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yobuddd

yobuddd

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yobuddd
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  • Ok good to know it’s not just me. Started happening today. I try to start a lobby as killer, wait 10 minutes, then get the “you need an internet connection” box. I know I have one because I surf these boards while I wait. I’ve tried restarting the PS4, but it didn’t help. This is the first time it’s ever happened to me.

    Btw, I have gotten a game started here and there, so it’s a very inconsistent problem.

  • I was wondering this myself. My best guess (and this is by no means an official answer) is that it came from the players on PC. M1 probably refers to Mouse-button-1, which would be the button for the standard attack. Therefore an M1 killer is one that can chase and hit, but otherwise has no usable benefit from an M2 special power.

    Now for anyone out there, feel free to correct me if I’m wrong!

  • I like this idea! I see it as strengthening the perk because it makes it mobile and therefore usable by non-campers.  I’d like to suggest some edits that might win over a few of the holdouts.

    • For each second that you remain motionless further than 24 meters from a hooked survivor, gain a token up to a max of 10. You MUST be at zero tokens to start gaining more. 
    • Each token reduces your terror radius by 4 meters, reduces movement speed by 1%, and increases FOV by 1%. (Yes, this means zero terror radius, sometimes well before the 10th token is earned.)
    • 10/15/20 seconds after you begin moving, start consuming tokens at a rate of 1 every 4 seconds. 
    • If you achieve 10 tokens, you can perform a grab action with a lunge attack until all the tokens expire. Successfully attacking or grabbing a survivor ends this ability. 

    Analysis - I believe that this will make Insidous a strong, but not overpowered perk that will require skill to use effectively. I find the lunge-grab to be a nice prize that helps offset the loss of movement speed. 

    The required distance from active hooks means that it is no longer a crutch for campers (especially basement campers!)  Beyond this, it actively encourages movement and hunting after the tokens are earned. 

    It won’t be overpowered in conjunction with BBQ, because after hooking a survivor you have to first move out of hook range, then wait 10 seconds (an eternity for a killer!), and then sluggishly make your way to where you think other survivors are. 

    Zero TR is possible, so you don’t have to use up perk slots on others that affect terror radius, though you could still strategize with them. The downside is that the effect is not permanent. The perk will have intermediate uses as well, such as just reducing the terror radius some while keeping most of your speed.  This is where other perks could be handy. You need to know your killer to know how long to wait for zero TR, but EVERYONE must invest the full 10 seconds if they want the lunge-grab. 

    Survivors can interrupt a killer who is charging up tokens. If they can tempt him to move, he must wait until the tokens all expire before starting to charge them up again. This could be a couple minutes all in all. 

    The changing field of view concerns me because I’m not sure if this is possible from a programming standpoint, changing the view after the game has rendered. If not, I suppose we could do without or put some other small buff in. If it IS possible, it’ll certainly help to find unaware victims with a slow killer. A side benefit of this is it will help players to better estimate what it is exactly that other FOV perks can do for them. (Seeing it change before your eyes gives a nice before and after comparison).

    All numbers are adjustable for balance of course.

  • Left Behind wins this, hands down!

    If you can manage to extract any sort of use from that perk, then you deserve an award!

  • @Lametart said:

    These are two ideas I had for new vaults:

    https://us.v-cdn.net/6030815/uploads/847/ZPFECEPOKU0N.gif

    https://us.v-cdn.net/6030815/uploads/890/24DN1MJ0FDUX.png

    While they look fun and new, they aren't silly, so it stays within the mood of the game.

    Since Survivors are basically skins, we could buy these animations once and equip them in the customization menu on any character. Maybe we could select them as our primary slow/fast vaults, OR we can have a "random" option so we have varying vaults during the same match.

    For killers of course, Moris/animations will be sold separately lmao.

    What do you guys think?

    That’s incredible! I love it! I agree that some animations should apply to all survivors after a single purchase, and your randomize idea is a stroke of genius! I think each survivor should still have a few unique ones also, that the others can’t use.

    We need to get some devs in here to take a look at this. @Peanits what do you think?

  • @thesuicidefox I’m curious to know if that works when you get around to it. The only killer I’ve prestiged so far is the Hag, so there must be some other factor for why I don’t see splinters for Myers anymore.

  • I bought Myers through the PlayStation store and haven’t gotten any of his splinters since. Everyone else I bought with auric cells (except for those you get with iridescent shards), and splinters still spawn for them. I wonder if the issue lies with the auric cells.

  • @Milo said:

    Yep it is a bug. One person on this forums still gets them to this day (even on GF)

    Wow! Well looks like I get to join the club. It hasn’t happened yet, but I’m looking forward to getting a splinter for a character in that same character’s bloodweb! Lol

  • @PolarBear said:

    They should stop appearing after you own the character. I haven't seen splinters for many months due to owning every killer. Sounds like a bug to me.

    Ahhh, I see. Thank you! I’ll go re-post this in the bug reports section then.

  • I like the idea, but I agree people could abuse it by extending games.

    Perhaps this could be a reward for Devotion levels instead! Each time you gain a Devotion level, one (or all?) of your categories has its cap increased by 1000. This rewards long-time players by reducing the intensity of the grind. This also stays true to your initial idea since Devotion progress is (currently) determined by playtime.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/579193#Comment_579193

    @Netharon everyone has killers. What about when survivors get cosmetics. Maybe killers don't. Although, this would be a mix up of the standard moris. Make them interesting.

    @TheShape78 said:

    I have nothing against adding more animations, but let's be careful here and not add anything too goofy, as it would stick out like a sore thumb in an otherwise dark, gritty game. Maybe give Michael Myers his famous head tilt while looking at a hooked survivor, that would be perfect. Just nothing silly like dancing...I cringe to think back to the dancing troll squads of F13 the game.

    @Netharon said:

    They can’t just cater to one crowd though. What would be the equivalent survivor animation purchases? I doubt the middle finger or official tbag would make it into the game.

    I couldn't agree more! The head tilt! Yes please! 

    Also, yes, I would love for all characters to have purchasable animations, just like they all (well, most) currently have purchasable cosmetics. While it is easier to come up with ideas for killers, the survivors should still have plenty to choose from. 

    Just off the top of my head, survivors could have different animations for wiggling free, struggling on the hook, vaulting, missed skill checks, general running, emotes, and so on. 

    I also agree that we should NOT go too far off-base with goofy things, though I expect there to be some light-hearted options. I mean, we already have Ash with a puppet hand, so that door has already been opened. 

    Oh and one more thing you were absolutely correct about: please BHVR, please! Do NOT introduce dances or celebratory emotes! Once you cross that line there's no going back and this game will be no different than all those others which I will not deign to name. 

  • @ShrimpTwiggs said:

    Find gasoline to fill the gens with. If you bring a map, it could show you where some of them are so this item is actually good for something.

    @Veermat001 said:

    I always though of some sort of fetch quest before or after the gens

    Bringing 2 cans of oil/gasoline to the gens before you can fix them

    Or Bringing offers to an altar for the entity

    But what would be even more fun is if you would involve the killer with it but don't know how..

    Ooooh! I think this would be fun! Here are some details that I would like to see. 

    • Each generator needs 2 gas cans before repairs can start. It has 2 red lights on top (similar to the exit gate lever) so that any player can tell at a glance how much fuel it has.
    • At any given time there will be no more than 10 cans on the map, but when there are fewer, more will spawn periodically in random, vacant locations (ie you’ll never see one appear before your eyes).
    • Gas cans are fragile and can explode if jostled too much (falling from a height, survivor carrying it is attacked, etc.) Exploding gas cans don’t injure you, but they make noise notifications as well as bright lights and temporary smoke. Use it as a diversion. Use it as a visual blocker to escape after taking your first hit. But DON’T use it to accidentally reveal your location! (Maybe introduce skill checks while carrying it?)
    • The killer can kick and destroy any gas cans he finds laying around to slow down survivors. New ones spawn eventually, but this removes easily found ones for a while. The down side is that survivors will know where the explosions are coming from. 
    • When the killer damages a generator, it leaks fuel along with regressing. If it leaks too much, survivors can tap it to pause regression, but need to bring more fuel before resuming repairs. 
    • New perks/offerings may be introduced which cause explosions to inflict injuries or stuns (like firecrackers). 
    • This concept could lead to a new killer whose powers are centered around the new mechanic. Something like The Oilman, an oilfield foreman who attacks with a monkey wrench and causes oil-based misery of some sort for the survivors. 😁


  • I think if nothing else changed, and you still have to hunt down your traps, then at least having an unlimited carry capacity would work wonders! If you’ve chased a survivor across the map and find you’re near an unused trap, it would be great to be able to just pick it up and carry it for later.

    This would also fix the issue of resetting traps with a full inventory. Currently you’ve gotta place a trap somewhere, pick up the tripped one, put it back down, and then go back and get the one you originally placed just to keep carrying it. Such a time waster!

    Removing this inventory limitation would really go a long way!

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/572501#Comment_572501

    If survivors were able to escape from moris not a single killer would use them. That would be a waste of time.

    I agree the killer should definitely have some sort of advantage, such as having a much larger impact toward progression of the animation. However, I think if the survivor has even a chance at escaping, even if it’s very slight and very difficult, it would actually make Moris far more popular all around. 

    Survivors would no longer claim that it takes the fun away from their side, because heck, fighting and maybe escaping IS fun! Killers would also get extra enjoyment from completed mories because they “earned” it during the face-off. This would also help combat the claim that mories are simply too easy. 

    As a side note though, I think if something like this went into the game, it should ONLY affect mories. Devour Hope already has enough of a difficulty hurdle with chance of being cleansed to boot, so it should remain unchanged.

  • Perhaps if there were an actual “player-input” struggle. 

    Imagine if both the killer and the moried survivor had a long string of rapid-fire buttons appear on-screen for them to press. Anytime the killer misses while the survivor hits, the Mori animation is reversed or takes a turn toward possible escape (like pushing the killer back some). Vice versa, when the killer hits and the survivor misses, the animation progresses. 

    Once the animation reaches a certain point, the survivor either escapes or dies. Even when they lose, survivors will have had a lot of fun fighting for their lives and will have potentially bought their team a lot of time too! I could even see scenarios where other survivors gather around to watch the drama!

  • I’ve been known to drop a survivor off at then end of the exit gate from time to time. Sometimes it’s a newer player (you can tell) and I pity them a bit, so I let them out. Well this happened a couple days ago. I shut the hatch and nearly immediately downed them at the gate lever. I then tried to open the gate so I could drop them off, but no dice. Felt kinda bad, but I just hooked them so as not to waste any more time.

  • Any timeline that we know of yet for development and release?

  • @Elk said:

    This is an amazing idea, so many totems! 😍

    Hey thank you! I really hope this idea takes off and gets the attention of the devs. I would love to see something like this implemented in the game!

  • @Kabu said:

    - Spirit: Grabbing a survivor off a gen without prayer beads.

    - Nurse: Blink hitting a survivor on console.

    - Trapper: Survivors stepping in bear traps.

    I dunno, there’s just something magical about that ankle-cracking trap snap!

  • @Milo said:

    I have like 800 hours ,not counting the sitting in a lobby hours, and i still dunno some maps. Just the general "THIS IS HERE"

    For me it’s more like “THIS IS HERE??”  

    For the life of me I can NEVER find the entrance to the basement when it’s beneath the Ormond lodge!

  • @Kilmeran said:

    @GrootDude Yeah, I really need to go Survivor this month. I have like two-hours on Survivor, if that. I've been playing extremely one-sided for too long.

    Hell, I'm still a Rank 20 Survivor and guarantee you that I'm going to blow skill checks. I have that little time on them so far.

    Guess it's time to go take a ######### in the tall grass. 😀

    Use Feng’s Technician skill to help out with those skill checks. But yeah, you’ll also notice that when you start getting your bearings as survivor, you’re going to improve as a killer. When you learn to think like a survivor, you can better anticipate their moves and have better results when mind-gaming them!

  • @slipttees said:

    https://forum.deadbydaylight.com/en/discussion/73108/rework-the-quitter-bonus

    Survivor staying in the match should win that bonus too.

    Actually, I respectfully disagree with this.  If the survivor is connected the entire match, then the killer had every opportunity to max out his points, and simply got played. The quitter bonus is more for killers who are robbed of their killing opportunities.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/560420#Comment_560420

    @yobuddd maybe if it added like 5/6/7 totems it would be hex feasible since the others would disappear instantly once it was cleansed. Also adding 2/3/4 hex fakes. Then I think it would be valid for it to be a hex perk. Basic totem addition though even with a low number of fakes could be base perk and not powerful. Also the concept of noed being used. Again small game buff. Remove one meta slot. Boom now you expanded the usefulness of a survivor perk that would be possibly essential in the game. Other than that I really like your idea.

    I would LOVE to see even more totems and fake hexes than my original ideas! That said, I would be completely happy with any number BHVR went with if they implemented this idea, so I’m not dead-set on my original numbers. In terms of balance, though, it can’t be so many that survivors are overwhelmed. 

    I’m not too hot on the idea of the totems disappearing. I’d prefer more of a needle-in-the-haystack approach. There should be some added benefit to survivors for clearing the totems, and I don’t know that just having a bunch of them vanish is enough motivation. Furthermore, with this taking up a killer perk slot, it needs to maintain its use as a low-level detection perk with explosions all over the map and the sound of nearby crackling bones during cleansing. 

    Survivors should either see some benefit for each totem cleared (like my lunge range idea earlier) or they should have to search to find a specific totem that is causing them harm (such as: “as long as the actual hex is active, skill check zones while healing are considerably smaller.”) 


    Another fun idea that just occurred to me. What if, instead of the hex effects previously mentioned, the hex tremendously thickens the dark mist! You know, as a way to protect all its little totems. Oh yeah, stackable with offerings of course! 🤭Can you imagine the possibilities? This would also give survivors visual confirmation, when the fog suddenly thins, that they have cleansed the real hex and not one of the fakes.  This gives your other hexes (like Ruin and such) a little extra protection in the meantime.

  • @Gcarrara said:

    Some people just want to watch the world totems burn! 😂

    Jokes aside, interesting idea there!

    Thank you! I’m always on the lookout for things that help increase mindgame potential!

  • @Jdsgames said:

    Then we could buff Small Game to give a totem counter as well as a trap counter.

    This way it would be run more as well. Although, I wouldn't make this a Hex perk. This would be a normal perk that makes fake dull/hex totems.

    Making it a hex perk could work, though I see it’s real power being the fact that it floods the field with totems, many of which make significant noise. It also nearly guarantees that NOED will be usable at the end of the match. 

    As a hex, I would make its actual power minor, but still useful. Maybe something along the lines of +1% lunge range for each totem remaining. An initial 10% would be nice, though of course it will reduce during the match. It also encourages survivors to spend time breaking every totem they see, making noise in the process.

  • Once it comes to mobile, I really hope they let us transfer existing accounts! I’m eager for a chance to to hunt down some of my non-PS4 friends!

    @dbd_noob

    yes, unbreakable is on PS4.

  • Play the Hag. If survivors start running in circles around the same object or through the same pallet without pulling it, plop down a trap along that loop to force them to relocate. If you see them run toward a trap, start spamming the teleport button so you can zip over and take a swipe the moment they’re in range.

  • Could someone link to where the Freddy rework details are (if they exist yet)? I’m curious what to expect when this happens. I just can’t find where official details are, only chatter from users.

  • Agreed! Please make it happen!

  • @BlondeMegPls said:

    https://forum.deadbydaylight.com/en/discussion/comment/559254#Comment_559254

    This but I think it should be a staggered BP bonus the higher the size group you're willing to take

    Oooh I like it! So the option would be something along these lines:

    • Solos: Normal Bloodpoints
    • SWF 2: +50% Bloodpoints to all categories, awarded post-game on match results screen. (Possible to have 2 teams of 2)
    • SWF 3: +75% Bloodpoints to all categories, awarded post-game on match results screen.
    • SWF 4: +100% Bloodpoints to all categories, awarded post-game on match results screen.

    Your match will include your selected option OR LOWER. If you choose SWF 4, you may end up with SWF 2 and 2 solos, but you still earn the 100% bonus because you were willing to take an SWF 4. 

    If you lobby dodge, you will be limited to only playing Solos for 15 minutes. This makes sure people don’t choose SWF 4 and then shop around for easier groups. This does not apply if you’ve waited in the lobby over 4 minutes for a complete roster.

  • Better yet, give killers a toggle in their loadout screen to choose between “All Players” and “Solos Only”. Give them a bloodpoint bonus for choosing All Players. This will ensure that there are still lobbies for SWF to join, and killers have a reason to take on the extra challenge.

  • @Jdsgames

    Believe me I want to punish DCs as much as the next person! However, deducting iridescent shards hurts people who have a legitimate connection loss. We don’t want to put them at risk for the toxic behavior of others. Also, let’s not forget how survivors have found ways in the past to knock out the killer’s connection (flashlight spams and such).  Should these exploits re-emerge, the hard-earned shards would be at high risk. No, I think the focus should still be on the quitter bonus in terms of bloodpoints. Along with that, the body of the survivor should remain an interact-able object for the killer for at least 15 seconds after the player DCs.

    Onto your other concern, the hatch.  Remember back when, even for the last survivor, the hatch didn’t appear until 2 gens were complete? Well what if we edit things so that, for the last survivor, the hatch spawns but remains closed until 2 gens are complete? To keep things fair, the survivor should be able to pry open the hatch, but it takes the same amount of time as opening a gate. 

    • The survivor can still escape without running gennies, but it takes longer.
    • If the killer is standing on the hatch, then work a gen near a gate and book it to the other gate when he stomps it. Or throw a Diversion to make him chase ghosts further from the hatch. Mind games. 
    • The Left Behind perk will finally have a use again (however minimal that may still be).

    This wouldn’t fix ALL disconnect-for-hatch scenarios, but it would help.

  • @JawsIsTheNextKiller Removing the double depip would certainly help! I also like the idea of @Atrushan88 for a delayed DC. For example, maybe it’s not even an option until 2 gens are complete. Let’s take it a step further and delay the action too. When a survivor DC’s, they lose control of their character and get to watch everything that happens during the next 15 seconds. This makes it harder to effectively DC and spite the killer while being carried or moried.

    I’m afraid this thread has drifted a bit off topic though. I’ve seen countless discussions about DC and how to potentially stop the problem.  My original concern was more about the quitter bonus. 

    I would LOVE to earn 8000/32000 (K/S) points per DC, but I’m just not sure the devs would go for it. One way or another, people will find a way to exploit it. I play PS4, but I’ve seen talk of a “pre-game chat” that I assume is available for pc players. Imagine if people go shopping for “DC rooms” and lobby dodge if the players actually want to play. It makes sense, as this would net them more points than a typical match. This would ultimately cause legitimate players to wait significantly longer to get into an actual game though, due to wait times for multiple lobbies. 

    This is why I think my numbers in the OP are a bit more fair. They’re less likely to be abused and have a basis in points that would be earned for a typical sacrifice. This is also something that reasonable survivors would probably find to be a fair change rather than a “crutch for killers”. 

    Still, it seems that everyone who’s posted here is in agreement: The quitter bonus needs to be increased! @Peanits Do you know if a change in point values like this is in the works?

  • Time of day makes a huge difference I’ve noticed. On weekdays, there are much more docile survivors to practice on up until 5-6 pm (central time, USA for me). That’s when people get home from work and get together with their SWF buddies. Toxicity ensues. Weekends and holidays have more of a steady mix between the 2 types of players.

  • @Atrushan88 said:

    Personally I think the quitter bonus should be 2000 points in each category. This would equal 1/4th of your points, equal to one survivor. I also think however survivors should receive all 32000 points if the killer DCs. It'd also make people less likely to DC since they wouldn't be taking points away from the killer by doing it, imo.

    I completely understand your justification for this, but consider how deeply people would take advantage. One way or another, they would find ways to exploit this and farm points like nobody’s business.

    Imagine a game where 3+ party streamers go up. It would be downright expected of the killer to throw his game and disconnect to flood the survivors with points!

  • @Arry said:

    I would love to see a new killer, similar to the doctor... Just to play around with survivors and mess with their heads... But this killer would be completely broken verus a swf team unfortunately.

    Yeah, I’m inclined to think that it’s the whole SWF thing that needs fixing, due to communication outside the game. Still, this could be a fun killer for casual players like me.

    I’ve posted several other killer ideas. Perhaps you‘d like to look through and see if any others seem more viable at high ranks. Currently I think The Physicist is showing the most promise!

  • Why is it so dark, I understand it's a horror game but I feel like I have to squint my eyes when playing Survivor or Killer...

    Same thing happened to me a couple months ago. A week later my tv died (PS4, btw).

    Now I have a new tv and everything’s great! Turns out the problem was on my end, not the developers’.

  • @TrueKn1ghtmar3 said:

    For a second i thought this might have been a lore post XD i was ready to say it was survivor killin themselves to get back to the campfire (i can see why so many survivors DC now and it makes sense lore wise)

    Hold on a sec! Remember, “Death is not an Escape!” 😏

  • @BlondeMegPls said:

    I love these! It might take a lot of work to add that to the store/a new interface for picking your animation though

    It would take a lot of work at first, for sure! Once the interface is set up though, things would get a lot easier. There is room for a new button right beneath the customization button, or maybe just give the customization interface a new “page”. 

    Harder would be the store. There would need to be some sort of window that shows the potential buyer what the animation will look like in action. Of course the greatest difficulty is in making these new animations flow with the game. If Tapp is leaping through a window, it needs to have the right speed so as to look right if he still gets hit. And, of course, it would be visual only, not giving any actual gameplay advantage.

    Still, once all this is place, I could see this new category becoming a real cash cow for BHVR. It would also give forum members a lot to talk about for throwing out new animation ideas.

  • Somebody PLEASE get Ash an inhaler!

  • The game can sometimes be predictable and distant, so I feel this character could introduce some more of the in-your-face, fall-out-of-your-chair type jump scenes.


    Above is a link to a similar idea I posted a few months back. I like your ideas for the cosmetics. It would be fun to see some combination of our concepts!

  • @ZVom said:

    Second version looks VEEERY nice. Balanced and good idea overall.

    Approved.

    Thank you! I really appreciate that! Yeah, I was thinking the 2nd version seemed more balanced as well. Biggest concern is having a coordinated survivor group go around and weaken too many hooks!

  • While we’re at it, let’s make it possible to collect offerings as well! They won’t affect the current match, but if you survive they’ll be added to your inventory for future games.

  • A 5th perk will be powerful, whether it’s a killer or survivor who uses it. So much so that I think allowing players to choose (or even know) what the 5th perk is can throw the whole game out of balance.

    If you don’t know which perk you’ll get, you can’t strategize and modify your build to accommodate it. Sometimes you’ll get lucky, sometimes not.

    Don’t like letting others vote? That’s fine, let the computer randomly select it, where “rarity” determines the likelihood of getting it and at what tier. Just don’t give players any control over their own perk.

  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/64333/a-5th-perk-slot-with-a-twist

    Uhhhh let's see-

    40 seconds to the start sounds SO long

    If other players voted my perks, it wouldn't be as fun. And who knows if there was a SWF team that pits against that lonely sole player :O

    It would be great if we could do this during the load screen before the match. But even if that’s not a programming possibility, it’s an “active” 40 seconds so it goes by more quickly.

    And yes, players will try often to give others (killer especially) weak perks. But hey, a perk is a perk, so even a weak one is beneficial (except, perhaps, “no mither” for people not expecting it. That one could be removed as an option)

    It could be anonymous for the survivors to make sure SWFs don’t bully the solos.

  • @Boosted_Dwight said:

    Dude, it's two minutes, four at max. You won't die.

    Well, actually........ 😜

  • Don’t get drunk alone.....have a drink for each payer who joins your next basement party!

  • Make the green keys heavy (or attach something heavy to them....or just turn them all into kettle bells). 1 short-range throw only, and if you hit the killer in the front, it’s equivalent to a pallet stun. With 4 keys max being brought into the game, and maybe one from a chest, this won’t be abused too terribly much. It’s really no different than fireworks for making him drop your buddy.

  • You guys raise good points, but dang I’d love to see some headless survivors running around! @SurpriseSurprise I agree, this could use some polishing. You had some good ideas there, so while I probably won’t address everything, here’s some revision.

    Instead of bodies disappearing top to bottom, or bottom to top, they shrink (in terms of thickness) down to twigs and eventually disappear. As their molecules are ripped off their bodies and sent to the random hook, they leave behind a visible, glowing “electron cloud” that forms around what remains of the survivor? As the effect progresses, the cloud becomes denser and brighter. Once the survivor is entirely vaporized, the cloud zips across the map to the hook, carrying the consciousness of the survivor (the player’s view) with it

    This would address the issue of partial bodies being too hard to see, and in fact adds another element. Some players are fine with more skill checks (keep this, because it’s hard to work machines with wispy hands) and darkened sounds and visuals (remove), but nobody wants to emanate a glow! This will encourage survivors to seek out their hook and reincorporate their bodies rather than “just deal with it”. One of my goals here is to avoid the issue with The Plague, where infected survivors just stay sick and don’t bother doing anything about it.

    Oh, and we don’t need to worry about what happens to the separated molecules when a survivor is hooked. Remember, if the killer lands a standard attack, all the transfer progress is reset.

    There were here several concerns mentioned about the Chaos Theory perk. @TheGameZpro3 described what I think would be an awesome situation with this perk! I would love to see something like that happen. The idea of creating the clones when desired is interesting, but might have issues with controller mapping as most other perks are either passive or tied to an existing function. Still, clones getting stuck on walls would be a mess huh? So how about they pass through walls and objects, and only get stuck on the perimeter walls of the map? Survivors will know not to fear killers that go through walls, but they still achieve the effect of spreading a disorienting terror radius and startling survivors at first glance. Besides, imagine the horror of a killer appearing from the generator you’re working on!

    Statistical Anomaly: Yes, the auras will mirror the actions of the survivor on the hook.

    Quantum Mechanics: I like your idea of the perk tiers affecting how many transfers occur rather than what completion percentage they occur at, so let’s go with that. Furthermore, when progress is transferred, both generators involved should make a noise notification which is visible to all players, similar to when generators are completed.


    I really appreciate all the feedback you guys have provided so far. If possible, let’s polish this thing up into a complete package and see if we can get the devs to notice at some point!

  • @Figas said:

    Hey sorry if you took my comment has stupid criticism, it was mostly out of frustration. I understand your motives for this proposal but you should keep it in mind that this toggle could have a very drastic impact in an already unpredictable queue time for matchmaking. Also, would the solo survivor that gets matched with a 3 man SWF squad get any benefits? It's not hes fault hes gonna get a sweatier killer.

    Maybe an easier fix is to just prevent dodging by not letting the killer see the survivors?

    I am flat out impressed that you came back to apologize and I really appreciate it. That said, no worries, it’s all good!

    Now on to the points you made, because they are good ones I hadn’t thought about.

    First, it might surprise you know that I’d be okay with survivors being hidden in the lobby. There would likely be exceptionally nasty outrage from the killer community, but you know what? It achieves the end goal of stopping lobby dodges, so I’m good with it.

    I still want to discuss the toggle idea a bit more, as I believe it to be a viable alternative. You made a great point about solo survivors potentially getting shafted by this. Its fairly common knowledge that SWF groups tend to give each other more attention that they do with the solo who joins. As a result, a frustrated “sweaty” killer (now there’s a visual...) may play with less popular tactics, like tunneling. Things are looking bad for the solo at this point.

    My solution is this. Give any survivor who is not using the SWF portal a toggle as well. “Are you willing to be teamed up with SWf groups? Yes: +50% bloodpoints. No: normal bloodpoints.”

    The more I think about this, the more I like it. 1) It’s equitable to both roles, as they both have toggle options. 2) The community will be happier (or at least complain less) because everyone knows exactly what they’re signing up for. 3) Any chance at more bloodpoints is a win in my book!

    I think leaving a lobby as a survivor should still incur a 15 minute lockout from bonus bloodpoint SWF matches, just like the killer. This will prevent survivors from lobby dodging and shopping for rooms full of other solos while still earning the bonus.

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