Eschatologue
Eschatologue
About
- Username
- Eschatologue
- Joined
- Visits
- 1,567
- Last Active
Comments
-
- Searching a locker picks the most distant unarmed trap on the map and teleports it into your inventory (provided you have room for it). This ability has 30s cooldown.
- Each time you pick up a trap this way you gain 1 bar of you special ability gauge, up to 4 bars.
- If you have any bars you may set up a special trap with secondary ability key, the type of a trap is dependent on how many bars you have, with more bars giving you a more deadly special trap. When you use this ability you lose all bars.
- Bring back sabotaging traps with a toolbox, the sabotaged trap is removed from the map and becomes the virtual most-distant trap that will automatically be picked up when a locker is searched.
- Special trap types up to discussion, but options may be something like this :
- Instant setup clockwork trap that auto-disarms after 10 seconds
- Wall trap that injures a survivor who passes too close to it
- Generator trap that incapacitates a survivor for 60s when they touch the gen
- Window trap that is impossible to spot from one side
-
New player moment
-
Oh wow guess what. Literally just now logged in and got em.
So they are at least doing something, which is definitely reassuring. Just please BHVR, do justice to everyone else too.
-
What I fear this is coming to is them announcing that everyone eligible to get shards got them, and whoever says they didn't is just trying to whine they way into getting 6k more. Because how will you prove that, lol.
Judging by the lack of results, and even more by the lack of communication (would it be so difficult to at least reassure you are working on it still every couple of days?), they shifted it aside in favour of doing Ringu chapter or whatever is more pressing now. And when (and if) they get back to it, the details and specifics would have become so muddied in memory no-one will want to deal with this stuff.
-
Did anyone actually receive shards in this wave?
-
So
How do you think they were trying to do this? Since they seem to fail so spectacularly and all.
Assuming their db actually tracks hours spent on individual killers, they must have taken a snapshot of db right before an update that took the masks away, and queried a sample of users with hours on bubba more than zero. But it appears either they don't track those hours very well, or the snapshot was corrupted or something. They might have tried to go back to a (hopefully regularly) backed up db snapshots to remedy this for at least a part of userbase - those that didn't buy or started playing bubba right after that announcement, but if that worked I probably would have gotten shards being a long serving bubba main.
If they didn't track individual hours on killers than it's even more interesting. How would they know that you did actually play him? Steam achievements? Mask unlock progress?
-
Also no shards
-
@Mandy said:
I can send a private message to those who've not received them yet but have played as LF. I will need to know who to send the message to.
Checking in for shards response
-
Buff EW3 to ungodly proportions - make him instabreak walls with walking through them, vault with medvault survivor speed, and instantly restand pallets when they are dropped on him, without any stun or slowing down. Also fully stalked survs should be aura read for 10 seconds when activating EW3.
Leave everything else as it is, maybe slightly buff stalking speeds if anything.
-
Horrible idea. Different perks are of different strength on different killers and on different maps.
And I'm not even talking about perk/build synergy.
Or that this approach will just create new stale meta, worked around this arbitrary pointlimit.
-
Alright then. What if, when cloaked, by holding active ability button Wraith can go into sort of Windstorm sprint, bringing his speed to billy levels, this replacing the usual cloaked speed increase. BUT when using this you emit a 48m non-directional sound cue, something akin to spirit's whoosh.
That way you get great map mobility, have to use it thoughtfully to ambush properly and get further paranoia factor to flush out hiding survs or get them off gens just by moving around the map.
-
I have a bit of an idea in the vein of (not coming any soon) early-game collapse. A more pronounced opening phase of the game, which, to be fair, should affect killers to different degrees; e.g. trapper and myers could really use some spare time at the beginning of a trial for prep/stalking, while more dynamic killers like billy or nurse would become unreasonably hard. The solution to this, I think, is to make the early game heavily survivor-sided in regards for survivability, but give the killer some control over how long it lasts. So those who can capitalize on extra time by doing non-chase things, like trapper, can utilize it efficiently, while oni and billy would be able to move game forward sooner.
Basically, my idea would work like this. Every trial starts in First Phase. During First Phase these rules are in effect:
- All generators are blocked and cannot be repaired / interacted with in any way.
- All totems are blocked and cannot be cleansed. Hexes are not yet applied to them and are inactive.
- Survivors leave no scratch marks, ever.
- All aura-reading is blocked for both parties.
- Killer still has TR, but red stain is turned off.
- Three switched are spawned in the map, fairly spaced apart and visibly placed (no hidden in small crevice behind bush, breakable wall and three post codes bullshit). To advance the game survivors must simultaneously interact with two of them. When a survivor interacts with one switch and holds the channeling interaction, all parties get a map-wide sound cue, and survivors only get auras of switches shown in 24m radius.
- Killer may advance the game himself by interacting with each of three switches once.
The Second Phase is as it is today, no changes are necessary.
I would also like to see a more pronounced Endgame, that would be more dangerous and emphasize clutch matches, but I don't have any concrete ideas.)
As a bonus, rework corrupt intervention to block 4 gens for a bit longer, but only if survivors (and not the killer) pop the second phase in two minutes or less.
-
Oblivious should really be reworked to:
- block terror radius perception and any effects TR would have on survivor (as it does now), unless the killer is within survivor's line of sight / is observed directly
- block any(!) aura reading on killer
- block any other killer-detection perks (spine chill and premonition included)
- block hearing any killer-related sounds (footsteps, breathing) unless killer is within line of sight
This is simultaneously a serious buff to oblivious, making it on par with Undetectable; and it prevents abusing BT countering with freddy by smacking a rescuer on the way in once. Keep in mind, BT countering is still possible with it, it just becomes more involved. Basement becomes much scarier too.
And with this we can finally slap a nerf on the Nightmare, without sending him back into trash-tier.
-
Just make Entity relocate a hooked survivor to a farthest hook if Killer spends 30 seconds within 32 meters. Reset and pause the timer each time Killer gets in to a chase. Problem solved.
-
@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1649805#Comment_1649805
What don't you like about it? The theme, killer power, or perks?
The source material.
I've had the misfortune of watching it when it came out, I was just out of high school, 2008 I think. And it was horrible on both musical and cinematographic levels. Stylistically, and I will be blunt here, it is 100% pure concentrated, refined cringe.
Which is a shame, because I really like the body horror aspects of organ confiscation themes, and would probably really enjoy a good ribofunk rendition. Subject matter, though, is not it. There is a similarly titled movie with Jude Law (i'm not sure if it is the one you refer to above as remake, if yes then you're wrong - it has nothing to do in origins with subj), and similar themes are tastefully, if briely, touched upon in Lexx.
Still, the way these themes are dealt in subj, as well as the whole of filmmaking, is on writing levels of a middleschooler on ritalin overdose. I don't want any element of it in a game, that I still somewhat (arguably) enjoy.
-
No
-
On the subject of Slippery Meat.
While I welcome retiring the anti-Trapper aspect, I agree that kobe chance buff is incredibly useless, even for niche builds. In fact, I would prefer to see self-unhooking option retired entirely (excluding Deliverance usecase) - penalty for failure is entirely disproportionate to probabilistic gain, so no one sane uses it anyway, and removal would stop a whole lot of players from killing themselves on first hook out of frustration. And yes, I am aware of luck-stacking builds played for funs, but we could preserve this option in a way described below.
First, self-unhooking could be reworked to no longer be basekit, but activated by a perk - Deliverance for conditional 100%, Slippery Meat for unconditional 30% (increased by luck stacks) with the usual failure penalty. 30% on three attempts immediately from hooking would make for about 65% total unhook value out of the perk, probably up to 90% with luck. To offset it, I would add a scream notification for each failure, making it much more of a risk-reward, and giving killer some info to counterplay it. Of course, calm spirit applies, giving it more much needed versatility.
Alternatively, Slippery Meat could be reworked entirely, detaching it from unhooking completely. This version would disable survivor's ability to wiggle out to injured, replacing wiggle meter with a 6 second Slip Out meter, filled as you would fill a regular wiggle. When filled, killer is faced with a DS-like skillcheck, failing which a carried survivor is dropped on the ground back into dying, forcing killer to pick him up again. Buffs from breakout and other wiggle synergies apply still.
Thoughts?
-
Oh, and Dr Weir from Event Horizon of course, with a starship map to boot.
-
Doubling down on Pinhead. PH actually currently has the kit that would suit him really well, but you can do quite a lot with his themes of torturing survivors, could be a style encouraging keeping survivors alive as long as possible - like a stackable debuff applied on m1, that accumulates with time triggering some sort of an ult on a critical mass across all four survs, but gets cleansed on hooking.
Survivor pack from Cabin in the Woods.
Carpenter's The Thing.
Nightmare Acid Bikers from Mandy.
-
Also
Cabin in the Woods Survivor Pack WHEN?
-
@EntitySpawn said:
If you could Design your own perk to be in the game what would it be?
When we get new chapters we may not always be into the perks, this doesn't mean they're bad but they probably wasn't what you're looking for in your build. So be creative, think of the perk you would like to be added into the game. this could help the devs see what sort of perks the community are wanting and maybe share some creative ideas.
Note: This is just for fun, there are no winners or losers. just join in and have fun, maybe the devs will see what they like! (Do try think about balance, synergies and existing perks)
Killer:
Photosensitive Epilepsy
Each time a generator is finished, all survivors within 8 meters of it are afflicted with 20/25/30 seconds of Exhaustion. Additionally, all survivors gain the Overstimulated status effect for 60 seconds (Vigil applies). Should a survivor gain this status effect while he already suffers from it, he instead loses it and becomes Hindered for 60 seconds.
Honestly, might be a bit overpowered at times, but should give a bit negative feedback on doing gens back to back.
Carrion Rites
If a killer has any Hex perks, they start the game with those hexes inactive. While there are any inactive hexes killer sees auras of all totems. Interacting with a dull totem turns it into a hex totem and assigns a random inactive hex to it (from the killer's selected perks ofc). Killer may reapply cleansed hexes in such a mannner, but stacks are not preserved.
Survivor:
Perilous Ground
You may never get items from chests. Instead, when completing a chest search, you get Junk Parts. You automatically pick this up and they are consumed by entity immediately if ever dropped. While standing still you may hold LCtrl to start installing a snare, which takes 16/14/12 seconds. Survivors are unaffected by this snare and it is invisible to killer. When a killer steps into a snare he is stunned as if he was hit by a pallet, and the snare deactivates. It may be reapplied in the same place by a survivor with this perk, however at half speed. Small game and maps detect this snare.
The Bus Came Back
This Perk activates when you clean two dull totems or one hex totem. You now have a 100% chance of unhooking yourself. When you do this and you are more than 32m away from killer, everyone gets a survivor death sound cue, and your icon in hud changes as if you were sacrificed. You are immune to any aura reading effects and leave no scratch marks for 180 seconds. You can now be moried by a killer.
Make Technician turn off a generator's aura for a killer outside of 32m while working on it.
Make No Mither not activate until a survivor gets damaged for the first time, and make it hide the Broken status from killer.
-
A prison/cellblock map would be a suitably disturbing location. With a panopticum and prison yard.
Old european city street, with low-rise enterable buildings.
Decayed urban zone in some post-soviet republic, these don't even need special treatment to look nightmarish.
-
I'm terrible at running loops. Beartraps make loops go away. :)
-
What if it was a generator repair speed modifier based on proximity to a closest non-repaired gen? Say, each gen has a 128-meter radius, inside which all unrepaired gens get a repair speed boost, nonlinearly scaling with the distance. So, at 24 meters it's 250% faster, 150% faster at 76, 105% at full distance. And then we adjust base gen speeds so that new 200% is solo 80 seconds. That way the longer it takes killer to effectively patrol the gens the longer it takes to complete them. Also, on survivor side it makes 3-gen situations somewhat more bearable, while also making 3-gen avoidance strats more laborious.
-
Survivor main here. This is a terrible change for a number of reasons. First, it does nothing to address the issue of random hex placement. As before, this perks is a lottery, only this time even without a good payoff - you will either get a hex totem placed in a good hidden location for a slight-to-moderate lategame benefit, or it will get cleansed two minutes in for a dud perk slot. Second, if I understand the mechanics intended, it breaks all regress-on-kick perks, making them useless, effectively being an anti-slowdown perk. Third, it actually does nothing to slow down gen times, actively encouraging survivors to gang up on gens and worsening killer's chase-to-gen ratio.
There are many much better alternative available to make ruin fun again. Just a few examples:
- Rework of general hex mechanic, making killer manually activate his hexes on a dull totem of his choosing. This will simulataneously limit all hex effectiveness in early game, making it more engaging for survs and less likely to dc out of frustration, and give killer more strategic freedom to choose good spots for his hexes for long-time effectiveness, while also punishing reckless killers who place hexes while at risk of being observed by survivors - the way this works with trapper and his beartraps.
- Rework of general hex meachanic, allowing hexes to respawn on random standing dull totems 60 seconds after they were cleansed, and optionally allowing cleansed dull totems to reform after 180 seconds. Combine with a very slight nerf to some more powerful hexes to balance it out.
And my favourite:
- While Hex: Ruin totem is standing all toolbox use on gens is blocked. Additionally, and even after Hex: Ruin has been cleansed, all generators passively regress at all time at 0.5 charges per any standing totem, with that doubling on kick.
-
Survivor main here.
Yeah, this change is really bad. First, it does not remove the problem with totem placement, which makes this perk a lottery - just as before, only this time without even a good payout. Hex will either spawn in a good hidden location to be moderately-to-slightly useful in lategame, or it will be cleansed two minutes in. Second, if I understand the mechanics intended, it breaks regress-on-kick perks, making them useless. Third, it does absolutely nothing to actually slowdown gens, it actually worsens chasetime-to-gen ratio for killers and encourages survs to gang up on 'em.
There are many better alternatives to ruin/hexes rework. Examples:
- Keep random dull totem placement but make killers manually activate a hex on a dull totem of their choosing. That would slightly limit passive effectiveness of all hexes but at the same time allow killers to choose more advantageous locations to place them, while at the same time punishing careless killers activating hexes where survivors can see them - sort of the way Trapper works with his traps.
- Allow autorelighting of cleansed hexes on random standing dull totems and autorepair of clensed totems, with times of, say, 30 and 120 seconds.
And my favourite:
- Hex: Ruin blocks toolbox use on any gens while related hex totem is standing AND providing passive regression of 1 charge per any totem standing, with that doubling on kicked gen, even when hex totem is cleansed.
Choose any.
-
And another point.
To me personally the thing that kills my desire to play more is not swfs, camping killers or any sort of bad matches. Mostly it's the aftermatch discourse / ingame taunting that does me in. I'm perfectly fine with playing a bad match, either dying three minutes in or not getting a single hook, but streams of insults, abuse and explicit disrespectful behaviour (regardless of my actual performance, keep in mind) is what makes me resent the community, and by extension the game.
-
The only way to solve the issue, as I see it, is to integrate the comms as base feature. Alternative is to allow killers to opt out of matching with swf, but I've been told it would create more problems than solve.
The thing is - comms by default would bury the horror mood of the game once and for all. And that's not even touching the fact that 75% of people you'll match with will be annoying 12yo's screaming obscenities and cringy memes in broken english. That alone might override whatever benefit you might get from basic comms, but at least they can also make it so you could opt out of it. Then everything will be back where it started.
Personally, I prefer playing solo either way, even if it's detrimental to my survival. People are tiresome.
-
Trapper. I absolutely suck at dealing with loops and couple of well-placed traps help to alleviate that.
Also Myers for memes and jumpscares.
-
Here's an idea for Legion's chase music. Take some edgy harcore punk track. Chop it up, badly, and mix up the pieces. Distort it to hell and back and play backwards, until it is a dirty cacophonous rythmless twitchy mess.
-
@Hoodied said:
In my opinion, the survivors are not exactly skins
Some survivors are louder than others, while some are quieter
Some are larger, some are skinnier
Some are tall, some are short
One is shaped like a pear, the others are humanly shaped
Don't forget that Ace has an inbuilt Iron Will.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/932473#Comment_932473
thatd be a problem for killers though id feel.
If you mean that doing the same for killers would nerf some strats, heavily reliant on teachables, well yes. But you could either leave perk ranks for killers or rebalance native/teachable difference so that the nerf wouldn't be so jarring.
Or, if you say that killers would not appreciate some perks being stronger on specific survivors, then I raise an objection - I think that knowing at a glance just from the skin what specific perks survs are more likely to run is a substantial strategical advantage,
-
What if we just got rid of perk ranks altogether and made it so that perks, native to a survivor would function full strength on them, kinda like rank 3 perks do now. And teachables have a slight nerf, similar to current rank 1-2.
I mean, perk ranks are just bp padding, and even that has lost its utility with how many perks there are now. And beside that, ranking perks up is in all cases either absolutely useless (e.g. spine chill), or absolutely mandatory, so that no one ever uses it at lower rank.
Careful rebalancing of native/taught perk strength could add some flavour to indiviual survivors without gonking up balance too much. And if you need bp padding you could always just increase their cost in the web.
-
Ace always struck me as a low-profile high-functioning sociopath, but maybe it's just my prejudice against gamblers.
David sure is a candidate for a non-premediated murder but I think the question was more in the spirit of "which of the survs is the most likely candidate to be corrupted by the entity" or something like that.
Tapp is another likely murderer, he was not exactly a stable person in movies as I remember.
Oh, and an obligatory Nea joke goes here.
-
@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/925311#Comment_925311
The fact that you think this change would be fair is plenty indication that you lean toward survivor. It's a gigantic crap shoot/time waster for killer that is 100% survivor sided. There would be no reason NOT to do this every single map.
Imagine a 4 man SWF, all saboing every hook to start with and running petrified oak. It would be impossible to stop them. Why does the killer have to play perfectly without making mistakes, but survivors are allowed to screw up constantly and still win?
>Imagine a 4 man SWF, all saboing every hook to start with and running petrified oak.
Well, good. They just wasted a whole lot of time and toolboxes - or even more time if they run a perk - and it's pretty easy for me to catch on what is going on and erase their hard work in seconds, and I'll probably get a couple of smacks in and an occasional down while doing so. I'd gladly take this against three gens popping 90 seconds in. You should know that defending a 3gen with everyone alive and standing is a herculean task, often ending in 0k. Denying them gentime in exchange for having to hump a hook now and then works for me and should help me start the usual botched-save-cascade going. That is if they make mistakes of course.
And yes, I will concede that properly coordinated well-synergized swf group on comms can wipe the floor with killer that makes mistakes, but than again they can do so now without sabo. Being coordinated and synergized is definition of perfect play for survs and should be beaten only by a perfect play on killers side.
>Why does the killer have to play perfectly without making mistakes, but survivors are allowed to screw up constantly and still win?
As for this, well mostly because mistakes cost killer and survs differently. Remeber, when playing surv every hook can be your last, that's why there are second chance perks for survivors but no way for a killer to easily deny decisive. And no, killer doesn't have to play perfectly; no-one plays perfectly (except for maybe otz) and those times when you got 4k were not because you didn't make a single mistake but because you made less of them then survs, i.e. you were better, Killer play should not be free of risk/reward decisions.
Swf groups are an evil on its own, stemming from the fact that game's core was not designed with them in mind; but dealing with this problem is different topic entirely and still absolute majority of all players are solos. Survivors shouldn't be denied multiple alternative ways to fight back, variety will itself enrich killer's experience forcing him out of stale molds and into new avenues of struggle. As it exists now sabotage is practically dead and that's a systemic shame because it robs the game of aforementioned variety. Exact parameters, times and rules could be reworked to balance out the killer/surv dynamic, but surely the rework is overdue.
-
@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/925193#Comment_925193
God I can tell you're a survivor main. 2 minute chase to down the survivor, risking the wiggle bar by walking to the wrong hook, adding to the wiggle bar by dropping, then they crawl away, which further adds to the time wasted. Then you have to look around again for A holes with flashlights, or head on, or waiting for a pallet stun. It would take a hell of a lot longer than 10-12 seconds.
They're wasting 20 seconds not being on a gen, but you have three more that you can't pressure because you're dicking around making sure that you can actually hook the guy. The potential for abuse would be staggering.
The only way it could work is by a single hook consuming the entire toolbox, much like an instaheal and not allow a perk to do it.
well, firstly I'm pretty even on my Killer/Survivor time, thanks for asking.
Secondly, what you described is quite suboptimal way to go about that kind of situation. Should you suspect that there are janky hooks abound you would not pick up surv until you know exactly which hook you are taking him to. And yes, he'll probably crawl away, but he cannot get far anyway and you shouldn't have problems finding him at that length of time. Even if you do, well that would make deerstalker useful for once. Consider also that he does not recover when crawling (unless he has one very specific and not very popular perk). Also, survivor properly orienting himself in a chase he cannot win and running you to a place where there are no hooks in proximity or where there are hooks that he knows are compromised should be rewarded for it - as too should be the killer who manages to chase a surv towards a hook and down him right under it.
In any case with good judgement that is still a net positive on gametime in favour of killer. Good judgement here implies making correct decisions about when to go for confident hooking, when to slug for a brief time and when to flush out survs hiding in bushes and preparing to go for pickup. This also applies to other examples you provided - while flashlight saves are certainly infuriating, they are still a punishment for your own overconfidence or failure to read a situation. Situations when you absolutely cannot know that there are survs with flashlights nearby are thankfully pretty rare, and even then you can always be cautious and pick surv up facing an obstacle, making a flashlight save harder, if not impossible outright. As for the pallet stun saves the solution is even more trivial - they are in all cases without exception a punishment for killer's carelessness. Head-on is so situational it's use is anecdotal.
-
@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/924373#Comment_924373
But the time wasted is too skewed in the survivors favor. You're talking 30-40 seconds out of the killers time just to get a single hook, or the possibility of another 2-3 minute chase. Gen times would have to be doubled if you need to check every damned hook. It would make the killer experience more miserable than it already is.
I am sorry, but I don't see where you're getting 30-40 seconds per hook. If you mean that constantly checking every single hook you come upon would add up, then yes it would and also you would be playing inefficiently. There is only reason to check hooks when you need to use one - and then it's at most 10-12 seconds, counting time to walk from slugged surv to a hook and back.
Checking every single hook becomes reasonable and actually time-efficient if you know for a fact that they are saboing - it's 4 seconds of your time for about 20 seconds of surv-time not spent on gens. And if you are observant there would be a lot of signs to give you a hint that exactly that is happening, like no gens being done, survs in weird spots, etc.
Now, what you described could be a good surv-tactic - instilling paranoia through precedent and forcing you to waste time and risk pickups. But that is another aspect of mindgames and whether you can call their bluff and distinguish a single saboed hook you come upon from a systematic effort. And that is ok, we need more diversity in approaches, both for survivors and for killers. And whether gen-times should be lengthened is another topic whatsoever. I consider that they do but in a subtler way than just slapping extra 60 seconds on a gen basetime or something.
-
@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/922846#Comment_922846
That would be ridiculously overpowererd. Imagine if killer could do the same to pallets.
It would be alright actually, assuming there would be a similar difference in sabo/desabo times as is with my proposed concept. If killer wastes 12 seconds to compromise a pallet and only 1-2 to check and fix it for me - I'd take that trade. It would be not much of a waste of time to just check any pallets I come upon by as I transition to another gen or maneuver around the map, and if he just has to go around and touch every pallet it's more time survs can safely put into gens.
Of course there are already killers that can do that kind of prepwork. Trapper can fairly quickly disable major pallet loops, and of course there is Freddy. Yes, this isn't base kit for every killer, but neither is meanungful sabo - you need either a toolbox (which are a limited, expiring resource) or a perk, and with the perk sabo times are fairly long. Even with alex's toolbox it takes 10-12 seconds to bonk a hook, as opposed to proposed 4 second check time. And if you see a flock of jakes hugging toolboxes in a lobby you could prepare with reworkes perks that specifically counter that, like aforementioned Hangsman's Trick, or Monstrous Shrine injuring any survivor that compromises non-basement hook.
Furthermore, consider possible in-game situations. As a Killer, once you win a chase and down a surv you can either pick him up right there and proceed to a hook if you feel confident, but you will be punished if you read survivor actions wrong and fail to consider that there might be compromised hooks nearby. Or you could slug him for the time being if there is a hook in reasonable proximity and go check it out, but you waste time and risk him getting picked up or crawling too far.
As a survivor you waste time not doing gens for a very uncertain benefit - killer could just undo all your work in seconds if he's cautious or vigilant. Or he could fake going to check on a hook only to doubleback and smack you for an attempted pickup.
-
Here's how sabotage could be reworked.
Saboing a hook does not immediately break it but rather makes it compromised. Killer does not get a notification when this happens, nor can he distinguish compromised hooks from safe ones. When Killer tries to put a survivor on a compromised hook it breaks immediately, stunning a killer briefly and releasing survivor, injured with a 10 second deep wound.
Killer can check any hook if it was compromise when not carrying a survivor, an action taking 2 seconds + additional 2 to fix it should it turn out saboed.
Thus, at the very least saboing wastes killers time and potentially allows for setups with last second saves. Some killer perks, like hangman's trick, could be reworked to counter saboing in a meaningful way - like seeing auras of compromised hooks in different colour when carrying a survivor.
-
Why not make killer light up his own totems? That would solve the rng problem.
Game starts with all hexes inactive and killer can see all totem auras - and must physically go to one and put one of the hexes on it. Of course, variations are possible on this - killer could relight cleansed hexes on standing dull totems, but survivors get an audiovisual notification whenever he does so.
Noed should still be auto though.
