Rareware0192
Rareware0192
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@SweetbutaPsycho said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592814#Comment_3592814
There are some problems with these ideas:
What do you do if you get a very immersed survivor squad that is also on comms and makes callouts where you are? Chances are that on a big map you would probably search your ass off for the last person while all the gens go.
What happens if you for example down a meg on RPD main hall, hook them there and then go to the left to check for gens while all survivors are either hiding or working on gens on the right? You go check all the gens on the left meanwhile the meg gets unhooked, healed up and has like 30 seconds on a gen in main hall when you come back and is alone there. Your only choices are to either ignore her or slugg her which means u either lose the gen right away or u lose it after she picked herself up with basekit unbreakable OR you go for her and give the last 3 survivors a huge buff.
For me at least in this situation the killer didnt really tunnel. They made an effort to find someone and just didnt and came back to the meg on a gen and need to stop it yet they would still get punished by that system. Tunneling at least for me would be if you get unhooked and the killer is immidiately glued to you again and doesnt make an effort to find someone else
Fair point. Probably deactivate it if the unhooked survivor does a conspicuous action similarly to DS or give it a time limit.
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I have two ways I would handle tunneling. One way I’ve posted in the Feedbacks and Suggestions board a while back, while another way I thought of recently. I think when addressing anti-tunneling, killer buffs should coincide so you’re not removing an integral part in what allows a killer to win games, without giving anything in return. It’s important to denote that. I don’t recommend either of these 2 ideas unless killers as a whole gain some sort of buff to compensate.
Idea #1:
When a survivor gets unhooked, if the killer so chooses to chase that survivor again, down them and hook them before they hook another survivor first, that survivor will still remain in whatever hook stage they were previously, but just continue the timer from where they were previously.
For example: Killer chases Meg after she’s been unhooked 25 seconds into her first hook stage, downs her and hooks her again, she is still in first hook stage with 35 seconds before she hits second hook stage. She remains in that first hook stage until someone else gets hooked or the 60 seconds pass. If killer chooses to face camp, then that’s when the basekit 100% unhooking mechanic comes into play. It also doesn’t count as another hook event so the killer will still technically only have 1 hook if Meg was the only survivor that they hooked during the game.
To prevent survivors bodyblocking due to hook immunity, if after 10 seconds of being unhooked that survivor takes a protection hit, they automatically go to the next hook stage when they get hooked. I added a 10 second grace period to prevent killers from hitting them directly off hook when an injured teammate rescued them to bypass this mechanic, as 10 seconds is enough time for the unhooked survivor to run away from their teammate and not take a protection hit.
To add to this, a survivor that has been hooked twice in a row will have a base 15 seconds Endurance and Haste as opposed to the standard 10 seconds (of course unless Borrowed Time/Babysitter/etc was in play).
This mechanic could possibly be removed when one survivor has been sacrificed when the game is at a point where it gets more difficult to hook different survivors. Or you can just leave it on if you feel it wouldn’t get in the way.
tl;dr - hooking the same survivor multiple times doesn’t put them in the next hook stage, it only makes them continue the timer from the hook stage they left off on until the killer hooks another survivor. Unhooked survivors who bodyblock due to hook immunity from this mechanic will not get this effect. Survivors also gain 15s Endurance/Haste when they get unhooked after being hooked twice or more in a row.
Idea #2:
If a killer focuses down one survivor and makes it so that one survivor dies before they achieve four hook stages (meaning, they only have three hook stages from one survivor), then generators will take 50s to repair down from 90. This counts even if a survivor kills themselves on hook, since at that point it’s a 3v1 and it will make it more possible for a group of 3 survivors to repair all the gens despite their teammate bailing on them.
Now, if a survivor dies when one of four survivors has yet to be hooked during the trial, the generator timer will go down to 70s from 90s.
If the killer has hooked every survivor at least once and then kills a survivor, the timer remains at 90s.
I was possibly thinking of giving the killer a small buff if they hook every survivor at least once (something like making Grim Embrace basekit), and another bigger buff if they have all four survivors on death hook without killing anyone (maybe like permanent aura reading when outside of 32 meters). Something to really incentivize them to not tunnel and being good sports.
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@Ryuhi said:
Scissorman and Jennifer from Clock Tower
I'll post it in every one of these topics till it happens
This is my most wanted as well. Imagine also being able to play in the Barrow’s Mansion 😌
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Im all for random perks being a feature added to the game, but don’t agree with it being something forced onto the player. I could see it being annoying if you just want to experiment with a certain build or if you have a challenge where you need to use a certain perk, and the game spawns you with a completely different build, etc.
Not to mention you might have survivors spawn in, decide they don’t like the build they got, then d/c or kill themselves on hook.
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If I remember correctly, I heard somewhere that the game chooses a realm first when deciding what map to have everyone go to. Meaning there’s just as likely a chance to go to a map like The Game which is the only map in its realm (Gideon Meat Plant), than it is to play on any of the 5 Coldwind maps combined.
After it chooses a realm, it chooses a map. So again, for something like Gideon Meat Plant, it’s a 100% chance you go to The Game as it’s the only map in that realm. For something like Coldwind Farm, it’s a 20% toss up between the 5 different maps.
I assume now that the game has recently introduced variations (so far only in Macmillan), now there’s a third factor after it chooses the map if it has Variation A or Variation B (50/50)
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I’d be so down for all three of these. Amnesia is one of my favorite horror games of all time. I’d melt if I could explore Brennenburg Castle in DBD.
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Part of me likes the idea of having Dramaturgy and Scene Partner also affected by Luck. You know the Luck mechanic is so incredibly outdated when the devs didn’t even think of applying it to those perks. Tbh I think Luck should go through a major overhaul or be removed entirely if all we get from it is just unhook chance.
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@UndeddJester said:
The only real problem with this is survivors will use the fact they are effectively hook immune to body block and take hits for their teammates. Against your regular soloQ team this would likely be fine and is actually quite a neat idea, but against an organised SWF it would be highly abusable, similar to how old Decisive Strike was used.
True. There would need to be some sort of implementation to make that strat not as effective. I’d sometimes hear about making it so that the survivors would have no collision but idk how much I’m a fan of that idea.
@Avo said:
Just make DS like it used to.
I’m ultimately trying to come up with a basekit way of countering tunneling without resorting to perks. Although I do agree DS should go back to a 5 second stun while keeping the deactivation upon conspicuous action/endgame.
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@Ryuhi said:
now that we can do a smol killer, time for Scissorman
Definitely my most wanted killer at this point. I’d love a Clock Tower chapter.
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As someone who started the game on Switch, then moved onto PS4 and eventually the PS4 version on a PS5, I can safely say I will never be returning to the Switch version. It’s really that bad in terms of performance and even graphical quality.
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In terms of indie horror, I’d really like to see some Puppet Combo representation in the game. Someone like the Driller Killer or the Nun from Power Drill Massacre and Nun Massacre, respectively.
Still my biggest want is Clock Tower (Scissorman) even though that’s not really indie, but besides that a Remothered chapter with the Red Nun would also be cool, being a series that’s directly inspired by the Clock Tower games.
Even though it’s a creepypasta, I still think Slenderman would be a cool addition. I even have some ideas for the powers for those that I’ve mentioned.
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To that same token, players have complained endlessly about Call of Brine and/or Eruption when it was strong not that long ago. There’d be endless board topics on Eruption alone.
It’s not that the perk is good. I want there to be good survivor perks too. There’s just a difference between good and overtuned. There’s no reason a survivor perk should be able to give you a decent Haste buff (yes, 3% IS a big difference), on top of an Endurance effect where the only requirement is to be injured (which will happen every single game multiple times) and not exhausted.
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I agree the perk is a tad bit overtuned. I feel like Boon: Dark Theory and Made For This should have their Haste numbers switched. I find it weird that a Boon perk that takes time to set up, can be destroyed by the killer, requires you to be in its radius and is all the perk does is weaker than another Haste perk that its only requirement is to be injured and not exhausted, on top of the fact that it has a secondary effect.
I would make the 3% go to Boon: Dark Theory, and give the 2% to Made For This, while giving the Endurance effect go to Buckle Up like you suggested, as I feel that’s a valid and sensible buff to a perk that honestly needs it. At this point I would remove the Exhaustion requirement for Made For This, so now it only activates when you’re injured, but you get a solid 2% Haste buff and that’s all you get.
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Yup. Can confirm this just happened to me as well. Freed myself with 4% chance and for some reason it counted an extra hook stage and I was already put on death hook.
Playing on PS5.
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Yup. Me and a couple other people have even posted this in bug reporting several times and it pretty much goes unanswered by the devs. It sucks because it was a fun meme combo of perks that seems to be impossible to do anymore.
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Just got the trophy a few days ago. Had to use all my RPD offerings on every survivor, get through killers that DC’d because they thought I was using the map offering for an advantage, and sweat a lot to just manage to survive by the end. I went a few games in before I realized that you need to be the exit gate opener and also escape in the same game.
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Good ol’ Whispers. I pretty much never see anybody use it ever (at least not anymore) and I still think it’s a solid perk that could be used throughout the game 24/7. It works for you whether it’s active or not, and can also completely eliminate endgame 1v1 exit gate scenarios.
And for survivor, 100% Kindred. I use it on every single one of my survivors and hope that one day they just make it basekit (at the very least, the survivor aura reading portion of it).
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Possibly one of my most wanted chapters is Clock Tower. Would love to have Scissorman as a new killer, Jennifer as survivor and getting to explore the Barrows Estate.
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The problem is they’re not acknowledging this issue at all. This has been bugged for months now. It sucks because it’s one of the more fun meme builds in the game.
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Yup. Just had a pig game where this has happened to me on PS5.
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Yup. Just had a game as Dredge and couldn’t fall in either, almost cost me a 4 man escape lol
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I made a topic a while back. Someone commented saying it was apparently recognized, yet it wasn’t fixed in the recent patch and not mentioned anywhere in the “Known Issues”. If this change is meant to be intentional I wish they’d just tell us, although I hope it’s not as it’s a fun combo and nerfing it to where they don’t synergize is pretty lame.
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@Phasmamain said:
Could be abused with 3 others I guess? Otherwise that’s a great idea!
Perhaps make it like Prove Thyself where only one instance of Camaraderie/Kinship could be active.
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Wrecker’s Yard, Coal Tower, Haddonfield are my top 3.
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I had the idea of making No Mither a perk that keeps you permanently Broken but allows you to recover your Exhaustion while running, maybe even in a slower rate than usual if that idea is too busted.
That way the perk is a high risk high reward type of perk that rewards you for looping the Killer for extended periods of time by allowing you to use your Exhaustion perk more than once in a chase, with the drawback that you can’t take a hit at all.
The killer is also aware that you have this effect and can choose to not chase you if they see you’re a really good looper.
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I’ve noticed this. Gonna be honest, I hope it stays because it’s absolutely even creepier when she chases you like that lol
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Self Preservation is good for flashlight/pallet saves. They get downed, you leave no indication that you’re around especially if you combine it with Iron Will and you can get into position to go for the save easier.
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I’d love for it to be Nemesis, but I’ll just as gladly take Mr. X or Lady Dimitrescu.
Poor Plague will have her title as tallest female Killer dethroned.
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Glad to know I’m not the only one that feels like this Archive is grindier than usual.
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The main 4 (Chris, Jill, Leon, Claire) don’t really fit in DBD. It’d be weird to see them running from the Killer.
I’d be down to see Ethan, even if we don’t see his model ingame there is an official model made for him and he’d fit the style of DBD more.
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@Ketrab2703 said:
I don't see what those few bugs listed have to do with your inability to grind the rift. I have done it to level 70 no problem (with like 10 days remaining) with all challanges being done.
To be fair the bugged pallet stuns did affect the “Stun killer 12 times” challenge. Most people had to rely on Head On to get these stuns.
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Rank 1-2
Huntress.
Nothing in the game is as satisfying as landing long range hatchets. Even though she’s a 110% killer I put up with it for those moments where I land a hatchet that just feels good!
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Otzdarva.
Also enjoy Monto, ScottJund, and Umbra among a few others.
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David because he’s hot
Huntress because landing long range hatchets is the most satisfying gameplay in the game for me. Plus she’s aesthetically my favorite killer as well.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1927248#Comment_1927248
Heck yeah another Clock Tower person
Just the idea of the chase theme from First Fear being played in DBD with a bit of a remix to it has me excited lol
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Jason Voorhees (Friday the 13th)
Scissorman (Clock Tower)
The Red Nun (Remothered)
Nemesis (Resident Evil)
These are my most wanted. Would freak out if any of them made it in!
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I like these changes especially the last one. I’ve been saying it for so long but yes Trapper needs to have 2 traps basekit in order to not be so add-on reliant. I would just add that all traps would spawn closer to the center of the map rather than scattered randomly.
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Sole Survivor is a perk that rewards you for the death of your teammates. It’s a completely selfish perk in that sense. Even Left Behind which shares some similarities is better designed because it also works if your teammates have escaped and you’re the only one left in the trial.
What if Sole Survivor was more like Left Behind in that sense? For every survivor that is dead/escaped the trial, you gain a token towards aura reading protection?
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I’m a fan!
Current OoO is often used in SWF scenarios to bully the killer and breeds unhealthy gameplay because in turn it causes most Killers to camp/tunnel the OoO out of the game.
This one seems effective and fits thematically what OoO is going for. I could also see myself running this version of OoO since I’m a solo player and it could have some uses in that department.
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100% yes to a Clock Tower chapter!
Jennifer Simpson as survivor, Scissorman as Killer, the Barrows Estate as the map. I would especially love to hear a remixed version of the chase theme from First Fear as Scissorman’s chase theme.
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As it stands, falling asleep is something survivors can’t help. To me the thing I most dislike about facing Freddy are those that use jump rope/swing chain add-ons. Those add-ons are poorly designed imo as it punishes survivors for falling asleep which is something that happens passively, and they have to go out of their way to travel all the way to the opposite side of the map or find a survivor who happens to be awake in order to counter these add-ons.
At the very least I’d be okay with Freddy the way his kit is if they at least address those tedious add-ons..
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I’m also not a fan of passive falling asleep either, I feel like it should be something Freddy should work for, especially considering he doesn’t really have to work for much in his kit anyway.
At the very least I thought of increasing the time it takes to fall asleep passively to 90 seconds instead of 60 as 60 feels way too fast. I find that when I wake myself up with an alarm clock it’s not too bad as that makes it 90 seconds.
But yeah if they find a way to make it so that Freddy has to manually make you fall asleep that’d be better.
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Males: David
Females: Jane
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Throwable chainsaw killer.
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Clock Tower
Killer: The Scissorman
Survivor: Jennifer Simpson
Map: Barrows Mansion
Remothered
Killer: The Red Nun (she even has her own proximity-based chase music in the game) https://youtu.be/okiVeT8Poug
Survivor: Rosemary Reed
Map: Felton Manor
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Had a game a few weeks back with a Ghost Face who flew at lightning speed chucking a bunch of hatchets and downing people in less than a second. That was the only killer hacker I ran across.
Also ran into a fair share of survivor hackers as well.
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Imo DS just needs three changes:
- DS does not activate off of grabs (lockers, gens, totems, etc.)
- If repairing a generator or cleansing a totem, the timer goes 2x faster for as long as you’re doing the action.
- Once you’re fully healed, the perk deactivates.
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My idea for a NOED rework:
After all generators have been repaired, gain a token for each totem still remaining in the trial. For each token, gain a 2% movement speed increase. This effect remains permanent for the remainder of the trial regardless if a survivor cleanses a totem after generators have been repaired.
When at least one Exit Gate is opened, hitting a survivor with a basic attack will cause the Entity to block the Exit Gates for that survivor for 10/15/20 seconds. This can only be done once per survivor.
This I feel would make NOED a more fair perk and also ties into the “no escaping death” theme of the perk by having the exit gates be blocked. It can also be a good counter to survivors waiting/teabagging at the Exit Gates
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What honestly baffles me is the fact that not one person in the design team thought this new HUD was bad whereas essentially the whole community finds it to be poorly designed.
The worst part is that despite everyone I’ve seen commenting on the new HUD (streamers, forum users, even Fog Whisperers) disliking the new HUD, it’s most likely going to be in regardless.
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Trapper should stick with the default theme. At the point that every killer gets their own theme the default theme will be unique since it will only play when Trapper is the killer.