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DrVonKrumm

DrVonKrumm

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DrVonKrumm
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  • @AshInTheTallGrass I was just coming back to edit my post after I remembered Ongo Gablogian 😂

  • His bloody prestige cosmetics could feature the wound on his head from the episode when he fell out of the window.. also, don’t forget his Dr. Mantis Toboggan skin

  • I really like the idea of bloodpoint bonuses for each empty perk slot, I'd be interested to see how many players would play with fewer or no perks if it was brought it.

    Not really a fan of the idea of extra bloodpoints for cosmetics and charms, while I'm sure it's a well meaning idea, it could look like they were trying to coerce players into spending money to avoid the grind.

    Although, I hope they do have something substantial planned for reducing the grind, it can get pretty frustrating right now

  • All valid points that I had not considered yet.

    @JPLongstreet I see your point, but with smart play, isn't the idea of a 'free escape' during EGC already possible with Borrowed Time as it is?

    @RareOmen @sizzlingmario4 and @SuzuKR you all raise a very good point about the abusability of the idea, unfortunately, I don't play the game aggressive enough to have foreseen that outcome. It's probably not going to be a satisfying response but off the top of my head, in that situation, the killer could always just hit the player trying to to play like that, or even string them along for a bit, if they're chasing someone else and the BT equipped survivor is chasing the killer, then that's two players not working on generators. I'll have a think about ways to combat the issue you've all raised and update the post if I can think of one.

    Thanks for the feedback.

  • I support the principle of this idea. In fact, I made a similar post back in June in the feedback and suggestions area. It is my opinion that rifts shouldn’t be timed and should just be added to the game with the tome and left open for anyone to work on, regardless of how often they play, or how recently they started playing. With the rifts remaining in game, and each one costing 1,000 auric cells, it could be a constant stream of income for BHVR when new players join and want to get some cosmetics and charms.

    I hear that this is the route that Halo Infinite will be taking with their battle pass, though I have no links to back that claim up, just something I’d heard. I hope it’s true, it would be nice to see a shift away from games using exploitative tactics like FOMO on their players.

    P.S. Not a fan of the 20% extra cost idea though, players shouldn’t be ‘punished’ for having a life to live outside of the game, nobody should have to prove their loyalty to a game be completing tasks within a given timeframe.

  • Would love to see Naughty Bear make a return in some form or another. I was pretty hyped when he was mentioned during the anniversary stream, loved the original game and Trouble in Paradise too. Might have to set up my 360 to play both of them again sometime next week as I don't think I managed to 100% either of them.

  • Really looking forward to playing it when it's out, going to re watch all three movies this weekend because the game trailer got me hyped.

  • Thanks people, I really appreciate the support for the idea.

    @Khar that's exactly the kind of situation I was trying to describe. Also, yes, lowering the amount of XP to earn a fragment from playing the game was a great move and really helped lower the grind.

    I know most multiplayer games with a 'battle pass' do the same thing, with the pass only available for a limited time before moving onto another one, but a pretty common complaint I see is that it's just a cheap tactic to exploit the players fear of missing out on the time exclusive cosmetics. It's a trick I've just become tired of and think that BHVR have an opportunity to still use the 'battle pass' mechanic in their game but to improve it so it's not oppressive to their player base, kind of like how they have a cosmetics shop in the game that uses a premium currency but they didn't go the whole 'daily rotation of a handful of items' route (that particular feature really gets on my nerves too) and actually leave stuff available to buy whenever.

  • ---Repost because my original comment disappeared---

    I had a similar idea a while ago, I wondered what if the killers were survivors and vice versa, I even came up with some perks for the survivor version of Evan McMillan.

    • Inspiring Presence - Other survivors share in your determination to get things done. While repairing or healing, survivors within 8 meters of you, have a 10% / 20% / 30% reduced chance of triggering a skill check and success zones are 20% / 30% / 40% larger. The effect persists for 15 seconds when no longer in range.
    • Impressive Strength - Helping out around the Estate with a hands on approach gave Evan an impressive physical strength, successful pallet stuns stun the killer for 10% / 20% / 30% longer.
    • Anticipation - The longer you spend on a task, the more you want to see it through to the end. For every 20 seconds you spend working on a generator receive a token (up to 3) Each token increases your repair speed by 1% / 2% / 3%. For every 10 seconds after you stop working, a token will be lost. Upon completing a generator it will take 15 seconds before losing your first token.

    Obviously the numbers are just place holders, I'm not developer and don't have the means to test whether these numbers were balanced or not. My core goal was to try and mirror the perks he had as killer. Trying to mirror Agitation was the most challenging one but I figured that the point of the perk was to help you achieve an object quicker which is what I tried to mirror with Anticipation.

  • Oh that's strange, I tried to edit a grammatical error in my post and now its gone?

  • I had a similar idea a while ago, I wondered what if the killers were survivors and vice versa, I even came up with some perks for the survivor version of Evan McMillan.

    • Inspiring Presence - Other survivors share in your determination to get things done. While repairing or healing, survivors within 8 meters of you, have a 10% / 20% / 30% reduced chance of triggering a skill check and success zones are 20% / 30% / 40% larger. The effect persists for 15 seconds when no longer in range.
    • Impressive Strength - Helping out around the Estate with a hands on approach gave Evan an impressive physical strength, successful pallet stuns stun the killer for 10% / 20% / 30% longer.
    • Anticipation - The longer you spend on a task, the more you want to see it through to the end. For every 20 seconds you spend working on a generator receive a token (up to 3) Each token increases your repair speed by 1% / 2% / 3%. For every 10 seconds after you stop working, a token will be lost. Upon completing a generator it will take 15 seconds before losing your first token.

    Obviously the numbers are just place holders, I'm not developer and don't have the means to test whether these numbers were balanced or not. My core goal was to try and mirror the perks he had as killer. Trying to mirror Agitation was the most challenging one but I figured that the point of the perk was to help you achieve an object quicker which is what I tried to mirror with Anticipation.

  • I’m Indifferent to NOED, I don’t use it when I play killer and while getting hit by it when you’re so close to escaping sucks, it is an entirely preventable perk. I know solo players can’t keep track of who cleansed what but there are perks like small game and detectives hunch if you really do want to be keeping an eye out for totems.

    I typically play solo when I play survivor and keep an eye out for totems and cleanse any I see (unless it’s glowing and I suspect haunted grounds).

    i’ve heard People say “If it glows, it goes” which is all well and good for lit totems but I think we need a new phrase. Something like “It it ain’t cleansed yet, then it’s still a threat” (work in progress, lol)

    Anyway, that’s just my thoughts on the perk.

  • Like some others I was really hoping for Ash and we got him so I’m pretty satisfied. However if I had to choose another then I’d probably say R. J. MacReady from The Thing.

  • @AshleyWB Alan Wake is actually a pretty good idea, a flashlight based perk would probably be a guarantee for him. Man I loved that game.

  • I really like playing against Leatherface, I get excitedly tense when being chased by him, especially when he’s right behind you so you can see the red stain creeping up your back then he starts revving his chainsaw and you’re frantically looking for a sharp corner, window, or pallet to avoid the instadown. It’s just a shame when you get caught and realise he’s packing Insidious and your game is basically over lol.

    i enjoy playing as Trapper because I honestly believe that there is nothing in this game more satisfying than catching a survivor in a well placed trap, and even better when they step in a trap during a chase after you’ve been trying to steer them towards it. Honestly I start grinning like the Grinch when it happens.

    E5065EFC-6ADC-45CA-B233-A9DA0F459F7F.gif


  • The mask existed before the film so I would argue that what the devs have done is no different to what the filmmakers did. They got a license for a mask to use in their film/game and then wrote a backstory for the person(s) beneath it.

    Would I have liked a fully licensed ‘Scream’ chapter? Of course, but it would appear that’s not possible and I quite like the alternative that’s been created.

  • I’m pretty hyped for both too. That Freddy rework looks like it’s going to be super fun for mind gaming. My favourite announcement from the anniversary stream would have to be the archive though, the more lore the better.

    Looking forward to seeing streams of the PTB in the meantime though, I’m unfortunately on console and won’t be able to participate.

  • D’Vorah from Mortal Kombat, I know it’s not really a horror game but I think her look would fit into DBD nicely, plus I’d love to see some sort of bug related killer in the game.

  • Teachable Perks are the biggest thing throwing off the balance of the game.

    Unnerving Presence is more powerful on Doctor than anyone else because of the nature of his power, same for Iron Maiden on Huntress, BBQ on Nurse, Make Your Choice on Hag.... so on and so on.

    Survivors have loads of pretty powerful perks that can become over powered when used in certain combinations and by everyone on the team.

  • Xbox One for me. I plan on getting a Switch in the future but I doubt I’ll get DBD for it.

  • @tt_ivi_99 that tune is so catchy...

    ”Here comes the trappeeeeeer, best stay away from his traps! Here comes the trappereeeer, better eat some ginger snaps!”

  • 100% I’m buying this, this is exactly the dlc I’ve been waiting for. I’m a huge Evil Dead fan and while it is a little bit disappointing that there won’t be a map or killer, playing as Bruce Effing Campbell is enough for me. Don’t even care about the perks!

  • @BigBadPiggy yeah Evil Ash would be cool too. I’ll be honest the very possibility of playing as Ash is enough for me, everything else would be icing on the cake.

    @Delfador it probably would be a lot of work but a man can dream :)

  • I think it would be cool if the killer is just a generic Deadite with loads of cosmetic option to be different ‘people’ kind of like Legion, but also has unlockable skins to have a deadite version of each survivor (obviously not the liscenced ones) when you sacrifice them enough, like Leatherface.

    No idea what the power would be though.

  • Cool idea, a simple solution to a common complaint, good work.

  • I tend to mix it up a bit when it comes to selecting perks but I was really enjoying a map awareness / objective build for survivor, using Dark Sense, Detective’s Hunch, Urban Evasion, and Alert. I really like knowing where everything is, especially the killer lol.

    As for killer it all depends on who I’m playing as. With Doctor I usually take Distressing and Overcharge mostly. With Huntress I almost always take Iron Maiden for speedy reloads, although I don’t play her often to be honest. As I said for survivor though I like to change things up often and try new ideas.

    I do however tend to avoid the meta builds, I get bored of seeing the same handful of perks on my opponents so that’s why I try to change it up a bit, ya know, ‘be the change you want to see’ and all that.

  • Hag: A dryad type costume, complete wooden body covered with vines and thorns, a few leaves sprouting out here and there, maybe even a snake wrapped around her weapon arm. The weapon hand would just simple be overly thorny branches. Also visible carvings of dark magic runes / sigils (similar to her Black Catalyst markings).

    Found this image using google that kind of sums up the type of thing I mean. I’m going to try and sketch my own idea but it may take a few days and I wanted to post something before the thread was passed on to the designers

    C6ED56BC-551A-4035-B403-43281838446E.jpeg


  • @HoshiTora

    I really like the perks Well of Echoes, Peer Review, and Word Count. I mean the whole thing is a great piece of work that you’ve clearly put a lot of effort in to but those three things really stood out to me as cool ideas. Word Count especially would combo nicely with Small Game or Detectives Hunch, although one thing I would change is so that you get a token for every totem (dull or hex) that you yourself have cleansed.

    still though, great work. :)

  • Happy new year everyone, here’s to another year in the fog!

  • @Boss said:

    @Sandt21 said:
    David would most definitely be boldness

    Given his story & 2 Perks being WAY more Bold, i'd agree.

    Fair point, I suppose I just only ever think of him playing altruistically because of ‘we’re gonna live forever’.

    @redsopine01 said:
    If you got survivor why  it killer the  since some killers get 0 deviousnes some games

    I wouldn’t be opposed to killers having getting the same treatment. I specified survivor because I think they could do with a bit more individuality to make picking one to play more to do with what they have to offer and less about which you like the look of. When you start getting teachable unlocked they just start to feel like skins.

    @thesuicidefox said:
    I like this idea, but are we talking BP earning rate or BP post trial bonus? If it's the former the BP boost should be high like 100% so that you just earn BP in that category crazy fast/easy. If it's the latter then BP bonus should be something low like +25%.

    @Sandt21 said:
    David would most definitely be boldness

    Why can't he be both? If the base 4 characters are one of each category, then David could be 50/50 since he could kinda be both. Nea could be 75/25 boldness and altruism (bc Streetwise). Feng would be 75/25 objective and boldness (bc Lithe). That sort of thing. Then each character is a bit unique in the way they give BP. It would be a lot more fun that way, IMO.

    I was thinking post game at first but now that you mention in game gain, it may make it feel like they’re more adept at a specific task. Food for thought I suppose.

    I hadn’t thought of split values, that’s a very interesting idea and I like it. I’ll include it and your list in the first post.

    @Najemniczkas said:
    But I kind of like this idea, because than survivors wouldn't feel like simple skins when you level all of them up and get the perks on every surv.

    That’s exactly what I was thinking of when I had this idea, I’ve been on a mission lately to unlock all teachable sand it made me think ‘what’s unique about each survivor when I’m done?’

  • At the moment...

    Killers
    1- Shape
    2- Legion
    3- Wraith

    Survivors
    1- Nea
    2- Feng
    3- Tapp

    Honourable Mentions
    The Doctor & Jeff

    ... but my mind changes like the wind so who knows what this list will look like next month, plus there are still some characters on both sides I haven’t had much game time with.

  • Surely at least one of them would be into Nirvana, maybe a bit of Motley Crue as well.

  • I do see the point you’re making, I’m afraid I just don’t agree that it’s a problem that needs solving. Obviously though I’m not the one you’d need to convince, that’d be the developers, so I wish you all the best in that endeavour.

    Just to add though that while I don’t see the situation as ‘problematic’ I’m also not opposed to seeing interesting new mechanics brought to the game that might make the it more fun while addressing the situation for players like yourself who do see a problem.

  • I’ve given it some more thought but I’m afraid I still don’t see a problem here. Yes you could argue that the drop in efficiency is disproprtionate after the first kill, however I would argue that it’s not.

    Let’s say for example that it takes each survivor at the start of the game 10 seconds to find a generator and start working on it, 10 seconds later one is found by the killer and chased away, as long as that survivor can keep the killer busy for another 70 seconds (a feat not all that difficult if we account for the number of available pallets, choice of perks, and the time it could take to pick up, transport, and hook the survivor), then that’s three generators done. One survivor goes for a rescue and the other two find and start the two final generators.

    The problem with my example though is that it is only taking into account a very specific set of assumed values, a flaw that, I hope you won’t mind me saying, I also find in your example. There are far more factors that impact the game than just who’s working on a generator at any given time. Aura reading on either side can impact how long a survivor can stay on a generator for example.

    I’d also like to add that having a survivor hooked will only drop the efficiency of other survivors if they choose to leave the generator immediately to attempt a rescue, but the first hook state is 60 seconds, that’s ample time to finish your generator then go in for a rescue.

    In regards to your example of a lone survivor having little to no chance of winning with 5 generators left, well, I’m not so sure that they should have a fair chance to survive. I don’t want to sound harsh (because I’ve personally been in this situation) but if someone ends up in that situation then it is most likely that they are part of a team that has failed to act as such and are punished severely for it. When playing survivor I recognise that I could play my game perfectly but I’m still at the mercy of team mates decisions throughout.

  • I found this to be a rather interesting problem to ponder so thanks for that.

    However, it occurs to me that surely solving the ‘death-efficiency problem’ is the point of the game. As a killer your aim is to lower the survivor teams efficiency by chasing them away from generators in any way you can, as well as causing regression, and all round applying the pressure of your presence to as much of the map as possible in order to buy you enough time to kill all of them.

    As survivor your aim is to keep the efficiency as optimal as you can for as long as you can, prolonging chase to buy your team some time, getting people of the hook to keep your numbers optimal, etc. I don’t think that a loss of efficiency is a ‘problem’ so much as it is a ‘result’ of early game plays.

    Now obviously you mention the sharpness of the drop being disproportionate to the percentage of players left in the game, and while yes in the example of stages you gave those numbers appear to add up, what about the time it takes for the killer to even find someone to chase in the first place. Before the first survivor is found then have an opportunity to operate at 133% efficiency (using 3 survivors working on a generator as 100%).

    There’s also a lot of chance to consider too. The selection of perks, items, add ons, and some offerings can impact the survivors efficiency at the start of the game. Hex: Ruin can lower it, Leader can improve it. Perks like Sprint Burst and Decisive Strike are aimed at prolonging a chase, therefore giving other players more time on a generator.

    In conclusion (in case I haven’t explained myself well) my stance on the matter is that the reason that the game can become super unbalanced at times is because it is the job of either side to take the balance at the start and tip it into their own favour. Sometimes one side does a better job than the other of taking control, and sometimes the fickle finger of Lady Luck just wont point your way.

  • Yeah that’s a fair point, one of my concerns about the build was trying to manage Play With Your Food properly.

  • I love these animations, so happy to see a new one. Who knew that The Trapper was such a skilled musician? :p

  • I try not to have any expectations in a game. Given how many unknown variables there are (random map, not knowing which killer you’re against, 5 sets of perks in the game, plus add ons and offerings, etc) I find it hard to predict how a match will go until a couple of minutes in and even then I’ve seen a solid end game turn into a massacre and a lost cause become a victory.

    Though I will agree with @DemonDaddy that the first time I go on the hook I tend to assume it’s game over, that way any rescue is a welcome surprise lol. My typical gameplan though is to run Dark Sense and stay as far away from the killer as possible.

  • I agree with @Mister_xD it does come down to the fact that killers work pretty much all categories in a game while survivors might usually score more points in just two categories, depending on what role you’ve played. Also that killers play a whole round whereas survivors could be anything from a quarter of the game upwards.

    Maybe if they introduced more blood point boosting perks for the survivors side? No One Left Behind is very situational and only targets the altruism category, and We’re Gonna Live Forever requires you to be playing altruistically to get the boost. The Killers side has four that work pretty passive so maybe some slightly passive BP boost perks for survivors?

    Possibly even item add ons to give extra BP for using the item successfully?

  • I do like the idea but I wonder what would become of Hex: Haunted Ground?

  • For a survivor I’d have to choose Ash from The Evil Dead. Obviously not when he has a chainsaw on his arm though lol. I did post some perk ideas for him in another thread on the fan creations section...

    https://forum.deadbydaylight.com/en/discussion/29380/evil-dead-dlc#latest

    ... overall I think he’d be a good addition to the game.

    As for a map, I’d have to go with the Overlook Hotel from The Shining. I think it would be an awesome map with a generator in the main hall that when it’s powered will light up the room and show all of Jack Torrance’s writings of “all work and no play makes Jack a dull boy” on the walls. Apart from that it could be a large maze like map that also features the kitchen and some open rooms, maybe a second floor too like The Game has.

  • To be perfectly honest I love the idea but like you I’m quite a fan of the films so I guess i’m biased lol.

    I’ve thought a little about how an Evil Dead chapter would work and one perk idea I had for Ash was one that would capture his cockiness from the later films. It would be called ‘Hail to the King’ and would be something like, every time you score a ‘Great Skill Check’ you get a token (up to 5 tokens) and each token gives you +1% generator progression on a good of great skill check but skill checks are more frequent with each token and harder to hit (due to overconfidence of course :) ) and if you fail a skill check the generator regresses an additional 1% for each token and then you lose all tokens.

    Another one I thought of was called ‘Shop Smart’ which would be like Quentin’s Pharmacy perk but for toolboxes, I’m also pretty sure someone else on this forum had the same idea in another thread about this same topic.

    As for the Deadite, I agree that we should get someone like Cheryl or Linda from the first film. The power I was thinking of is that they carry the Necronomicon Ex Mortis with them and they can flick through different pages to cast spells that have a minor affect on the games (but collectively have a big impact on the game), I’ve not really thought of what exactly yet but maybe something like a short channel action you can do on a generator (instead of kicking it) to regress it at a faster speed than usual. Maybe it could have like 3 powers basic but some of the add-ons could be missing pages that grant a 4th spell (only use one at a time obviously). I don’t know, I’m just spitballing with this one.

    Lastly the map would have to be Professor Knowby’s Cabin, with a set piece generator in the cabins main living room that when you power it causes all the decorations to laugh maniacally.

    Anyway hope this ramble was what you were looking for :)

  • I like the idea, I’d also recommend adding a weekly challenge alongside the dailies, something requiring some time to complete but worth a boat load of BP.

    Example: As the Hillbilly, successfully chainsaw 30 times - 250,000 BP

    PS. Obviously the numbers could be tweaked for balance, I just multiplied the daily by 10 for that example.

  • Now that you mention it, it makes sense that I’d have been booted back to the start screen if it was a loss on my end.

    Thanks for the answers people. Much appreciated.

  • Excellent work. I found a lot of the information here very useful, thanks!

  • I’ve got a few ideas floating around but I’m trying to flesh one of them out before posting. It’ll probably just be a killer and maybe a map too. I really don’t play survivor yet so I wouldn’t know what would be useful from that side of the game.

    I keep coming back to an idea of a killer called ‘The Chemist’ so that’s probably the one I’ll post about when it’s ready.

  • I agree that it seems unlikely but I suppose anything is possible.

    Hypothetically speaking though, I’d Love to play Leatherface in his grey suit and ‘pretty lady’ mask.

  • Wales 🏴󠁧󠁢󠁷󠁬󠁳󠁿

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