BlightedSugarcane
BlightedSugarcane
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Thanks.
There is nothing more demoralizing than watching carefully placed traps get easily removed one by one, and as you said, making traps harder to remove would undoubtedly make The Hag stronger.
However, much like the idea of increasing her movement speed to 4.6 m/s, I don’t think numerical buffs alone would improve The Hag’s currently dismal pick rate.(Of course, I understand that winning isn’t everything.)
Still, it feels like The Hag’s power has been left far too far behind by the current game environment. -
I narrowed it down to just the suggestions about crows.
I didn't give enough consideration to the hatch game.
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@turksmall236 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819860#Comment_3819860
It's certainly not a good idea to have too many survivors who are only cloaking to gain too much.
What do you mean by this?
Oops, sorry, something seems to be wrong with my deepL.
“Hiding rats, not good, let's expose them in a 1v1!”
↑This is what I mean.
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@turksmall236 said:
3 crows is way too long. 1 crow is perfect, 1 crow is all you need to prevent bodyblock griefing.
Hatch should be something that you work towards (ex: unhook 3 survivors, complete 1 full gen, take a protection hit, take chase with the killer). That way the hiding rats who don't contribute to the team can't get a free escape.
It's certainly not a good idea to have too many survivors who are only cloaking to gain too much.
This is off the subject of the discussion, but I think it would be interesting to have a sort of 1v1 with the killer in the final hatch game, with less luck involved.
Maybe a 1v1 with survivors buffed based on their contribution to the match, with the last survivor able to escape if they can run away for the full amount of time.
I personally would love to do that!
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@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819741#Comment_3819741
Give a little hope
That's nice and all, but repair speeds are fine as they are.
Regarding Unbreakable
I mean, sure, when you put it like that. I'd argue they should just allow for a "fast bleed out" or "give up" button when downed for a certain amount of time, not give people Unbreakable. I somewhat like the idea you propose, but it's the way mechanics work as is (recovering taking a certain amount of time, the fact you can't recover and crawl at the same time, and crawling also takes a while to get somewhere reasonably safe if the Killer is leaving you for a bit) it just won't work out well. It will unfairly bleed out some people that still wish to keep going.
Hatch problems
Two hatches is just too much. The fact that one hatch works fine with RNG as is, the panic of both Killer and Victim needing to find it first, is more thrilling than the frustration we'd get instead with two. Two hatches would easily make the following scenario a common occurance: Killer finds a hatch, closes it, but that's not enough. He still needs to find the second, but about 10 seconds later the game ends because the Victim managed to find the second.
It also increases the risk/chance of last Victim escaping in an End Game chase, because the odds of stumbling into a hatch, while the Killer desperately tries to catch them before they find it, is doubled.
I suppose a short way of saying it is; it is greatly in favor of the Victim.
Hatch close triggers Killer Instinct
That might be okay, but still somewhat unnecessary. I'm biased, and I recognize that, so probably not for the best.
Escape from hatch
Counting as a kill doesn't make sense. Simple.
It certainly seems that the changes regarding the hatch game are quite unreasonable...
The balance of the current hatch game is not bad in my opinion.However, I still sometimes find it a bit tedious that a match is left until blood loss for 4k, even though it is not an option.
I have mentioned surrender commands in the past, and have received comments that free hatch is not a good idea.
I'm wondering if there is some kind of mechanism that would satisfy both sides and not slow down the tempo of the match...
Glad you replied ;)
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@A_T_E said:
No longer colliede
Sounds good, good anti-griefer against Killers who just bodyblock people in a corner (remember tho report such people, though).
Decisions made every 30 seconds
Sounds good.
Speed of gen repair increases by 10%
lol, no.
With 2 Victims left, they get Unbreakable
lol, even more no.
Hatch changes
Nope.
I liked the first two suggestions, but the rest is pretty bad.
Thanks.
As for the generator repair speed, that is the last thing I added.The second one imposes some restrictions on survivors, so I thought I'd give a little hope that more people won't give up, but it may not be necessary.I may have written a little poorly regarding Unbreakable, but this is a substantial Surrender command.
When there are two survivors, the bleeding gauge depletes four times faster, and the survivor dies in one minute.Recovering at normal speed from a downed state takes over thirty seconds, so you only get up once.
If the killer leaves you here, you can choose to leave the hatch to your allies without recovering, or you can get up without giving up.
From the killer's point of view, you can quickly hang up and move on to the hatch game, or else you can leave him alone and go find a survivor before he bleeds out.In any case, a survivor who has gone down twice will not be saved.I knew you would say that about the hatch game, but I would like to know if you don't mind if I can tell you specifically which part of the game doesn't look good.
Either it will be a pure survivor or killer side game, or simply not interesting.
Personally, I don't see the need for a gate game after the hatch game, but what do you think? -
@Ohyakno said:
You really wanna make 4ks illegal, huh?
Simply because it's a pain in the ass, survivor or killer.
Time to crawl on the ground and wait, or be forced to do it for the sake of archives.
If all the generators are not fixed, the killer wins, isn't that good enough? -
@GolbezGarlandGabrant said:
Never going to happen because then people would argue why something like Windows of Opportunity would be less value than something like Weave Attunement (examples).
The value of a perk varies from person to person, so it's difficult...
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@SvetiOtacSava said:
No thanks that would be really bad for killer having to use meh perks while swf could easily bring meta perks.
To be honest, I don't like the argument that multiple regression parks should be allowed for the sake of swf.
This is because swf and soloQ are two sides of the same coin, and to allow it for swf would mean that soloQ would have to put up with it.
This is an issue that should be considered in isolation.By the way, what I am proposing is not to nerf the regression park.Rather the opposite.I think each of the regression perks could be a bit stronger.
Specifically, pop is now too weak for stand-alone use and should be returned to its previous 30%, as should Call of Brine.
These perks were fine on their own, but were nerfed because they had too much synergy with other regression perks.
I think this system would prevent this from happening and help to create a more diverse build without using a perk slot just for regression, even in the case of a killer who is aiming for a solid win. -
@MrMori said:
It's not a bad idea in theory, and truth be told, some perks will just be better than others by design. Slowdown is universally strong. But you're right that it would be very difficult to implement. I also feel it would remove a lot of freedom when it comes to builds, which is very bad. I get the idea and where you're coming from, but I don't think this could work.
Hmm, I guess that's true...
The biggest concern is the loss of freedom in builds.
Ideally, we would like to prevent the use of multiple slowdown perks at the same time, and instead give more preferential treatment to builds that do not use them. -
@I_CAME said:
I'd actually love for the hatch to be removed. It's a mickey mouse win that artificially inflates the escape rates. It'd mean basekit buffs for survivors since removing it would drastically lower escape rates from where the devs want them. A gate escape is the most satisfying win in DBD and i'd love to see more of those in my matches.
I don't know of any data that shows how often survivors are able to escape when it comes to hatch games, but I think it is good to say that every last person has a chance left to escape.
A game where all the survivors crouch under the hook in a game where a gate escape is definitely not possible is not what I want to see, at least not in my opinion. -
Knock Out and Lightborn.
I agree with everyone else about knockout.
Lightborn make flashlights and flashbangs totally useless just by bringing it.
There is nothing more boring than total immunity, both as a killer and a survivor. -
@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781064#Comment_3781064
Yeah but I want to remove hatch as a whole. I want there not to be a chance to escape via an alternate way. I also think it would be more cool to teleport to some final destination as opposed to just staying on the same map.
I see, something like last year's Halloween event, for example?
I think it's good.
It would be good if the map was a little larger than that, with a few general loop positions.It would be necessary to consider whether to limit the killer's abilities, but they already have the technology to implement separate maps, I think it will be better than the current Hatch game.
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@AggressiveFTW said:
I've never liked the hatch mechanic. I've always preferred having like some sort of ultimate duel. "The Last Test" or something. Where an intense chase takes place in like some special entity place. You basically teleport to somewhere else and have cool things to work with during the chase. There's a timer and if you don't die during that time, you basically win the duel.
That is exactly what the LCC intends to do.
It is 1v1 with the last survivor.
Even if the hatch is closed and the killer captures you, you still have a chance to escape if you survive for almost 2 minutes.
1v1 with little luck is the hatch game I am looking for. -
PS.
Perhaps the conditions for Omen Crow materialization should be considered.
We need to add conditions such as when there is a survivor who is dying or when there is a survivor hanging from a hook, or else the crow could interfere when the survivor is trying to do something.
Omen Crow should only be an external force to move a stopped match. -
I agree wholeheartedly.
I am tired of apologizing for miscounting the hook stage in the results chat!
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@Langweilig said:
Most of the perk buffs could just be put into the game without being too strong while making them a lot better and some get a bit better.
Please devs take some of these ideas 💡into the game.
Those with „new“ behind would just get an additional effect.
Those with a ✔️ could just be implemented and be balanced.
Survivor:
- Parental Guidance: 15s of no scratch marks/no blood pools/no grunts of pain (was 7s) ✔️
- Technician: Makes gens silent (reduced their sound by 8m) ✔️
- Balance landing: Reduces the time you can‘t move after falling while exhausted (new)
- Breakout: 7m range (was 5m) ✔️
- Autodidact: Increases the chance for skill checks while healing by 10% (new)
- Bite the bullet applies it’s effect to everyone getting healed and healing in a range of 12m and it let‘s 3 survivors heal at the same time (new) ✔️
- Botany knowledge no longer reduces item efficiency (change) ✔️
- Calm spirit no longer gives a speed debuff for cleansing and blessing totems ✔️
- Invocation weaving spiders no longer applies broken instead removes one hook state (change)
- Inner strength heals in 6s (was 8s) ✔️
- Head on show’s teammates the aura of the locker you are in when activated (new) ✔️
- Leader buffed to 35% (was 25%) ✔️
- Lucky break only expires when you are running and it recharges 3s per 1s of healing (was 1s for 1s) ✔️
- No mither Reduces grunts of pain by 100% (was 75%), you recover 50% faster from the dying state (was 25%) ✔️
- Overcome does not apply exhaustion (was 40s) ✔️
- Adrenaline activates on hook again ✔️
- Any means necessary: Lifting up a pallet takes 3s (was 4s) ✔️
- Blood rush activates on every hook state (only activated on death hook)
- Camaraderie increases the time for each hook state by 32s (needed to get activated) ✔️
- Chemical trap/wire tab/mirroredillusion require 33% (was 50%) to get one stack up to 2, you can have multiple traps active and they don‘t deactivate automatically and stay active until the killer damages them.
- Flashbang requires only 33% (was 50%) to get a stack up to 3 and you can carry 3 flashbangs or one flashback item got 3 charges
- Dance with me: Duration increases to 5s (was 3s)
and the cooldown gets reduced to 20s (was 40s)✔️ - Deception increases hidden scratch marks to 5s (was 3s) ✔️
- Empathic connection shows healthy teammates your aura (change) ✔️
- Light footed works while being injured (change) ✔️
- MFT gives 2% haste while not exhausted (change) ✔️
- Self care heals at a speed of 50% (was 35%)
- Strength in shadows heals at a speed of 100% (was 70%)
- Quick gambit: Shows the aura of affected gens (new) and increase repair speed by 20% (was 7%) ✔️
- Repressed alliance requires 33% of gen progress (was 45%) and gets a stack for every 30% up to 2 (new) ✔️
- Self preservation activates while being near a slugged person in a range of 32m (change) and supresses footsteps ✔️
- Spine chill once again increases vault speed
- Teamwork perks activate when being in a range of 12m for 12s (new)
- Tenacity makes you 100% silent on the ground (was 75%) ✔️
- Boons are a lot quieter and have a range of 32m (was 24m) ✔️
- COH gets self care back at 45%, but killers get shattered hope basekit (was +100% altruististic healing)
- Dark theory applies 2% hindered to the killer and 5% vault speed to survivors in its range (new) ✔️
- Exponential gives 50% faster crawling speed and shows the hook auras in range of the boon (new) ✔️
- Shadow step silences your footsteps (new) ✔️
- Lightweight: If this helps Reduces the Spawn chance of patches of Scratch Marks by -70% (was 60%) ✔️
- Poised hides your scratch marks around completed gens, the effect linger for 10s (new) ✔️
- Reactive healing heals 60-70% of your current missing healing progress (was 50%)
- Reassurance can be used multiple times on the same hook state on the same survivor and increases its range to 18m (change, was 6m) ✔️
- Residual manifest gives the killer 30s blindness by shining with the flashlight on him or through blinds ✔️
- Saboteur only goes on cooldown after you complete a sabo and it sabos at a speed of 2s (was 2,3s). It could also increase the sabo speed of toolboxes by …% ✔️
- Second wind only requires 50% of a health sate to activate (was 100%) ✔️
- Self preservation activates around a slugged person and gives it‘s effect to others like kindred (was for 16s after someone got downed) ✔️
- This is not happening/deadline works while healthy (was injured) ✔️
- Appraisal allows you to search an opened chest two times (change) ✔️
- Blood pact chooses the last survivor you healed or that healed you and whenever you are in a range of 16m with that survivor, it grants 7%haste (change)
Killer:
- Ruin: 150% regression (was 100%) ✔️
- Call of brine 180-200% regression speed (was 125%)
- Dissolution activates upon hit (was 3s after the hit)
- Batteries included gives haste depending on the generators progress up to 5% (change) ✔️
- Beast of prey removes the read stain (new) ✔️
- Bloodhound shows pools of blood through walls in a 16m range (new) ✔️
- Darkness revealed increased aura reading to 10-12m around lockers (was 8m) ✔️
- Deathbound applies oblivious for 80s (was 60s) ✔️
- Fire up gives 5% to all its effects (was 4%) ✔️
- Hexes: The killer sees the aura of all totems at the beginning of the match for 45s and can choose which totem he wants to be his hex. After 45s the hex spawns randomly ✔️
- Haunted ground has three totems that give exposed by getting distroyed, but they don‘t unlight after the first two got distroyed (change) ✔️
- Thrill of the hunt and Retribution don‘t spawn a hex and just apply their effect to help out hexes (change) ✔️
- Two can play blinds survivors after stuns/blinds for 4s (was 1,5s) ✔️
- Undying either shows the aura of survivors around all totems (wasn‘t around hexes) or Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6seconds.When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing any Tokens in the process (change) ✔️
- Insidious extends undetectable status effects by 6s ✔️
- Monitor &Abuse decrease/increse your terror radius by an additional m for every first hook (new) ✔️
- Overcharge changes normal skill checks to difficult skill checks during its duration (new) ✔️
- Overwhelming presence: You see the aura of affected survivors when they are using their item in your terror radius (new) ✔️
- Pop change from current progress to total progress ✔️
- Predator shows scratch marks through walls in a 16m range (new) ✔️
- Save the best for last doesn‘t loose stacks by special attacks (change) ✔️
- Gift of pain applies permanent haemorrhage and mangled until fully healed (change) ✔️
- Hangman’s trick is longer a scourge hook perk and works on scorch hooks and normal hook (change) ✔️
- Septic touch applies it‘s effect while healing in the terror radius (new) and its duration is increased to 20s (was) ✔️
- Shattered hope you can kick/distroy totems that you find, which shows you the aura of all survivors for 6s (change). Doesn‘t work with pentimento. ✔️
- Territorial imperative doesn‘t require you to be 24m away from basement anymore ✔️
- Thanaphobia for each injured, dying or hooked Survivor, all Survivors receive a penalty of 4,5% to their Repair and Sabotage speed (change) ✔️
- Thrilling tremors got no cooldown anymore (was 60s) ✔️
- Tinkerer can be activated multiple times per gen ✔️
- UW works in your terror radius again or a 24m range around a killer (change) ✔️
- Undone gets 2 stacks by survivor hitting skill checks and gets 4 stacks for survivors missing skill checks (change) ✔️
- Unnerving presence increases the speed of skill checks by 20% (new) ✔️
- Unrelenting gives 15% cooldown reduction to successful basic attacks (new) ✔️
- Trail of torment gives 30s oblivious when getting deactivated by survivors (new) ✔️
- Genetic limits shows the aura after a heal for 6s, but deactivates after an unhook for 30s ✔️
One I want, but that will probably not happen is changing dead hard back to its old fast jump forward version.What do you all think? 🤔 💭
@GeneralSkien said:
a lot of issues here but something I want to bring up as a whole is a kinda nostalgic idea
There is a reason balance landing doesn’t work while exhausted, there is a reason self care was removed from CoH
a lot of these changes are reverts which is fine sometimes, but there is definitely a reason why they were nerfed in the first placeI generally agree with him.
Well, there are certainly some parks that have become too weak, but they still have a not bad pick rate.COH, Self Care, Botany, Leader, Shadow Step; for killer stuff, Ruin, STBFL, Haunted Ground , Pop, Gift of Pain etc. are still powerful and highly used. There is no need to buff these at all.If there were, it would only be a trade-off adjustment.
Besides, some of the proposed effects could be dangerous.
Thrilling tremors' cool time prevents them from being triggered repeatedly by being carried down.
Tinkerer can be very oppressive to nurses and other killers.
The old Unrelenting and Undying is clearly OP.Basically, an old effect is at least what was deemed OP at the time, so reverting requires a reason why it cannot be OP today.
Of course there are interesting and reasonable adjustments.
Undone is good if you adjust the amount of effect.The balance should be about 0.5% (second) of skill check good.
Monitor & Abuse is also interesting.
Blood rush is also reasonable.
Being able to position the hexes yourself seems a bit tempting, but it would require a lot of changes and might be cumbersome for a killer without mobility. -
@HexHuntressThighs said:
Shadowborn would be terrible, there should be no perk that has a killer that stands still. You can’t afford to do that and the aura read is not worth it. Insidious is garbage for the same reason. Beast of Prey wouldn’t be good either as less than 5% of all killers ever get to Bloodlust 3. The rest of the perks seem decent tho.
I think Territorial Imperative should give you 10% haste anytime a survivor is within 8 meters of shack or 24 meters of basement.
Bloodhound should allow you to see pools of blood through walls up to 32 meters
Mmmm, yes.There is no time to stop at killer.
However, Insidious does have its uses in certain applications. The build is quite interesting when combined with Dragon's grip, or even with Twins and Myers for a surprise strategy.
Shadow born is designed for that specific use, but it may be a bit plain.As for the Beast of prey, I think there is no problem regarding the conditions of occurrence.
Since the three stages of Blood lust are rarely reached in a normal fight, but it can be intentionally caused in order to shorten the chase time by Exposed.
It is not a very powerful perk, but it can be used in combination with a perk like Play with Your Food, or simply as one of the many perks to shorten the chase.As for Territorial Imperative...I think it is interesting, but 10% may be too fast.
It is going to be almost impossible to make the chase in Basement.As for Blood Hound, I completely agree with you.I think it is very interesting and fits the concept!
Thank you for your comment!
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@Langweilig said:
I like lightborn, but it should take longer to blind the killer like an extra 100%.
Septic touch is okey.
Hangman‘s trick should be no scorch hook perk and show the aura around normal hooks and scorch hooks. Maybe they could add one more effect to it tho (like your idea)
Shattered hope: I got almost the the same idea with auras and without tokens in my perk changes post.
Genetic limits would make all exhaustion perks useless. This is far too strong.
Territorial is fine in what it does currently, they only need to remove the 24m away requirement/cooldown, make that it shows the aura of survivors in the basement as long as they are in basement and maybe add something more interesting basement related to it.
Beast of prey: The exposed is too much and rewards playing bad, which is bad. Adding to its current effect that you reach the bloodlust tiers faster would be good, but 50% is too high.
Knockout is fine and I don‘t know about shadow born, but it definitely needs a new effect.
I certainly think that's true for lightborn, but if it's too long, light saving becomes impossible, so it seems like they need to find the right balance.
I think it makes sense to make Territorial an effect that's tied to the basement!
I'll admit that Genetic Limit is a rough concept.
But there aren't many situations where you'll just keep running for 10 seconds.
You can reset the timer by walking a little.
There are usually pallets or windows within a 40m range, and the 2-second exhaustion can be easily removed by walking a little during the loop.
Also, Languid Touch is a much more powerful fatigue perk during a chase.
The purpose of this perk is to penalize keeping running, allowing you to close the distance a little when moving chase positions.As for Beast of Prey... sorry, I wrote it poorly. To be precise, it is a debuff against killers that reduces the speed increase of blood lust by 50%.
At the third stage of blood lust, the speed usually increases by 0.6m/s, but we'll make it 0.3m/s.
Well, even with that in mind, Exposed may be excessive.Thanks for your comment!
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772631#Comment_3772631
It makes it faster to spawn a hatch without any counter from killer's side, there is no reason to give survivors a hatch for free
It is certainly true that when two survivors are left at the end, the killer's counterplay is to slugging one and looking for the other.
I understand why Killer insists on 4K.The hatch is an incomplete win, whereas the 4K is a complete win.It is also necessary to obtain achievements.But that counterplay slowed the tempo of the match and unintentionally consumed time for both sides.
Killer essentially wins that match when he takes the 3K.
If so, it does not seem like healthy gameplay to spend so much time for the meager resistance of the survivors.Well, I think the killer's sentiments are valid, and I think the hatch system itself needs some improvements in this regard.
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@Ohyakno said:
So killers can't generate pressure by slugging anymore? Nah.
People pretend like it happens all the time but it really doesn't. There's only a handful of killers that can generate enough pressure to slug an entire team without huge mistakes from the survivors.
I've been playing since blight released and I've only been bled out less than a dozen times? I know, I know "muh experience". People who the it happens a lot are simply suffering from negativity bias. Sorry.
Yeah, I haven't had many myself slugging it out until I've completely bleed out.
That's high risk/high reward, and if it fails, we can usually all escape.
However, I suggested it as one solution to the slugging problem that is much better than something like base kit unbreakable. -
@Neaxolotl said:
We don't really need to give survivors free hatches
Half of this change is for survivors stressed about slagging, the other half is for killers!
The cage mechanism never directly buffs the survivor.
The cage is a middle ground between slugging and hooking, so to speak, and is a means of implementing the strategic value of slugging as a legitimate one.
It does not consume the killer's time, but instead runs the risk of being instantly recovered and the situation reestablished. -
PS: Fluctuating hook execution times may not be a good idea, as it could lead to unexpected accidents.
This is merely an anti-slugging suggestion, so please take the hook-related parts with a pinch of salt... -
This change may be dangerous.
No impact on non-camping killers, really?The 10 second grace period gives other survivors time to heal or repair.
That gives you 10 more seconds to complete the task at hand.
I think highly skilled survivors understand this and know how to make the most of their teammate's time on the hook.Doesn't this change also punish regular killers who don't camp?
Regardless of the pros and cons of camping, this is simply a survivor buff, making the act of hooking survivors for the killer even less useful.
I am concerned that this change will lead to more slagging and bleed outs.
The time it takes to pick up a survivor, carry them, and get executed will be closer to the time it takes to bleed out with this change.Honestly, this is horrifying.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768175#Comment_3768175
I can see you put lot of work into your rework, but this is such a gamble.
We have seen many failed reworks, which many of them ruined the killer for current mains, or had to be completely removed.
Blight is in good state, still strong but with more counterplay. Less broken addons, but still way better than most other killers.
If you get into such massive rework you risk completely losing your killer.
I would rather focus such reworks on killers that actually need it, because of their low pick rate / power level. I don't believe Blight is one of them.
Only thing I want for Blight are bug fixes.
Gnnnnn, you are so right that I vote, bro…
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@VomitMommy said:
I am very happy with current Blight, don't you dare to ruin him... He might become my first p100.
He would definitely get into worse state than he is now. First broken, then nerfed before he gets live, as always.
Blight is easily still one of top 3 killers. If you have issues playing him now, then try to watch a stream of Lilith Omen and try to mimic it.
You may very well be right.
I understand that what I have written is a very big change, rough around the edges, and has numerous problems.
Blight has been my main killer for the past 3 years since I started playing dbd and is my only p100!
Watching Lilith's videos I learned HugTech and MoonRush (which is no longer available...).I still use Blight, of course, but sometimes I think of old him and miss him.
I wrote this to see if there was any way to somehow bring him from the past to the present without making him OP.I may be a fool to cling to the past, but I am simply trying to see if I can make him better!
Thanks for your input! -
I really agree that 4.6 makes her a reasonable strength, but I still don't like it.
To make her more interesting to use, I still think you should be able to use her abilities more often and effectively!As an alternative idea there is a discussion I opened up just at the same time.
It is one that incorporates a portion of Mint Rag into the base kit.@BlightedSugarcane said:
Hags are currently very underpowered. The 3gen system makes the strategy of stacking generators obsolete, and their camping ability (whether or not this is a "good" strength in itself) is overshadowed by the various anti-tunneling perks.
Above all, I hope that her abilities will not be like those mentioned above, but rather will allow for more active and intense matches.
We're going to make some changes to the base kit. Let's get started!
- Set the number of traps to 12.
- Traps cannot be set apart unless they are more than 6m apart.
- The Hag can remotely activate any trap(Like Mint Rag).
However, unlike normal Phantasms, cannot teleport to it instantly.
This Phantasm will be referred to as "Fake Phantasm" from here on. (Please excuse the bad naming...)
Fake Phantasm will disappear after 10 seconds or when a survivor touches it. - After summoning Fake Phantasm and waiting 2.5 seconds, you can teleport to it optionaly, ignoring distance.
Afterwards, Fake Phantasm Teleport will go into a 20 second cooldown period.
Fake Phantasm cannot be summoned while on cooldown. - Phantasm traps used for teleportation do not disappear. (they are automatically placed again)
This concludes the changes to the base kit. Here are some additional details.
Fake Phantasm is meant to give the Hag some mobility without being too oppressive towards generators, hooks, etc. It also allows the Hag to remotely destroy traps that are no longer needed.
Additionally, traps used to teleport will not disappear, reducing the time spent setting traps throughout the match.
These changes allow Hag to traverse the map more freely and launch trap chases in larger areas rather than more localized areas.
These changes require many add-on changes, but I would like to hear your thoughts on this idea.
thank you for reading ;) -
Ummm... well, sure.
But I don't think simply making her move faster instead of enhancing her ability is an interesting solution.
In fact, I think that adjustment is very reasonable, but I think that each killer's capabilities should be very unique.
I am hoping that if any adjustments are made to make her stronger, that her abilities are adjusted to be strong enough for be 110% killer! -
I have made a few changes to the suggestion.
Would you be willing to give me some more input?
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@ChainsLogic said:
- Has a shared pool of 8 dream tokens with basekit dream snares and dream pallets
- Can travel to finished gens as well, even in endgame (finished gens will have a white aura to distinguish them from unfinished ones)
- Cooldown for dream projection is 30 seconds (was 45). Dream projection cooldown is further reduced by 3 seconds for every asleep survivor up to a maximum cooldown decrease of 12 seconds (18 seconds cooldown)
- Micro sleep or survivors falling asleep passively is 50 seconds (was 60)
Add-ons
- Wool Shirt – Shows which side of the generator Freddy will spawn at
- Garden Rake – Grants 1 more dream token
- Prototype Claws – Grants 2 more dream tokens
- Paint Thinner – Survivors who trigger dream pallets/snares have their aura revealed for 7 seconds
- Swing Chains – Allows Freddy to teleport through exit gate switches at any point in the trial, usual teleport cooldown applies
This is exactly what I was thinking, I think it would be more interesting if he could use both the palette and the snare!
I generally agree, but there is one thing I'd like to say: keep the alarm clock immunity time unchanged, and make it so that survivors can identify and destroy dream pallets during this immunity time. It'd be better if you could see a translucent pallet when you get close, rather than an aura. It's more fun to be able to counterplay by taking the alarm clock.
Also, if I had to say, it might be better to have separate tokens instead of a shared pool, otherwise every time you place a snare in a chase you'll lose a dream pallet in a vital location.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716920#Comment_3716920
No, that's crazy. This is an original idea™️
That sounds fun, but maybe it would be better implemented for a Halloween event lol
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717023#Comment_3717023
Sure stable is a good thing, but it should have been possible to keep the variable for sliding, but just making it more consistant...
I guess they just could have refined the existing mechanic of looking up and down instead, but that would have been a lot more work... Currently they are taking the easy way when it comes to collision, instead of reworking problematic collision on maps, they make killers collision smaller, for example Billy or upcoming Bubba.
Hmm, there are a lot of maps in this game and they probably don't want to make a lot of modifications for a few collision sensitive killers...
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@Royval said:
automatic no making him 4.4.
Sorry, I don't really understand what you mean by "Automatic", but if it means that his abilities will not change even in 4.4, I have idea.
The problem with 4.6 is that it's not that hard for him to hit survivors with his normal attacks.
In this case, he can start Rush immediately, just like the old AlcRing.The reason I want to give him 4.4 and put more weight on attacks using his abilities is because I think this ability to follow up is the reason his ability is considered unreasonable.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716983#Comment_3716983
I think those changes were a bad idea, as all it did was make certain tiles not playable with his power anymore and himself way more straight forward, and since bump logic is more reliable than hug tech or flicks, especially in combination with this sticky collision this just leads to more safe hits and less risks taken by Blights, which is quite sad.
His previous delicate sense of whether or not to collide was more interesting than his current one.
But that means his abilities are unstable, and I think it's inevitable that they will be fixed.
So, at the very least, I wanted to expand his abilities in a stable way and bring back something like what was there before (not just Hug Tech, but the fun of switching between Slip and Collide).
I use buttons simply because they are obvious and easy to implement, but I'd like to see some better ideas.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716970#Comment_3716970
I guess it makes sense under that aspect. I still don't like that instead of learning how to do certain things it is now just the press of a button. Before the changes it was one aspect of learning Blight to learn where you bounce and where you slide and that is completely gone now…
However I would not call it "fixed" collision, I dislike the current collision way more than the old one, now you get stuck on everything, and while I agree that this solution will solve some part of it, most still remains and to fix collision would have been the far better option than this semi done thing they chose to do.
Yes, I totally agree.
Honestly…I can't decide if fixing that collision was a good thing or a bad thing.
Pale Rose is much better. Indoor maps are... dead.
The sliding itself may have been a bug, but I believe that sliding certainly expanded his abilities in some ways.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/413803/suggestion-of-major-rework-for-blight
So you basically want to make his hugtech more reliable by making it basically accessable via pressing a button… That is even dumbing him down more… But if during hugtech he is in his first rush, where he cannot attack… how does this do anything for him? So we get hugtech back, but we cannot attack after it? What is this good for?
When Hug Tech was actually available, it was sometimes used to hit survivors directly behind objects, or to hit survivors on the other side of a car with MoonRush.
But a more common use was positioning for the next Rush.
The obvious direct-attack hug techs were barely hitting experienced survivors, and were mostly harvesting survivors who don't know Hug Tech.On the other hand, Hug Tech was also useful for simply navigating complex maps.
Hitboxes have been fixed (not a bad thing in and of itself) and indoor maps are now very scary places for the Blight.I think it would be more appropriate to think of Hugtech as a tool to aid in movement rather than a weapon for attacking.
So I think SlidingMode brings back the functionality of HugTech for mobility, and instead of making it easier while increasing the number of solvable loops, it can improve mobility on indoor maps.
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Overall, I think it's a good idea, but there is already an add-on for increase the look angle, Adrenaline Vial.
For example, if increase the look angle to an insane degree(can see right behind during rush), it might be appropriate for an ultra rare add-on.
It may be a bit silly though (lol)
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Hmm… I hear a lot of people saying that he's making the game worse, but what specific aspects of him do you think are the problem?
I think it's the Iri Label addon, the map dependency, and the base movement speed that's too fast to be caught on foot even if you can avoid the rush.
If there are any other elements I've forgotten, please let me know.
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I think it's a very interesting idea.
Today's DBD needs this kind of playfulness! -
@Archol123 said:
I mean sure it would make him more consistent, but then again a big part of his skill ceiling is to learn how to collide or slide and by putting this on a button you are somewhat dumbing him down for more casual players to play decent, without putting time into him.
That opinion is true.
I've spent over 1500 hours on The Blight, and my opinions may negate some of my own efforts. I really think that being easy and being strong should not go hand in hand.
But I don't want having to endure the frustration of crazy hitboxes to be a necessary skill to improve him.
Palette loops and window loops still require skill. I hope that these changes will make more loops solvable by Rush rather than making it easier to attack during loops.
Also, changing 3 and 7 may require additional skills (max look angle may not need to be widened...)Plus, there are some maps in this game that he probably wouldn't expect to run around on. More indoor maps will be added in the future. Rather than designing a map that is easy for him to run on, I think it would be easier to change it so that he can run comfortably on any map.
thanks for your opinion :)
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@SoGo said:
I really think that it would be better to just nerf his add-ons to Nurse level instead of nerfing and changing his base kit.
STOP BUFFING HIS ADD-ONS. PLEASE BHVR.
I agree that his addons should not be buffed.
In particular, the current Iri Label is very powerful but I don't like it at all.
I also feel that the buffs on Shredded Notes in the recent PTB are not appropriate.However, at the moment, the only addons I feel are crazy are the Iri addon and Adrenaline, and the other addons don't seem to be that bad.
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This change will require rework of many add-ons.
At least both of iri, a adrenaline vial