Avatar

yobuddd

yobuddd

About

Username
yobuddd
Joined
Visits
8,374
Last Active

Comments

  • Lol, it was meant to sound like one. Hope you enjoyed!

  • @Kiskashi lol I’m glad you got a kick out that!

    @Vlieger you make a good point, so it IS possible to redeem the lore, but it takes some work. The way I see it, the survivor’s only concern should be arriving back at the bonfire with a pulse, without caring much about what pleases the entity. A realistic survivor should strive to complete gens without ever being chased in the first place, though it makes sense to reward successful escapes from chases. What bothers me is that a survivor can do everything right to escape, but miss out on an entire category of points because they never caught the killer’s attention.

    @HectorBrando I agree. Making stealth a priority makes a lot more sense. Furthermore, this would still make sense when receiving rewards for escaping chases.

  • I’m glad you guys like the general concept! There seems to be some concern about the perks, but nothing is set in stone.

    In regard to the perks, please keep in mind that we don’t want all the perks to be top tier.

    Quantum Mechanics (did you catch the play on words there? Mechanics?) is the best of these 3. It forces survivors to relocate if they want to maintain their work progress. It also notifies the killer of the 2 generators in question to increase pressure. I should have mentioned earlier that after progress has transferred, the 2 generators involved will be immune from further swaps of progress (or else no gen would ever get complete.).

    Chaos Theory is meant to spook survivors with the terror radius occurring all over the map. A quick glance might make you think the killer is coming and cause you to miss a skill check. You have to learn to specifically look for the red stain. Imagine running through a thicket of 4 EW3 Shapes milling about! This would especially spook lower lever players.

    Statistical Anomaly forces players of be conscious of where a teammate goes down. If you don’t pay attention and see 5 hook notifications pop up at the same time, you won’t know which one to run toward for the rescue!

    None of these are game changers, but they sure would be fun!

  • @CragglePop_SWFoxtrot said:

    You handled that like a boss.

    @LastShoe said:

    And that's a good constructive answer to not so good and constructive criticism.

    Wow thanks guys! You’ve made my day!

  • Make green keys useful by making this change:

    The key becomes a passive item and it only gets one attachment. It can use any current key attachment, but is better off using a new attachment added to the game.

    The new attachment mimics a selected perk! The perk only works for a limited duration or number of charges. Some perks aren’t options.

    Examples:

    Empathy, Windows of Opportunity, and Plunderer’s instinct provide 15 seconds worth of aura reading.

    Sprint burst, Lithe, and Balanced Landing get 3 charges.

    Alert, Technician, and Spine Chill get 7 charges.

    Ace In The Hole, Unbreakable, and Adrenaline are not choosable options.

  • @BillSimmons said:

    I like the idea of spread over time fires, but for the current game I think it would be difficult to show those effects and maintain the optimization level DBD is trying to reach.

    Also leaving a fire burning where any strong loop is would be the meta, killer shack burn that motha, Lampkin burn it down, etc.

    I would be interested in seeing another killer with an ability like the Doc, where you can switch between modes.


    Ha! Yes! The killer shack for sure! Burn that thing to the ground!

    I’m glad you like the idea! It’s funny you say you’d like to see one like the Doctor, because I have exactly what you’re looking for!

    The Physicist This killer resembles a scientist.

    I posted this one yesterday, and am quite proud of it! A good deal of typing, but no replies. That’s why my Arsonist idea was just a quick “what do you think of the concept” type post.

  • If you’re a new player, your main focus is probably more on being stealthy and working generators than on boldly distracting the killer.

    I recommend:

    —Technician to help you “get gud” at skill checks

    —Urban Evasion to help get to better hiding places quickly and quietly

    —Alert to help you keep tabs on the Killer’s location (he breaks things more often than you’d expect)

    —Spine Chill so you know when it’s time to start Urban Evading your way to that bush over there

    Because you are probably not too good just yet at escaping when a killer chases you, I would hold off on Self-Care for now. You won’t get much opportunity to use it as you’ll likely take 2 hits during the chase. Once you are unhooked, just follow your friendly savior survivor and let them heal you. I would also hold off on the “speed boost” type perks for now. They’ll be more useful when you get better at planning escape routes.

    When you feel more mid-level, you can shift your focus to somewhat riskier behavior (like hook rescues and healing teammates) with perks like Empathy, Deliverance, and Diversion.

    Oh, and here’s a completely unrelated, but vitally important piece of info that I wish I had known when I first started playing. When you go against the Hag, crouch and you won’t trigger her traps! When rescuing teammates from hooks, assume there are traps all around the hook and crouch your way there. After the rescue, don’t forget to keep crouching, but be prepared to bolt as your buddy may not know this and blow all the traps.

  • Reminds me of a match I had a while back. 2 survivors interfered with my chase from the killer and I went down. They then worked to heal me with the killer standing an inch away. As soon as I stood up he would knock me right back down and they would heal again. This was back before you could end the healing by moving away. After about 10 cycles of this, I had to perform my one and only disconnect ever from a match. They had easily earned all their altruism points and were only doing it to hold my game hostage.

  • Let’s also nerf the insta-heal at the fountains a bit. I mean, you DID just recover from Plague after all.

    I propose you drink from the fountain to cure the sickness, but remain injured (if hit or if the disease progressed that far). You then have 1 minute to drink from a clean fountain (the one you just used is corrupt now) for the free healing. During this minute, fountain auras will still be visible.

  • Each time the same survivor jumps through the same tractor window to or from the hay bale. (Btw, this will definitely be more than 3!)

  • @Figas said:

    I also want a toggle to not play with nurses or billys, oh and I also dont want to get moried.

    —less Dc's

    —nurse mains may learn to behave themselves a little better or risk shrinking the pool of survivors willing to deal with them

    I get your sarcasm loud and clear, but I’ll address your points anyway.

    Character, offerings, perks, add-ons, etc. can all be chosen after the lobby is active, so it is currently impossible to filter that. We could overhaul all of this so that it must be chosen in advance, and let players sort open lobbies by these criteria, though certain lobbies will be unavailable due to the loadout you have chosen. This allows you to further customize you experience, but may get to be a bit tedious. I wouldn’t expect this to happen.

    Disconnects will end soon enough with dedicated servers, so that’s not really a consideration.

    I’m not trying to be snide about SWF behaving themselves, but the toxic behavior commonly associated with them is well-known. Furthermore, they often find ways to communicate by voice which goes against the very premise of the game. This makes things exceptionally difficult for the killer, which is why I think the 50% bloodpoint bonus makes a nice incentive.

    Killers dodge lobbies when they feel their time will be wasted with an obviously well-coordinated SWF group. SWF groups fear having their time wasted by lobby dodges.

    Does my idea seem killer-oriented? Perhaps, and I suspect that’s why you dished out the hefty dose of sarcasm. Still, it would end lobby-dodges, so both sides win. I’m open to ideas that are survivor-oriented, or overall equitable as well. The end result is what matters. If it gives players (all players, because anyone can play killer) a chance at more bloodpoints and helps reduce toxicity, then that’s icing on the cake.

  • That’s one of the reasons I like the Devour Hope perk. Killer has to run away fast or lose effectiveness. Plus the perk itself is truly horrifying.

    If you’re interested, I posted a new killer idea earlier today who is designed to rarely ever be a camper. (Spoiler, he’s nowhere near the hook that the survivor ends up on.) If you think that sounds fun, you can read more on him here: https://forum.deadbydaylight.com/en/discussion/64040/new-killer-concept-the-physicist#latest

  • @LordGlint said:

    @prayer_survivor what are you even asking for, lol? You want to change kindred so it awards BPs each time you get hooked or something?

    I think it’s more like other survivors see the killer aura when someone is hooked. I don’t see that being very useful since we all know where he is anyway when someone gets hooked. Also, “Alert” is the same thing but occurs more often.

  • @TheShape78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/483847#Comment_483847

    Very interesting theory! That sounds like chaos ha ha

    Haha. Chaos Theory. I see what you did there. 😏

  • @TheShape78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/483785#Comment_483785

    Ah, I see. I guess speculation still leans towards Pinhead then? Either way, I just can't understand not making a full Scream chapter. It's a prime candidate for one. I mean, it has great map locations and a PERFECT survivor in Sidney. It would be such a missed opportunity. I want to point this out too. The developers themselves responded to the leaks not once but TWICE as a chapter. Yes I know what Peanits said and yes I'm well aware they also referred to Ash as a chapter...for some reason. I point this out because June is when the next chapter complete with survivor and map should release, so...connect the dots. Why release 2 killers at the same time?

    Why release two killers at the same time you ask? I have a theory, but please understand that it is exactly that, a theory and nothing more.

    Think back to just before they nerfed Legion. They were warning people not to abuse the filthy blade/nasty blade exploit or risk being banned. Do you remember what else they warned us against? That’s right! Having 2 killers in the same match at the same time!

    How could such a thing be exploited if there wasn’t some pre-existing programming making this a possibility in the first place? Imagine if this “chapter” is really a new game mode involving 2 simultaneous killers, plus 2 new killer characters which work well together, and maybe a super giant new map to haunt around on? 😈

    As I think more about it, maybe the game mode IS the chapter and these new killers are the only ones to choose from for now. You may have read how they’re wanting people to volunteer to play vanilla (blank) loadouts here in a while? Well if 2 current killers go in with all the currently available perks, it might be way too unbalanced, so the new 2-killer game will be perkless. That or a new set of perks will be available on these killers specially designed for this mode only.

    Ok, I’m done weaving theories for one day!

  • You make a good point! I play console and forgot all about Bill.

    So we could actually go with 2 killer-only chapters before things are even on the compty. But then we’d be killer heavy on console. Either way, that means if this upcoming chapter is killer-only, then no harm, no foul.

  • @SadonicShadow said:

    BBQ would be preferable over distressing as it would be 245% bloodpoints.

    Ah yes, you’re right. That was just an off-the-top-of-the-head random example, but there would be several ways to play around with this to earn benefits.

  • Honestly, if this is true, it evens out nicely. Because of Ash Williams, we're currently heavy one survivor anyway. Getting just a killer will re-balance the numbers.

  • @yobuddd said:

    How about a perk where the camped survivor gets a free release? It triggers once they reach the 2nd phase of sacrifice with the killer (and no survivors) within 20 meters for the entire 1st phase.

    Once the “struggle” begins, the survivor produces a syringe from their pocket and injects a stinging fluid into the Entity’s leg. (Skill check maybe? Like decisive strike?) When this happens, the Entity screeches and shrieks and takes off running in a random direction, dragging the survivor with it. (Thanks to EGC, we now know what a mobile Entity looks like!). The injured survivor becomes “unsnagged” from the dragged hook after a drag distance of 50/75/100 meters. The hook remains broken as though a sacrifice occurred.

    Oh, and the entity moves at very high speed, leaving the camping killer far behind.

  • How about a perk where the camped survivor gets a free release? It triggers once they reach the 2nd phase of sacrifice with the killer (and no survivors) within 20 meters for the entire 1st phase.

    Once the “struggle” begins, the survivor produces a syringe from their pocket and injects a stinging fluid into the Entity’s leg. (Skill check maybe? Like decisive strike?) When this happens, the Entity screeches and shrieks and takes off running in a random direction, dragging the survivor with it. (Thanks to EGC, we now know what a mobile Entity looks like!). The injured survivor becomes “unsnagged” from the dragged hook after a drag distance of 50/75/100 meters. The hook remains broken as though a sacrifice occurred.

  • @babylove0812 said:

    Lmfao no kidding! My friends and I were in the basement healing and the odd man out (white face Jeff) went to the corner and he was freaking me the F out!!! 😂😂😂

    Seriously! I don’t know what it is about that face! There have been times when I’m the killer and he still manages to spook me. Missed the hit as a result.... ☹️

  • Iron Maiden

  • How about a new map? An indoor airport terminal with “moving sidewalks” all around. If people like it, find a way to put moving sidewalks in other maps as well.

  • Well whatever the issue was, it’s better now. This morning it was 10+ minutes to wait per game. Now it’s back down to 1 or 2.

  • The killer can open them too.

  • The game has a ton of great psycho human killers, but I would love to see some creature killers added to the game (licensed and unlicensed).

    I see where you’re coming from, so I’m not bashing your idea, however I must disagree. I believe that the strict adherence to humanoid villains is one of the major things that sets this game apart.

    Once we allow the first beast in as a killer, we start down the slippery slope that inevitably leads to the insect aliens, winged demons, and dragons that we see in 70% of the games on the market (made-up stat, but still..)

    I feel like making this game work with demented humanoids demands a greater level of creativity and keeps the game more interesting.

  • Ah well, seemed like a good idea at the time. I keep seeing the posts trying to encourage greater perk experimentation and usage of the weaker ones (give us more slots, give perks point values, give us 2 of each rarity, etc.). This seemed like a fresh new approach.

    I realize adding restrictions instead of options will always be a hard sell. Nonetheless, thank you guys for your honesty. Brutal honesty, but honesty all the same! 🤣

  • @Mushwin said:

    Is the guy with the cats? we had someone here about unable to see and had cats....

    Nope, no cats here. Kinda wish there were though.... 😸

  • @kamisen said:

    I have this issue too. Can’t see well at all. The problem is your monitor/TV sadly.

    Well that’s disappointing to learn. I have no intention of buying a new tv just for a game.

    Back in December I remember playing with no issues at all. Things got bad after the big update. That tells me they can be improved again, or at least there could be some video options added in.

    If the developers don’t want people exploiting video options for unfair advantages, then I recommend they release a few pre-set configurations to choose from. Brighter, but colors are dim. Darker, but colors pop. Maybe some form of middle-ground sepia tone. With options like this, all player can choose what works best for them, and it’s fair because we all have the same options to choose from. Currently, the darkness that affects some of us is essentially giving other players that unfair advantage.

  • @HazeHound said:

    I like the idea. I would however like to see a total number from previous week in () aswell.

    I have my own solution to dc. When someone dcs and its obvious it wasnt tech issue (failing mind game, screwing up pallet, one second before hook to deny bbq ) i just follow their steam profile and mori them on sight. Guys who didnt dc in such games are just hooked twice and spoon fed tons of points (depending if they were tbagging or not). I don't actually farm with them in normal sense, i just throw them under the hook if that's their last, going hunting for others again.

    It is the best feeling to see dcing can't actually staying untill trial ends (obvious swf) and getting mad cause everyone is maxed and pipped while they got 0.

    Edit: @Rocky regarding swf i just think they should only face killers of higher rank than their avarage, or killers should be able to see who is swf so they can take better gear, and not bully solos by accident with it.

    Thank you! It’s encouraging to gain support for this idea!

    i want to disagree with you about something though. Though I understand wanting to know the history of who you’re playing with, I think that being able to see their tally from the previous week would be detrimental.

    Someone with a bad record will be allowed into very few (if any) games for a week. Through good behavior, they earn more playtime. If their previous week of bad behavior is visible (even if they’re good this week), then they will likely be punished for a 2-week period. This amount of time will likely frustrate people away from the game altogether and the community will shrink.

    Overall, we need to focus on encouraging positive participation, not potentially ending participation altogether.


    As for your current solution to DCs, I do something similar! I’ll keep a list of those who have rage-quit on me, and I’ll simply refuse to play with them. Lobby dodge.

  • @HazeHound said:

    This is Interesting and well thought through idea.

    There is just one hole: a lot of people play on headphones.

    Whoops! Good point! Maybe we should make screen flash as well then (in a slow frequency that does not affect epilepsy, of course).

    Main thing is that there’s alwaaaaaays 1. Just one. A player who is not ready and we have to all wait while it counts down to 5 seconds. As killer I tell myself I’m gonna get that guy first! (But who am I kidding, I’m going after the first survivor I see! 😏)

  • @White_Owl said:

    It would be better a direct punishment for intentional DCs (like a timeout) instead of basically prolonging lobby times, which could cause some side problems btw.

    While it would be nice, the current story is that direct punishment is unlikely as we can’t differentiate between legitimate DCs and rage-quits.

    I think this idea is a good “Plan B” for several reasons.

    1) Rage-quitters can no longer hide behind anonymity, since their number of DCs will be linked to them and visible to all.

    2) Because they will miss out on significant play time, moderated by other players, this idea is “direct enough” punishment. They can easily link their behavior to the negative consequences and adjust accordingly.

    3) They are not punished indefinitely, and each week get a fresh start. This encourages better behavior over time.

    4) I admit, lobby times may increase during the first week or so after rolling this feature out. However, once the majority of players learn to keep their DC tallies low, it will become a non-issue.

    5) All players will feel involved since it’s not some behind-the-scenes action by the developers. It’s good to know that justice has been served, rather than just hope it has. When you boot a player from the lobby, there is no doubt.

    6) Because of the threshold for booting, there is no chance for this to be abused. The only ones who don’t get to play are the toxic rage-quitters who have done it to themselves. Better luck next week!

    As an added bonus, survivors won’t always go running around with the rarest possible equipment configuration if they can no longer rely on DCs to prevent losses.

  • @Trash_Panda said:

    I think the killer having the ability to boot survivors would be a bad thing because any killer that knows a certain survivor is good will exploit that . Low rank killers will kick p3 survivors as they usually dodge them anyway it would be pretty annoying lol

    I agree. That’s why they should only be able to boot those who have already disconnected a certain (unacceptable) number of times.

    For example, you have a lobby with 3 survivors and their disconnect tallies are 1, 2, and 4. Finally a 4th player joins, but has a tally of 28. It’s unfair to the low tally survivors when you dodge this lobby. Instead, you simply boot the rage-quitter.

    They need to meet a certain threshold, like 15 disconnects, before you have an option to boot someone. That way you can get rid of the 28-tally survivor, but can’t touch the 4-tally one even if they’re p3 with blue hair.

  • Robocall: The killer calls the cellphone of a survivor, causing it to ring loudly for 3/4/5 seconds and creating a noise notification. The survivor called is random, and after the call the survivor will silence their phone. That said, the killer gets 4 calls, one for each survivor.

  • @T0xicTyler said:

    I'd like to see something like this! Though of course people would complain "bUt It IsN't A nEw KiLlEr!!1!"

    +1

    You know, that’s actually a very good point.

    What if.... Yes! What if instead of a new killer, this was a very rare offering that can be collected by any killer!? You know, like the ones that let you play as Freddy or The Pig!

    This would actually work better anyway, so that the developers don’t need to create any specific new add-ons or perks! It could be a “placeholder killer” that buys them more time to work on back-end programming.

  • @Shad03 said:

    I... Actually would love this.

    And the story was hilarious, also very....

    -turns into Hillbilly- Very educational. -turns into tier three Myers-

    Haha I’m glad you like it! I’m also glad you mentioned Myers. I should have specified earlier that whenever you transform into him, he will be at the same Evil Within level (with the same remaining time in lvl 3) that he was at when you transformed away from him earlier.

  • Yes, which makes them far less likely to try looping around that pallet.

  • @[Deleted User] said:

    I would love to see this in private matches but it would piss some people off because they would keep having to change playstyles.

    Exactly! And that’s the challenge. As we all know, some killers are stronger than others. This one evens out because you have to take the weak along with the strong.

    It would be difficult, but it also gives you a great variety of strategies. If you’re using Wraith and see see that you have a Plague, Nurse, and Billy coming up, then you can plan your attack. Get close, uncloak, change to Plague and infect them. Then change to Nurse, and, because you’re terrible with Nurse, you quickly change again. As they run toward a Pool of Devotion, you rev up your chainsaw and plow them over. SNAP! Oh nice, someone stepped in a bear trap. Go that direction after hooking this guy... you get the idea

    Play styles will also continuously change for survivors and keep them guessing. When you don’t know what to expect, it keeps the game kinda fresh each time you play.

    I can imagine all sorts of great combos here, such as using spirit walk to sneak up on people screaming after being zapped by the Doctor.

  • @Milo said:

    Actually wouldn't killers want the more dc'ing survivors?

    Cause that would probably give easier matches (... for some people)

    Hmmm, it’s possible. I could see a few going for that, but considering all the griping about the dc’s, I would suspect it would be very few. If a survivor rage-quits often during the first week of this new statistic rolling out, it may only be these few killers that give them a chance to play at all.

    At some point, the community will strike a new equilibrium between dc counts and play-time.

    In the end, I think most survivors will realize that it’s better to mind their manners.

  • The Doppleganger is a very weak shimmery shadow killer that moves slowly and only has a normal attack. Upon pressing the Special 1, Special 2, and Attack buttons all at the same time, the Doppleganger will transform into a different killer.

    There will be a display showing the next 3 killers in the sequence of transformations. After a transformation, the sequence shifts and a new killer is added at the end. The sequence is random.

    Upon transformation, the Doppleganger takes on all the properties and powers of the new killer, and certain powers will persist after transformation. For example, if you lay a trap as the hag, you can still teleport to it after changing to a different killer.

    Most of the powers are somewhat less effective as this killer simply mimics the others. Fewer Trapper/Hag traps, shorter Spirit Walk or Blink range, etc.

    The Doppleganger can transform as often as desired, but must change to a new killer every 4 minutes. Nearing the 4 minute mark, there will be an audible warning. If the change does not occur in time, the Doppleganger reverts back to its weak shadowy form with a 1 minute cooldown.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/409913#Comment_409913

    The only one doing something wrong in this scenario is you. DC is against the rules. Slugging is not.

    Agreed. If DC were a “strategy” then you would be awarded at least some amount of points for it.

  • I propose we officially change the term from “slugging” to “gummy worming”. They’re so bright and red!

    And when you’re on the hook you get to watch all the yellow gummy bears run around......

  • Perhaps we could even take it a step further and offer some sort of reward for keeping disconnects under a certain number. Redeem for bloodpoints, extra daily rituals, unique items or add-ons that can only be obtained this way, etc. When there’s something in it for them, people are more likely to play nice.

  • Rewards! Yes! How about any time a player disconnects, each remaining player at the end of the match gets to view their inventory of items, offerings, and add-ons. Choose anything you like and move it to the inventory of your matching survivor. The disconnector loses the item.

    Example: Claudette DCs. At the end if the match, you view her items. She has a very rare map you want. You select it and YOUR Claudette now has the map. You can use it next time you play survivor with her. The person who disconnects later finds there is no map when they thought the had one. Up to 3 other survivors may also pilfer items if none of them disconnected. (Items duplicate if there are not enough of one to go around for each player that chooses it.)

  • @Orion said:

    You can puke on downed survivors and hanging survivors as well. Hanging survivors' hitboxes seem a little screwy, though, so I usually charge it to about 50% and puke on their entire body, from head to toe.

    Yeah I recently found out about puking on them when they’re crawling. I find a fun way to mess with them is carry them to a hook, drop them, puke them, then hook em. Wastes a little time, but sure is fun!

  • Just as an additional fun scenario to consider, remember items from chests are random. Imagine a survivor getting a flashlight! They pull a pallet and try to blind you, but instead BOOM! They destroy the pallet for you, are now injured, and stand there stunned waiting for you to take a hit and down them!

    Also consider if they get a key! You’re on their tail as they run to the hatch and then right as they try to jump in..... 😈 well, you get the idea!

  • @Peanits said:

    That's evil, and I love it. It does sound like an awful lot of work for one perk, but it still sounds awesome.

    I’m glad you like it! A lot of work, yes, but hopefully not too much. There may be some ways to simplify it a bit. I think a perk like this would add opportunity for mind games, and therefore increase the overall “fun factor”.

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/400744#Comment_400744

    Not really the point i was trying to make. Only gaining a token from the phase 2 hook is actually underwhelming if you think about it. This is coming from someone who runs Plunders a LOT. If i'm in a SWF, your perk is as useful as Territorial Imperative. If you hit end game and you've only hooked everyone or a few people once all while no one fell for your first 'trap'... it becomes like a Hex being broken 15 seconds into the match.

    If it's a key, unless you're on top of them when it gets used, it's going to be a waste. 4 seconds isn't that long. Then, knowing this perk existed I wouldn't be picking up a random medkit on the ground. In the event of Franklins, rarely do I lose track of where exactly I was hit. If they're side by side, I'll pass it by considering i don't go into games with items I can't afford to lose. This will make it a low tier perk and not worth taking in higher ranks.

    Instead, this should be Anti-Plunders. Being able to see chest auras at range. Remove being unable to open chests and allow the killer to plant the decoy instead with a 5 second 'set' timer. Your token event could be simply Downing a survivor. Going a whole game and not getting any hooks/kills will curb stomp this perk.

    I understand your concerns and respect your opinion. Also I’m really glad to see everyone here having an intelligent discussion about this.

    In the spirit of discussion, I would like to respond to a few of your points.

    1) This is not a useful perk at high levels because it can be outplayed. This might surprise you, but I agree! I intentionally wanted it to be unreliable. Will someone blow an item or not? Hmmmm. To that extent it’s like a hex, but those are still commonly used. This reduces its power, but increases its “fun”. If the best players don’t use it, that’s fine. The average players will have a blast, well, blasting! 😆

    2) 4 seconds isn’t that long. True, but that’s time the killer uses closing the gap between himself and the freshly injured you, and you can’t improve your position. Also remember, it blows when you enter the exit gate area. Injured survivors often heal in there, and they and a buddy could both go “gummy worm” from an explosion. Furthermore, people running for the exit with the killer right behind them will be stunned long enough to take another hit, and then enjoy the view from the hook.

    3) Once you know about it you won’t pick up random things on the ground. A good strategy, but remember the killer can put a decoy in a chest AND, if he wants, close the chest lid so it looks undisturbed. A buddy may remember opening that chest and know it’s a trap, but you won’t. Furthermore, no matter how careful you are, you can’t force the other guy at the generator to be as cautious about blowing you both up.

    4) Use chest auras and earn tokens from downing survivors. I thought about both of those, but I want something that’s different in general. Auras are everywhere, and therefore not unique or special. This thing has the potential to take down multiple survivors, so I feel like the tokens should be fairly difficult to obtain.

    All in all, I want to see more mind-games introduced. Is this a badly needed perk? Nah, but it’s fun and makes survivors just a little more paranoid in general.

  • Killer Perk: Rusty Nails

    The killer starts with 4 rusty nails and can hammer them into pallets. It doesn’t matter if the pallet has been pulled down or not.

    Survivors are injured any time they pull down or slide across affected pallets. The pallet can injure survivors multiple times, and the effect lasts until the killer destroys it.

    If the killer is stunned by an affected pallet, the duration of the stun is increased by 1.5 seconds.

  • @SonOfHades267 said:

    Killer mechanic: Brace

    When you hit a q or e, you brace in that direction (q being left, e being right).

    When a survivor drops a ballet, and you time your brace correctly, you stop the pallet from breaking and get a free hit on the survivor.

    If you brace too late, you get stunned by the pallet.

    When you do a brace action, you suffer from a movement speed penalty as if you missed a lunge.

    If you brace too soon on a pallet drop, it either lets the survivor run another loop around, or you get stunned on the pallet drop.

    The pallet is not used if you successfully pull off a brace.

    This mechanic is meant to add new mind games, a higher skill cap to all killers, and to make pallets more of a risk to use.

    I think this could be a lot of fun! However I know if they can’t fully rely on pallet stuns, a lot of survivors out there would cry bloody murder (as they rightly should when chased by a killer! Bwa ha ha)

    The main question is how would this work on PS4? I’m thinking L3 and R3 are the only options, but difficult if you have to push them in a hurry. Might accidentally spin circles instead.

    Also, in all fairness, it would be possible to get really good at this and give killers an unfair advantage. Perhaps we should give it a max limit of blocking maybe 5 pallets.

1 … 30 31 32 33 34 35