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yobuddd

yobuddd

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yobuddd
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  • Thank you to everyone for the feedback. Yes, 60 seconds was too long, I acknowledge that. Somewhere between 15-25 should be just fine.

    I still really like the idea of this perk activating due to survivor actions and decisions rather than the killer’s.

    It also really makes you analyze your toolbox usage. (My toolbox is just under half. Do I use it or not? It might save me 10 seconds, but then I’ll hafta wait 15 unless I use it up..... decisions decisions....)

  • Wow, I just had an epiphany! Let’s say they implement this game mode and get all the kinks worked out.

    Later on, we could have a combined game mode!! Ladies and gentlemen, this is the long-sought-after 2nd objective! You can work on gens and escape through the exit, ORRRR you can work on sundials and survive till daylight. Both choices in the same match!

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/127742/killer-perk-finish-what-you-start

    Interesting, I have no problem with the perk besides the duration. There are situations where the killer will get survivors into a triple generator strategy, which can lead to generators becoming near impossible to do, especially if it's combined with other perks.

    It should, in my opinion, be 20/25/30 seconds so the first tier isn't completely useless or remain 60 seconds with a 20/25/30 cool-down that starts after the block ends. 😁

    I agree. I was wondering if my times were too long to begin with. 20/25/30 should still serve the purpose well.

    I am against it having a cooldown though. Tapping during a chase should be punished, no matter how recently the gen became unblocked. If you’re gonna touch a gen, be ready to commit, eh?

  • @Waffleyumboy said:

    Why not just buff Thrilling Tremors :'(

    I’m looking at this as more of an answer to gen tapping during a chase. I also like forcing survivors to decide between using up (and losing) their toolbox or letting go and losing all that time that the toolbox bought for them.

  • Though I must say, I can’t keep my wife’s eyes off that clown!

  • @Gamer29 said:

    Exactly what’s been going on!! Then they have the balls to TBag as if they actually learned the game and escaped on their on merrit

    Wow this brings back memories! A thread from over a year ago....I had reread everything that we discussed back then, and then it all just came flooding back! 😄

  • @witchsy said:

    "Win". How did they win if you still got a 3k? And obviously enough BP to pip up. I've had a complete stranger do this for me and was thankful because guess what? It was a basement camping Leatherface that ruined the game.

    Out of all things to complain about, you complain about survivors escaping through the hatch because you want a 4k just so bad. Also, you slug to find hatch. You really want that 4k.

    I would say the complaint is more about HOW they got the hatch, since this isn’t how the game design intended the hatch to work. There’s supposed to be a delay during the sacrifice animation, so what’s going on here is more akin to a bug exploit.

  • @Prometheus said:

    You just gave Behavior a million dollar idea. Can you imagine how huge this game would blow up because of this idea of yours? You should be awarded or rewarded for this idea. It's brilliant!

    Hey thank you! Yeah it would be so exciting to see one of my ideas actually make it into the game! The response to this has been overwhelmingly positive, so I hope they take note.

    Also, thank you to everyone for your input and feedback!

  • I’ll be honest, I think implementing a husk system would be far more effective than any penalty system (though I would still love to see some punishments doled out.). Husks allow the game to progress normally, and it doesn’t matter if the DC was intentional or not.

    With a husk, DCs will evaporate and become a rare occurrence since players can’t use it just to spite each other anymore.

  • @Archimedes5000 said:

    Isnt this Dead by Daylight basically?

    Yup! With just enough difference to keep things fresh. The major change is the objective being time-based rather than action-based.

    This puts the survivors more in the “I gotta survive” mindset rather than “I gotta finish that last gen.” Even with all sundials complete, survivors still have to hold out for the rest of the duration.

    Also, we don’t want things to be too terribly different. It’s new game mode, not a whole new game. Too much deviation from the original would require too much investment in programming, and would therefore probably never happen. (Even this is iffy, so I’m hoping a dev can shed some light on the overall possibility of something like this.)

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065822#Comment_1065822

    Devour would obviously be removed entirely, instadowns would likely need some tweaking as well

    I completely agree with this. I would also like to see some perk, unique to this game mode, that allows killers to slow (or reverse) the timer, and one for survivors to speed it up.

  • @Peanits

    Do you think something like this would be manageable? Though I’m no programmer, this seems near enough to the original game to be a relatively easy addition. I would say the hardest part is balancing out how the perks would work (and which ones would be excluded altogether).

  • @NullSp3c said:

    Just clarify how the killer kills the survivors. Is it by putting them on the hook like now? Then if you want games to last roughly 15 minutes then the number of hooks should be increased to 4, but i don't feel that the hook system is very interesting/non-exploitable.

    All the other components of this game mode fit very well in the game's theme so i love it. People would actually be scared from the killer and every type of survivor gameplay is accessible.

    As some people above said, there is a need to create new maps/rework most of the outdoor maps to fit this gamemode, which would also be refreshing.

    Honestly, I had originally planned to continue with the hooks, but now that you mention it, a change to that would be really refreshing too, wouldn’t it? If hooks remain, I think adding another sacrifice stage would be fair.

    Now here’s a different idea just off the top of my head (and I’m completely open to suggestions).

    Let’s say this entire mode is the Entity’s reward to its loyal servants, the killers. They get to kill for joy, rather than to feed the Entity. (Still, you better get them all or the Entity will be really upset that you squandered this reward!)

    • No hooks, and no carrying.
    • When a survivor is downed, the entity grabs him (EGC style) and drags him underground to a random area of the map, then spits him back up on the surface. This will always be a good distance from the killer, and there will be no indication (from the killer’s view) as to the direction of travel.
    • The survivor is still slugged at this point, but will always be able to fully recover.
    • Other survivors earn Altruism by healing him (more altruism points than usual to make up for no rescue opportunities).
    • This happens 3 times. On the 4th down, the survivor remains on the ground and the killer can mori him.
    • This whole setup means no camping (where’d the survivor go?), far less tunneling (same reason), and “slugging” becomes just a part of the game. Furthermore, we get to see a far greater frequency of the awesome mori animations!
    • Maybe we still see the timer slow down when survivors are crawling. This gives the others more reason to seek out and heal their teammates. Also gives the killer a way to apply “timer pressure”.
    • Kinda nice to see the Entity play a more active role in a game match!
  • It occurs to me that this may not work so well on indoor maps, so there should be a couple maps added in specifically for this mode. I feel like a pre-dawn graveyard would be a nice touch! Maybe some sort of construction site as well?

  • Ash talking about tall grass.

  • @DoctorShockBoi said:

    This needs to happen. I LOVE IT. You have my vote.

    Thanks! Yeah I really like the idea of survivors being able to mystically alter the approach of dawn with these sundials! I feel like it really fits with the atmospheric feel of the game.

    Also, I feel like this is a game mode that rewards stealth and patience as a play style. Even with all the sundials complete, you still hafta survive till daylight! It’s something that I feel is lacking from the normal game.


    Hopefully this idea will catch on!

  • Actually, the 60 minutes are necessary for how this is set up. It won’t actually be a 60 minute game, because survivors speed up the timer.

    There needs to be a high starting number because the speed-up effects will be drastic. In reality, these matches would be about 15 minutes long on average.

  • Lately my “less stressful experience” has been XCOM 2.

  • These others are good, but also, could we increase (not remove) the 1 million cap? 1.5 or 2 mil wouldn’t be game-breaking, but it could let us completely level a character in one go!

  • I suggested exactly this not too long ago, an idea for a great new 2nd-chance perk! Below is a snippet from a killer idea I posted. Feel free to check out “The Physicist” from my profile if you like this idea and want to read more.

    ”Hex: Equilibrium - While active, this hex has no effect. When the hex is cleansed before exit gates are powered, every generator explodes and all generator progress is spread evenly across all 7 generators. Completed generators (at 100%) will be reduced to the same level as the others, and will need to be completed again. (The more generator progress there is overall, the higher the equilibrium level will be). The killer kicks gens 5%/10%/15% faster than normal for the remainder of the match.

    This hex addresses the major killer concern of “gen rush” by allowing up to 4 generators to become “unpopped”. This can give slower killers a new lease on life! This perk also has good synergy with perks like Ruin (if you don’t care about the bonus to kick speed) or Overcharge (if you want to go kick everything quickly.)”

  • Lampkin Lane: 17 out of 18 killers agree, it’s a rough one!

    Who’s the holdout? Trapper of course!

  • I actually really like this idea. I think it would give a far better representation of player ability than pips do.

    As for people making new accounts, sure, fine, but they won’t have any top tier perks. Furthermore, there will always be someone to abuse any new feature, so that’s not really a legitimate argument against any otherwise good idea.

    Finally, it’s worth mentioning that the OP sad this would be PART of the matchmaking formula, not the entire thing. Personally, I think it would be great to take hours played into account.

    One concern I have is console players. I play PS4, and maybe I’ve just never looked in the right spot, but I’ve never seen where it tracks my playtime. Is it tracked behind the scenes, or does BHVR not even have access to such info on console? I know PC players are always bragging about their hours to each other though.

  • Hey thanks! Yeah I was initially making these ideas as a tongue-in-cheek joke, but the more I went the more they actually seemed pretty fun! You can see the progression of that post from very little detail to putting more and more thought into each individual perk! Lol

  • If this perk were to be nerfed, I think a fair way to do it would be to simply inform the killer when he’s being watched. Like the red Boil Over horse icon at the bottom, make a red OoO icon appear anytime the perked survivor looks at you.

    Even if you don’t see where their aura is, you can strategically change direction so as to invalidate any info they may be sharing. Furthermore, you’ll know it’s out there so you can start scanning around as you patrol.

  • Spies. For the life of me I don’t understand why so many killers speak poorly of this one! It’s so extremely useful because survivors are rarely ever careful around crows. Beyond this, you might get lucky and end up at Hawkins.

  • I know it’s not the point of this thread, but hey, how about some actual perks based around slugging?!


    Killer perks

    Blood Thinner: survivors bleed out faster.

    Quicksand: significantly reduce survivor crawl speed

    Crybaby: um, they cry. Like actually cry, loudly, when slugged


    Survivor Perks

    Slug: slowly bury yourself in the ground, like a slug. Buried portions of your body are immune to killer aura reading. (Survivors can still see you, and you can still crawl.)

    Drag: pull your slugged buddy to a safer location with no (or minor) penalty to movement speed. He can still “recover” while being dragged.

    Dummy: use nearby rocks and sticks to make 2/3/4 decoys of slugged survivors. Though they’re not perfectly identical, it’ll be hard to tell the difference in tall grass. The decoys have a readable aura, and they remain in play for the whole match. Cooldown of 60 seconds between building decoys. The killer can pick one up, but it’ll crumble at the end if the animation (wastes his time) and restore a charge for you to build another elsewhere.

  • Its a matter of perspective. Yes they’re in a great deal of pain......


    .....So do the kind thing and take them to the nearest hook PRONTO! Put them out of their misery! 😈

  • I’m noticing a trend here. The vast majority of games people mention here are the ones where they play with other people......

    So is it the games that are frustrating? Or the “game” of humanity?

  • To answer the original question, yes. If you’ve ever played Monster Hunter and had the creature limping, but ran out of time before you could trap it, then you know the true meaning of frustration! Also applies when hunting the same creature 10 times and STILL never getting that one material you need from it!

  • @Waffleyumboy said:

    Quantum anomaly with third seal is gonna be good.

    Rofl you’re right! Those might be the games where survivors all get one-hooked!

  • I’m kinda torn between 2 maps that I think would be great for this guy.

    Something high-tech like the Large Hadron Collider would be a lot of fun. The overall facility could be built up around a giant ring-tube in the center. Perhaps even make it so we can enter the collider and have particles zoom by while we’re there. There could also be a “disaster” section where part of the facility is missing and is instead intertwined with an area of space, with floating sections of asteroid to run across and a view of the cosmos.

    My fear with this idea is that it may be too similar to Hawkins which, let’s face it, isn’t terribly popular.


    The other idea is to have a science museum. Various different rooms will have different science themes with gadgets and projects and explosions. (If we did this, there MUST be a shadow room! You know, every time a character runs through there’s a bright flash and their shadow remains frozen on the wall for a while. Imagine seeing the frozen image of the killer’s shadow slashing a survivor!)

  • I think they should sell action customizations.

    Why vault normally when you can purchase the option to Superman dive through a window and somersault back to your feet!? (Purely cosmetic, of course, as hits boxes shouldn’t change.)

    Why run normally when you can hunker down like the star quarterback wrapped around his ball.

    Why use the Hag’s normal Edible Organs mori when you could purchase the Facehugger variation!? Nom nom.


    you get the idea...

  • @Alice_pbg said:

    So...hex:comunism?

    More of a benevolent dictatorship

  • @LordEmrich said:

    @Peanits we need this Killer, please!

    Thank you! I’m glad you like it! I really hope the devs take notice of this idea. Btw, I’m open to any suggestions for edits as well, from anyone.


    For anyone still unsure, I would like to mention some other benefits of this killer to the game.

    • He’s very unlikely to be a camper since survivors will often be teleported to hooks across the map. This should at least reduce instances of tunneling as well. (Major survivor concerns)
    • His Equilibrium hex addresses the major killer concern of “gen rush” by allowing up to 4 generators to become “unpopped”. This can give slower killers a new lease on life! This perk also has good synergy with perks like Ruin (if you don’t care about the bonus to kick speed) or Overcharge (if you want to go kick everything quickly.)
    • Chaos Theory will be a fun meme perk for good times. (Hey, they can’t ALL be top tier!)
    • Quantum Anomaly will be very good on this killer in particular, since a survivor’s buddies will have a hard time deciding which hook he teleported to. It’s less effective against SWF, I know, but still fun!

    All in all, by addressing major concerns from both sides, I would hope that this guy could bring more balance to the game.


    Now onto a completely random question. Considering the steampunk look of his special weapon.......should we give this fella a monocle?! 😜

  • If we’re looking for more variety in perk usage, let’s just give each perk a counter. It starts at 3 and reduces by 1 after it’s been used in a match.

    In other words, you get to use any perk for 3 matches (consecutive or not), then it goes through a 1-match cooldown before the counter is reset at 3. Cooling down perks are greyed out and can’t be used for a match.

  • I had 4 panicked survivors running around in the exit area with Blood Warden active. EGC was set to end just before blood warden. ..... Then I downed someone..... grrrrrr.

    Wanted a few extra points for the hit, but forgot it would slow down the EGC timer. Felt bad for the guy, so I let him crawl out after the other 3 escaped.

  • Lol, imagine a Knock Knock + Pebble combo!

    Altogether I like these ideas. Careful Touch can be really aggravating to killer as he will constantly be losing track of his hooked survivors. Agree that maybe it doesn’t need exhaustion though.

  • When I switch roles but forget to switch my rift challenges.


    (Btw, any chance we could have one selected for each role simultaneously, devs?)

  • If you shine the flashlight on a wall, you’ll see a ghost-shaped silhouette.

    fire crackers are actually pretty useful. If the killer is chasing you, drop them and he’ll be blinded! Timing is a little tricky though, as you want the blast to be right in front of his eyes. You can also use them to save a teammate who’s being carried. beyond this, they make a noise notification if you want to draw his attention at any point.

  • If you catch and keep him, pls post a pic!

  • You could always try trapping it. I’m assuming you don’t have a mousetrap, so make a box trap.

    • Choose a place along a wall, not in the middle of a room. He mostly likely to seek out the kitchen for crumbs.
    • Find a relatively heavy box that the rat can’t move from inside.
    • Prop one end up on a stick, high enough so he can walk inside.
    • Tie a string to the very top of the stick. Secure the other end of the string to the far side of the box, at the bottom. You want the string tight when the box is propped up.
    • Stick some food to the string, kinda high up near the stick. Mashing a small ball of cheese/bread/meat around the string should work nicely.
    • The food should be over the rat’s head. The only way to reach it is to enter the box and reach up for it. He will grab the string near the food which pulls the top of the stick.This will pull the whole contraption off balance. The box falls and he is trapped. (By the way, make sure the stick is flat enough that it doesn’t leave a big gap if it’s laying under the edge of the box after collapse. A ruler should work.) Also make sure it doesn’t catch on any nooks inside the box when it should be sliding.
    • The rest is up to you. Slide something stiff and flat under the box so you can seal it off and flip it over. Personally, I’d take the box for a walk to a nearby creek or park and let him go, but again, it’s up to you how you handle your little captive.
  • @Waffleyumboy said:

    I've been playing without ruin since I started. Let's wake up people.

    Nah, Wake Up is a useless perk! 😉

  • -throws diversion-


    -killer checks random locker-


    ........whoops, sorry Meg

  • What if there was a rift-like list of challenges to increase rank each month, instead of pipping? They’re always active, you don’t hafta select each one separately. Small bp rewards could be given for completing them as well.

    Save 5 survivors? Increase half a rank. 10 minutes total chase time? Increase a full rank. However the math works out, you would need to complete around 90% of them before reaching red rank.

    Rank up, but never rank down, aside from a monthly rank reset all the way to the bottom. This keeps most players around a similar level as they progress (especially at the start of the month). Furthermore, this keeps the red ranks well-stocked with decent enough players so that queue times aren’t ridiculous, since it’ll be a little easier to reach and maintain red.

  • I used to play every day, for about a year and a half, but I’m on a long break right now. Got burnt out playing the rift. Hit lvl 70 and haven’t touched the game since.

    Forums are still fun, but I’m not sure when I’ll return to the game. Maybe when the next rift begins.

  • We could go so far as to say that even touching a generator with any progress on it is “tunneling a gen”. Better to walk around a find a new one with zero progress.

  • Just once, can we see The Pig hanging from one of those meat hooks?! Right up there where it belongs!

  • @humanbeing1704 said:

    Sadly I think this game will always look like a game from the 90s lol

    Honestly, I’m okay with that. It’s not that the graphics necessarily need to improve, but we need to be willing to make the character models alter-able in-game.

    Just imagine finding a hand laying near a generator! Maybe the generator did the damage, as some new killer’s power! Yikes!

  • Agreed. Afterall she wears a child’s bunny mask and hums a lullaby as well. So yeah, I’d say the tantrum fits with the theme.

  • I know people are gonna say it off the bat, so let me beat them to it: SWF will be immune to the tricks. (Hey are you working the gen on the boat? ... no, I’m in the grass. .... ok, then the killer is the Nun cuz I’m looking at a David and the other 2 survivors in the lobby were Megs. Stay away from other survivors and work alone.)

    Now don’t get me wrong, it’s a cool idea. I just want you to see where it might benefit from some tweaks.


    For example: Each survivor has an AI copy walking around the map. When any of the copies gets within range of a player, it runs after them leaving green scratch marks (from the killer’s perspective). If it gets close enough, it screams and produces a loud noise notification. It will continue to scream every few seconds as long as it’s within screaming range. The survivor can outrun it, but it will chase as long as possible. Once the player gets far enough away, the phantom stars walking around aimlessly again.

    This would make it where SWF isn’t a concern, because players are concerned about ANY survivor that runs their direction. It will be too fast to check with the team in time, as the phantoms will often come flying around corners.

    As for the killer’s power, there are a couple of other teleporting killers in-game already, and with my idea it might be too powerful. But there might be some other creative power to come up with.

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