up if multiple survivors have broken keys.)

    This will be rewarding in multiple ways and come with some downsides as well.

    Survivors will have something else to distract them from gens and give the killer more time.

    Successfully unlocked memory clouds will grant you a memory "fragment". This fragment could be an "art still" or piece of a bigger "movie" that reveals some of the past when put together with all the corresponding fragments.

    After piecing all the fragments together, a reward of some kind could be given.(on top of having a cohesive "memory").

    Killers also will be able to interact with memory clouds at the cost of briefly ignoring survivors. The killers can "tarnish" memories, making them unretrievable at that time. (This will overall be quicker than a single survivor, but still take some time.)

    Killers gain a bonus for tarnishing memories.

    Survivors will only gain a small reward for retrieving a memory fragment they already have. Thus giving them reason to still seek them out.


    Just a work in progress idea...but It seems interesting. Let me know your ideas.
  • Ok, tell us your idea about how to fix tunneling and camping. Please explain as best you can.

    I'm personally always interested in ideas.
  • Outland said:

    @EpicFailTryHard said:
    ds overpowered? good lord.  one time use.  if you can't deal with that, ds is not the problem

    Dude in a game where an average chase can end up with 2 gens done sometimes 3. A free get off the Killers shoulder for another chase that could lead to another 2 gens done. Means that the Killer could be looped by ONE guy with his ONE TIME PERK for the entire game.

    If you cannot see that DS is OP then you are choosing to be blind to the issue. And there is an issue because the Devs are looking into finding a way to make the perk more balanced.

    Not going to even argue that DS isn't a very powerful perk.

    However, one of the reasons it seems so effective is because someone CAN keep the killer busy for so many gens. And currently there are only 5.

    For newish survivors, 5 may seem daunting....but experienced survivors?

    But this is if they continue using the chase mechanic.(which they say is the true essence apparently of the game.)

    The game play to me, is too linear, forcing alot of play in the same way. (What can I do to waste/buy time?)

    Balance of the current play is nice. But keeping the current play will still result in similar playstyle.(albeit with slight modifications)
  • I love the idea, and would love the idea of multiple roleplay tellings of dbd. I may start one in the off topic section, since it's technically dbd...but it's format is definitely not a discussion.

    I will check back on this In two days time, and then check out the discord. I hate traveling without my laptop...but it happens.

    Edit: actually, the fan creation section of the community category seems most appropriate.
  • Sounds like several people or so, made extra accounts and registered them in an attempt to increase thier chances for winning.

    I had several friends suggest doing just that. However, I feel that is a bit unsporting.

    Although, there are many people who live in the same house, use the same comp/PlayStation...and would make multiple accounts...because there are legitimately multiple people in the house.

    I feel that thier should be a post/reply requirement before rewards.....just in all fairness.(what with all those bots we have been having and possible multiple accounts).
  • @ceridwen309 said:
    I like this idea in general.

    However, unless behavior had full control over the information....they couldn't allow it to be connected to the game in any way. Liability issues and possible confusion would become a problem.

    (Example= the dead by daylight wiki shows a picture of "pop goes the weasel" as a "red perk"....which it's currently not.)

    The devs were already very nice in linking the Gamepedia Wiki on their new website, I thus don't see any reason why it couldn't be done in-game as well.

    As for the information on the Wiki: myself and the other editors try our utmost to only feature correct, accurate and tested information on the Wiki.

    As for why Pop Goes The Weasel is a red Perk on the Wiki, that's simply because it would be one if we still had the old Rarity system for Perk. We still use that on the Wiki for two reason: 1) best way to distinguish different Perk tiers if the Perk icons have no tick and also the best way to distinguish between different tiers' descriptions/effects with just one glance. 2) nostalgia

    I hope that answered your question.

    Thanks for this information. It indeed cleared up a few questions I had. Please continue doing such good work, here, and on the wiki. Many people, me included, rely upon it.
  • I don't believe it's an outright necessity, but one does get extremely dependent on it.

    If you don't bring self care, your options become:

    1. Bring a medkit (1-3 time use maybe)
    2. Bring Pharmacy perk and try to get a box immediately.(Plunder's instinct, probably.)
    3. Increase number of boxes, and Plunder's. Or hope for the best.
      .............
    4. Bring Empathy/Bond for being able to reunite with people and get backrubs.
    5. Hope to Vigo that you can find someone without perks in a timely manner without too much difficulty.

    now, this doesn't even take in the idea of Franklin's Demise, which would make the first three very difficult. But nothing gained without some risk eh'?

    Being that I noticed everyone(almost) runs self-care, I started countering with Nurse's Calling. It's been interesting to say the least.(without Botany Knowledge or a medkit of adequate quality, I usually catch them giving out free backrubs.)


    If I know how this future thing is going to go...I believe the devs are cooking up a killer that causes a status ailment that forces survivors to get "treatment" from another survivor or hope they have a medkit with a certain level of quality/add-on.

    That would force players to seek aid more often, being that self-care doesn't do anything to help this hypothetical ailment.

  • "IS YOU GOING TO CONTINUE THE BALANCE OF BALANCE IN THE GAME?

    It seems to me that survivors have more advantage than maniacs. And what do you think?"~ google translated.


    I'm a bit unsure completely....but I believe you are asking if Dead by Daylight is going to continue being a game of balanced imbalance.

    and if it has something to do with survivors having more power than killers. There are quite a few who share these ideas.


    In my opinion, the balance in this game is odd and designed to be leaning toward the killer. Although, this obviously doesn't always stand to be the case.

    One of the current issues facing dead by daylight is how players are matched with people of varying skill and ability. The power to improve in either playstyle is touch and go....you never know if you will have to play to the extreme or if you have time to practice this new idea you suddenly came up with.

  • @Kilrane said:
    I think all totems should work like NOED in that if one is up and not inhabited by a Hex then it will inhabit that totem. This includes after the totem it is inhabiting already is destroyed. What I mean by this is: say you have Ruin equipped, Survivors find and dismantle your lit totem, they succeed in breaking it, Ruin will then transfer to an uninhabited totem and light that one up.

     It will give totems a much larger time sink for an objective that Survivors should be doing anyway.

    SWF scenario with this:

    "Hey guys? We got ruin."
    "Ok...everyone find a totem, but wait to break it."
    "Got your totems?"
    "Yeah. But the killer is patrolling them."
    "Don't get caught. Who has the lit one? Ah, good....pop it!"
    "Now, everyone start working on their totem. If all goes well...this leaves only one more."
    "Drat, now he's going to camp that one."
    "Treat it like standard ruin now, Noed at least can't effect us."

    3 gens later.

    "We are 1 man down, 1 hooked, and 2 gens left to go. Since he's distracted...let's try to pull his attention in two. You go for the hook...I'll go for the totem."

    Totem popped....another man down....another gen popped....1 gen remaining.

  • It is indeed procedurally generated to a point. All of the doors...big and small have a habit of sometimes being open or closed.

    The individual rooms/ pallets/ totems are randomly all over the place to a point. (All of the upstairs room are only shuffled upstairs....and downstairs with downstairs.)

    Generators are only at closed big doors....so, they are also random.

    It's a very annoying map at first for several reasons....but after a while you catch on that certain things stay somewhat the same...and others a bit different.

  • @Master said:

    @XxDeathPrismxX said:

    @Master said:
    Basically a stronger clown that isnt trashtier :wink:
    Regarding the perks: sharpened hooks, must have for evrey camper
    Hex- not even sure whats the benefit of it
    Blood thristy 0.6% way too weak

    Sharpened hooks - true
    Hex - I could have it give away the survivors positions
    Blood thirsty - I could do 5%/10%/15% faster
    (Those were just starter numbers)

    failing a skillcheck already gives away the position

    Failing skill checks do indeed reveal position....but only starting position. The perk will continue to give away the survivor's position for 2/4/6 seconds. This sounds like a stronger BBQ and Chili without the bloodpoint increase.

    The bride's power should be limited in some way. (probably 3-4 blocks allowed at any one time.) Then add-ons would increase this and other things.

    Sharpened hooks is a nice idea. but I would hate for a character to be released that would directly "band-aid" any of the problems we are facing currently. The devs might(goddess help us...) get lazy.

    Generator scream is beautiful. I wish I thought it up myself. A perk that takes advantage of survivor "mistakes".

    Blood thirsty has problems because the devs will be removing bloodlust at some point.(their words...)(although....they have said a lot of things before.)

  • @akatyan339 said:
    Please target bullying killer which dribbles.

    First off, bullying is wrong and should never be encouraged.

    Secondly....Several of my DS friends say it's a standard guarantee that their will be dribbling if you are the obsession, and to avoid hooks if you are going down and want to use your perk.

  • @Wizard_master said:
    no there would be more gens like 6 or 7 gens instead of 5

    It would definitely be worth an experiment or two at any rate.

  • I see this is going to be a reoccurring thing.

    Sigh, time to go in and report for spam. (5 seems to be the magic number)
  • The three states of wake/sleep sound like some of what I was going for on this thread.

  • @Happy_trapper010 said:
    I had an idea a few months ago where the concept is Reverse Hex Totems. A perk like Hex Ruin won't be active but the totem will be lit. As soon as a survivor cleanses the totem, the hex perk will activate. This deters survivors from destroying a totem right away and makes them wary to keep lit totems as they won't know what effect it will have.

    I just realized if you combine this idea with a variant of my previous hex rework idea....it would make an interesting perk all on it's own. "Catch 22" I would call it.

  • I like this idea in general.

    However, unless behavior had full control over the information....they couldn't allow it to be connected to the game in any way. Liability issues and possible confusion would become a problem.

    (Example= the dead by daylight wiki shows a picture of "pop goes the weasel" as a "red perk"....which it's currently not.)

  • @Runiver said:
    A loli killer ? +1

    Hello Aesthetic.
    picture reminds me of Lizzie Borden, but we already have an ax killer.(Not that we don't have two chainsaw bois right now.)

    Let us dive into possible media female killers!

    -Mrs. Mary Barrows From Clock tower: the first fear. Not someone you want as a mother.
    -Scissorwoman Jemima from clock tower 3. A Psychopathic Serial killer working usually in tandem with her brother ralph. She likes to taunt and play with her victim.

    -Stephanie Tate from clock tower 2, the struggle within. A possessed/infected seven year old girl wielding a "steak/prep knife".

    -Scissorwalker from nightcry. A scary force to be reckoned with.

    -Pamela Voorhees from friday the 13th. Apparently she has a lot of nice weapons to use. Machete, bowie knife, crossbow...etc.

    -Carrie White A very angry, repressed, telekinetic girl who will tear your heart in two.

    -Annie Wilkes Obsessions are dangerous...very dangerous.

    -Samara/Kayako/The Grudge Evil only begets more evil....and dang she was creepy.

    -Jennet Humfrye/Woman in black No curse worse than a mother losing her child. This story is about a spirit that "kills" other people's kids.

    -Lizzie Borden Supposedly killed her mother and father with an ax. Never confirmed or solved.

  • Here are two ideas I currently have on the freddy situation. They are a bit wild....but bare with me.

    First idea:

    His power has always been determined to be his weakness too. So let's alter this.... Freddy is a powerful dream demon that can influence the waking world in the smallest of ways.....almost like whispering or crooning a lullaby.....being in freddy's presence causes people to get "sleepy".

    This would function like doctor's "treatment mode", except you have to press the "shock" button to release the "lullaby". It would be AOE, and would raise survivors sleepy meter. When playing the lullaby, and hit by a "wave" of drowsiness....survivors will see freddy wink in and out of the dream world.

    There will be tiers of sleepiness. Upon reaching tier 2 or 3(undecided), the survivor will be asleep and have to awake as per normal. Unable to go back on tiers unless (adrenaline, or some form of drug/caffeine add-on is given for the med-kit.)

    After a certain Tier is reached of sleepiness, "exhaustion" will cause insta-sleep.(this will help with people just getting off hooks and "sprint-bursting" away.

    Also, at the next to highest tier of sleep, falling asleep will become a problem for a survivor and will require them to spam a certain button for a length of time periodically to "keep awake". (adrenaline/caffeine add-on/item) negates by lowering your sleepiness tier.

    It's not a complete idea...but it is an interesting start I think.

    Second Idea:

    Freddy appears to focus on map control, but only half-heartily is able to accomplish this.
    I propose a little "dream magic" is in order. In real life dreams, entering or exiting a doorway, window, or mirror 9/10 times will cause the dreamer to "shift" dreams or teleport/move to another area in the same dream.

    I think it would be interesting and possibly useful for freddy to be able to use this....as he has a ton of experience altering/controlling dreams.

    For example....let's use the lockers.(at least someone besides huntress will get a use out of them....lol) Anywho, Freddy can enter a locker and exit another one via mini-map, randomness, or perhaps hag trap style(I like this one best, since you don't have to keep glancing at a small thing on the screen.)

    If a survivor is in the locker he decides to teleport too...they are instantly grabbed and he has a free hook.
    He travels via the dream world, and he is doing that via the dream locker, therefore the locker is half in the dream world at that time, allowing for grabs.

    This will help maneuverability, uncertainty, and better field control.


    Still as always, these are works in progress...let me know what you think.

  • I would love to see and test out multiple modes and new settings.

    It's not a new mode....but I just got a new idea for a killer. "The Twins". Two killers that look fairly similar yet creepy.

    Their power could be information based(where each killer only has one eye...but their other eye sees what the other twin would see out of their "dead eye")

    Or.....Their power could be linked in such a way for usefulness. One could attack with a specialized charge attack(That would 1-hit if the player was being bound/grappled,
    and the other twin could only standard attack, and perform the ability bind/grapple.

    And they would have the ability to switch places on the map...which would deplete their ability timer and would have to wait.

    And interesting way to balance a "dual" killer maybe....unsure how many survivors would be required to balance though.

  • @Runiver said:
    Increasing the number of totems would make NOED too strong, as it would be way too time consuming to destroy all the dulls to prevent its spawning.

    This is indeed a concern for any totem rework. Which is why I think totems should have more of a spotlight in the game. People want to survive and "escape", true....but their are worse things than dying. Being cursed and driven mad are definitely something that will preoccupy the mind.

    By creating a perk for cleansing speed and possibly reworking the whole system, Noed should still be threatening in it's own right, but will still be manageable. The killers will have so many more strategies.

    Check out my other post on totems here

  • That's very odd and needs looking into indeed. Could you record a full game, so the mods and support team will be able to do more.

    Here is a link to full info for reporting bugs: Bug Report Info

    and....the bug report section where they will be more likely to see it and help. Bug Reporting Forum Section

1 … 4 5 6 7