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Vulgun

Vulgun

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  • Here's what I think needs to be done about Generators to prevent gen rushing. This'll be something that I think many in the community will agree with.

    Generators

    Spawning

    • Under no circumstance will Generators spawn near walls or areas that make it impossible to get to all four sides.

    Repairs

    • Generators now require you to repair each side individually in order to repair the Generator.
    • Each side of every Generator requires a total of 30 charges in order to fully repair.
      • This means the total amount of charges required to repair a Generator is increased to 120 charges.
    • Great Skill Checks have now been reworked.
      • Great Skill Checks increase your repair speed to 2.5c/s for 2 seconds.
      • Great Skill Checks no longer increase repair progression by a flat 5%.

    Repair Objectives

    • New objectives are now implemented in the repair of a Generator. These are to make Generator repairs a lot more fun and interactive, while also keeping it simple and easy.
      • When you repair the front or back of a Generator, you are now given the task of hitting Skill Checks that appear intermittently.
        • These Skill Checks are functionally identical to Yellow Glyphs, but have less frequency.
        • These Skill Checks increase in frequency whenever utilizing a Toolbox, so be careful.
          • The higher the repair speed of a Toolbox, the faster these Skill Checks occur.
        • Inversely, these Skill Checks decrease in frequency whenever repair speed de-buffs are applied.
      • When you repair the sides of a Generator, you are now given the task of hitting multiple Good or Great Skill Checks in one sitting.
        • These Skill Checks appear as 1 to 2 Skill Checks per ping.
        • These Skill Checks increase in number and decrease in size whenever utilizing a Toolbox.
          • The higher the amount of Charges a Toolbox has, the more Skill Checks will appear.

    Damaging Generators

    • Damaging a Generator now only damages that one side of the Generator, rather than the entire Generator.
    • Damaging the side of a Generator will apply an automatic 3% regression to that side of the Generator.
    • Damaging a Generator is now 20% faster due to the fact you need to hit all sides.
    • When a Generator's side is damaged, that side will continue to regress regardless of if you start to repair other sides of that Generator.

    Perks

    • Certain Perks remain unchanged: Surge, Eruption, Spine Chill and Resilience.
    • The following Perks have been changed:
      • Pop Goes the Weasel - When a Generator is kicked, it applies a 15% regression to all sides of the Generator.
      • Hex: Ruin - Will now only affect one side of a Generator, then will go to the side with the most progress.
      • Prove Thyself - Now applies an efficiency bonus to Survivor repair speed the more Survivors are on a Generator, by 5%, up to a maximum of 20% efficiency.
      • Oppression - Now damages all sides of the Generator, and causes two other Generators to regress, instead of 3. Skill Check frequency on front/back repairs are increased by 20%, while only one difficult Skill Check will be present on side repairs.
      • Hex: Huntress Lullaby - Now causes front/back repair frequency to be increased by 10% per token earned. Repairing the Generator from the side still applies the old version of Huntress Lullaby.
      • Overcharge - Increases Skill Check frequency on front/back repairs by 20%, up to 200% for the next 10 seconds when applied.
      • Unnerving Presence - Increases Skill Check frequency on front/back repairs by 20% when it is applied.
    • The following Perks have been added:
      • Boon: Dexterity - Increases Generator repair speed by 15%/20%/25% when within a 32 meter range. Does not stack with any other progression speed perks or Toolboxes.
      • Mechanic - Whenever a Great Skill Check is hit, all sides of the Generator that aren't being repaired are repaired by 5%/6%/7% progression.

    Add-Ons

    • Brand New Parts has been removed.

    This new system is dynamic, and would give Survivors and Killers a much more exciting gameplay loop revolving around repairing and destroying Generators. This slows down the game a little bit, admittedly, but with this new system comes a fresh new take on the gameplay and would promote a more engaging experience for the playerbase.

    Also, it'd make Survivors have to take a little bit of skill and coordination in order to succeed now, instead of just going on a singular generator and thinking that you can just press M1 and be done with it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543166#Comment_2543166

    I never gave my opinion, that was just stuff you made up. If you want to know my opinion, you can just ask.

    https://forum.deadbydaylight.com/en/discussion/comment/2543154#Comment_2543154

    I disagree. Developers can and should take input from players regarding what the players feel is fair/unfair, but, ultimately, the developers themselves are the ones who make the rules. You're probably referring to community-made tournaments or whatever when you bring up SSB, which is not the case in DbD.

    Giving developers the full power is what causes things like this to happen in the first place.

    If the developers had no control over what is or isn't fair in Dead by Daylight, we would have most likely already made them patch the game so that stretched resolution couldn't occur whatsoever.

    The Smash Bros. community has no input from the developers as to what is fair and what isn't fair; its ruleset is made by people who are knowledgeable enough in the competitive aspect of the games that their word holds more solid ground. The developers themselves have even tried to make tournaments with their own rulesets, but they had ended miserably for a reason. It didn't work.

    The developers should have little to no input on what is or isn't fair in a competitive sense, or hell, in this game's case, in any sense. BHVR simply needs to be put on the sidelines while the community itself gets its [redacted] figured out and actually gets somewhere. Only then should BHVR be consulted so that either a) tournaments and streamers are not allowed to use these or b) the developers patch out the ability to exploit the game through these methods, with option B being the better of the two.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543108#Comment_2543108

    There's one group of people who makes the rules: the developers. We players have no ability to proclaim something is cheating. That's just how games work: they make it and set all the rules, we play it. Therefore, whether or not I, personally, would consider it cheating is irrelevant to whether or not it is cheating, and no argument based on dictionary definitions is going to change that.

    Think about it: who decides what's fair in a game? The devs do. So why would our opinions on what's fair be relevant?

    Because, there's a precedent against what you're claiming. Look no further than the community surrounding Super Smash Bros., where the entire community has the power to make the rules, and the developers do not whatsoever.

    In many games, players can actually decide what is fair and what isn't fair in a game, and one of two things often happens with that. One, and most common nowadays, the unfair thing is patched out to be more fair. Two, and this is what occurs when games can't be patched, the unfair thing in question is often times banned.

    The developers of Dead by Daylight should hold little to no weight in deciding what is or isn't fair for the game. The community is the one that should be deciding these based on any and all factors and evidence involved.

    What is considered fair and unfair by the developers is often times moot to the reality, as the developers only look to one part of the spectrum and not the other parts of it, and thus they don't get a legitimately clear picture of what is or isn't fair unless it was just an unintended bug or glitch that occurs because of their mistakes.

    When the community can agree on whether something is fair or not is what should matter, and it's what creates an actual competitive philosophy that can be followed by everyone.

    Basically, who decides what's fair in a competitive game should be its community. So it's time you and everyone here rip any semblance of power you give the developers and start making your own choices. You do not need your parents (in this case, the developers) to tell you what is or isn't fair. Make your own decisions, make a competitive philosophy and make an actual ruleset that is both neutral and can be followed by most of the community.

    All it takes is getting knowledgeable people into a backroom and setting the rules based on next-to-pure neutrality, reasoning and evidence.

    That's how other games have done it, that's how games should continue to do it. Giving any value to the developers on whether or not something is fair in a game only makes things harder for everyone involved.

  • Like the Smash Bros. community, but less perverted.

  • @indieeden7 said:

    Where did they say that they want to keep the boon totems the same? That's why they're in the PTB, so they can be tested, and if necessary, changed.

    Nowhere, but if they want to keep them the same, they can justify keeping them the same by letting Killers grab Survivors trying to heal others. It makes sense, too, since it's an action requiring a Survivor's attention like cleansing a Totem or repairing a Generator.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2533123#Comment_2533123

    There is bug currently in PTB that makes blood favor imbalanced one killer. Trickster's blades should not block pallets on hit. it should be on injury. I thought the perk is suppose to work like Play with your food(Basic attack or Special attack on injury).

    Shh. Just let them release it how it is.

    Also, Play With Your Food activates per blade hit, not per injury, so this is technically acting like that perk.

  • @Gcarrara said:

    Meta is a big word... But definitely useful now with some killers. 😁

    https://www.youtube.com/watch?v=dB5APhipcGc

    Useful.

    Is.

    A god damn understatement.

  • @R1ch4rd_N1x0n said:

    Nemesis is fine, it's a fun perk to- oh wait you mean the Killer.

    I can't tell what you want. Are you saying he needs buffed... nerfed..?

    Well, there's quality of life changes such as:

    • Nemesis' zombies no longer attempt to move back and forth if a Survivor is being "detected" by them when not within vicinity.
    • Nemesis' zombies no longer become inactive when pressing against objects.
    • Nemesis' zombies, attempt to stay 2 meters away from walls unless they are actively pursuing a Survivor.
      • This does not apply to walls that have pallets near them.

    Then of course, maybe a decent buff to his Power that won't add anything unnecessary:

    • Hitting a Survivor with Tentacle Strike while near a Zombie will now notify that Zombie of the Survivor's presence.
    • Hitting the ground with Tentacle Strike while near a Zombie will now cause it to move in the direction you last pointed for the next 32 meters, or until it comes into contact with a wall, or finds a Survivor within line of sight.
    • Mutation Tier III removes the need for Tentacle Strike to contaminate Survivors to deal damage.
    • Survivors that are contaminated and cough will now suffer from the Hindered Status Effect.

    Then finally, a touch-up to his add-ons:

    • S.T.A.R.S. Field Combat Manual increases the time it takes to open Supply Crates by 30%.
    • T-Virus Sample now also increases the frequency of Survivors coughing.
    • The effects of Serotonin Injector now stack instead of reset.
      • As Nikolai puts it, "Good luck!"
    • Plant 43 Vines now cause Supply Crates to produce a loud noise notification when opened.
    • Licker Tongue is reworked.
      • Licker Tongue now increases the range of Tentacle Strike by 1 meter in all tiers.
    • NE-a Parasite now causes the Blindness Status Effect alongside the Oblivious Status Effect.
    • Broken Recovery Coin is reworked.
      • Broken Recovery Coin no longer allows Nemesis to progress past Mutation Tier II.
      • Broken Recovery Coin now causes contaminated and injured Survivors to retain the Broken Status Effect the first time they are given the effect.
      • The Broken Status Effect can only be applied once per Survivor.
    • Shattered S.T.A.R.S. Badge is reworked.
      • When a Generator is completed, Zombies gain a permanent 20% increase in movement speed for the remainder of the Trial.
      • When all Generators are completed, Zombies now deal damage to Survivors without needing to have them be Contaminated.
      • When all Generators are completed, Zombies that are destroyed will spawn at an exit gate nearest to the closest Survivor to one.
    • Iridescent Umbrella Badge now causes Survivors to be fully healed when using a Vaccine.
      • Trust me, he has add-ons that can now combo into it in this concept; you don't want to be met with this nasty add-on.
  • Please tell me there's more add-ons we can see, especially from licensed Killers.

    Or if Nemesis is actually going to get some changes that make him more pleasant to play.

  • @Bwsted said:

    A more fitting title is killer buff update 1/5.

    In fact, allow me to list the things that are surprisingly Killer nerfs out of all of these things:

    • Killers won't be able to immediately M1 if their grab is validated as a miss, meaning there will be instances where an auto-hit would've been "better".
    • Survivors now take 360 seconds to bleed out from the dying state, which is a 2 minute increase from the original 240 seconds (4 minutes). This compensates for the fact that 5% health is shaved off each time they're put in the Dying State.
      • Granted, the latter fact is to simply counteract hackers that try to just instantly revive, but say, go down when a Bubba is running a build that can constantly down them, and also make "killing" the Survivor a more impactful method of defeating them.
    • Basement Hooks, and in fact, basement itself, don't exist anymore. This means the Killer can't camp something that doesn't exist.
    • Hex: Ruin now applies only 100%/125%/150% regression instead of 100%/150%/200%, to compensate for Survivor generator speeds being nerfed, and the new Generator damage mechanics.
    • Pop Goes the Weasel now only applies a 15% regression instead of 25%, for the same reason.
    • Hatches can be flat out opened without a key, and even if it takes time, it means that the Killer can still lose to Survivors who are smart enough to open it up.

    This is but a small list of changes that'll give a preview of what's to come for Killers, because there will be changes that will still nerf them.

    Yes, I acknowledge there's a lot of Survivor changes that would make them somewhat worse, but I've thought of how to counteract it with changes to the Killer that balance things out.

  • @Bwsted said:

    A more fitting title is killer buff update 1/5.

    I've just shown a preview of the nerfs Killers will be getting, especially to some of the more meta perks such as Ruin and Pop. In terms of universal mechanics, they'll be buffed, and Survivors will have some slight nerfs, but wait until you see part 3 and 4.

  • @AGM said:

    What I'm not quite understanding is your justification for removing various techniques, strategies, and interactions in the name of "game health."

    Why shouldn't survivors be able to work together to body block the killer?

    Why shouldn't a survivor be able to heal a downed survivor to prevent the survivor from being picked up?

    Why does the EGC need convoluted rules? Why does the EGC need to start on its own when killers can just open a gate to start it?

    Why should the efficiency penalty on gens be applied inconsistently?

    Why should gen times be longer when that's the most boring part of playing survivor?

    Why should gens start automatically regressing with no input from the killer?

    Why do med-kits need to be buffed when they're already super strong?

    Why should the hatch be destroyed when there are potentially still survivors who might be able to use it?

    I'm sorry but most of these ideas are poorly thought out and definitely wouldn't result in an overall healthier game.

    1. First and foremost; the "strategies", dare I incorrectly say "techniques" that I've removed in concept remove interaction from the game by some capacity. For instance, the strategy of "healing a dying survivor at the exit gate to let them escape" seems like an objectively cheap strategy that feels very undeserved and unrewarding. Sometimes the Killer can even attempt to be on top of a Survivor, but when that other Survivor decides to M1 before the Killer can grab, that's when things begin to fall apart. So I want to stray away from strategies that could be considered cheap in order to make the game more or less stable in what players can do.
    2. They still can; it just requires the Survivors to actually attempt to slow down the Killer as a team (in the case of body blocking for the injured one), or the Survivors to stand up and reveal themselves to properly body block. Going back to the first point, the "strategy" of body blocking the Killer from behind is an absolutely ridiculous gimmick that is, in my honest opinion, another undeserved thing to perform.
    3. Reason stated above; would feel too cheap and wouldn't be fair for the Killer that did all the work to get that down.
    4. Because sometimes the EGC can't start on its own; the new EGC rules are convoluted, but are there to help prevent hackers from preventing the EGC to occur. Also, I don't think anyone wants to wait two hours for a match to end because some hacker decided to not die by remaining in the perma hook state.
    5. Because I would rather have a softer progression in efficiency penalty rather than a steep "let's shave off half the progression by adding a second survivor". It's more of a soft curve rather than a significant drop.
    6. To promote teamwork and get Survivors roped in to doing the more exciting parts of the game more often and much sooner. Now Survivors and Killers have more time to actually be in a chase or have more of a chance to get into one.
    7. Because if a Generator is just left alone and not touched upon, then one would assume that it's not needed at that point. The regression is still 0.25c/s, so it's an insignificant amount if it's just left alone. If the generator itself is not safe to go for or try to get, leave it and move to another one.
    8. The Med-Kits didn't get changed. The add-ons got nerfed.
    9. Because Killers need a way to prevent multiple hatch openings, especially with the fact that Survivors can now literally open the hatch automatically by themselves as soon as it spawns.
    10. You seem to only really be reading into the "Killer" side of things and calling this heavily unbalanced when you're not looking at the "Survivor" side of things. In fact, you're not looking at the "General Player" side where many of these changes would at least be helpful for the game to start getting no track to being the one players deserve.
  • @AGM said:

    You obviously put a lot of thought into this, but it just so happens that I still have no clue what most rooms look like off the top of my head despite your provided map and despite having played on the map a good 10+ times, so I can't even really visualize how your suggestions would affect gameplay.

    I do agree with you on one point though: cutting the map by floor or by East/West Wing + Main Hall would definitely make the resulting maps too small.

    Here's a map with all of my indicated changes:

    image.png
    • The Skull Icons are examples of new Hex Totem spawn locations.
    • The Box Icons are examples of new Hatch spawn locations.

    These changes would allow the flow of the station to be more coherent and navigation to be a little less clunky, while still retaining some semblance of a maze-like structure to the map. With the addition of the main bottom portion of the map, it ultimately would allow for easier traversal to both the upper and lower floors since the stairs will almost always be within distance of the two doors.

    If these changes were to all happen, then I'm certain that the Raccoon City Police Station would be given a far more favorable review by the community.

  • ADDITIONALLY...

    The reason I didn't want to make it so that the map is segmented is because, by design, the Raccoon City Police Station is not big enough to be segmented as a map. Despite the seemingly large surface area, it's actually a medium-sized map that's only made large by the fact it has two floors and an immense amount of area to navigate.

    If you attempted to segment it to first floor and second floor, you will immediately notice that the map is far too small and would scrunch up Generator spawns like no other between sides. This would also make it a design nightmare to attempt to balance out and remake entire sections of the map to compensate.

    If you attempted to segment it to East Hall and West Hall, you run into a very similar issue, but also the fact that you will not be getting that third exit gate at all. Even if you had it as the East Hall + Main Hall or West Hall + Main Hall, both areas are too small to navigate and would be arguably smaller than even Midwich Elementary School's size. The generator spawn locations would, once again, be too scrunched up in order to justify segmenting it.

    So, this is what I thought of to compromise. Cutting off various areas and making other areas easier to navigate, while having a whole new section of the map dedicated to actually getting between both the East and West Halls so much more easily.

    • Aesthetic Perspective: The Legion
      • The Legion is your typical Creepypasta Killer design that you typically see on deviantArt when someone first starts making art of someone and calls them their original character despite being done ten to twenty times over in significantly better (if still crappy) ways. Nothing screams original about any of the members of the Legion's designs except for Suzie, but, she looks like a masked up version of Nina the Killer, and I don't want to remind people of...those days.
    • Power Perspective: The Nemesis
      • The Nemesis came out with a Power that does not truly encapsulate what he is. It only tries to (and fails to) capture what Resident Evil is. His main attack is Tentacle Strike, which is a move that has never even appeared in any Resident Evil game in the vein to attack Jill or anybody else; he's had tentacle-based attacks, but these were mostly either grabs, thrust attacks or finishers and not an actual whip. His secondary attack are the Zombies, which while a neat concept, leave much to be desired with their unfinished AI that can end up leading them into areas where they get stuck, or perhaps just not doing things as intended.
      • What they should have done was make Nemesis a progress-based Killer. Someone who could use a tentacle attack to build up to their main attack, the Rocket Launcher, or perhaps even utilize the ability to run fast for a short period of time after accumulating that amount of charge. Something to give Nemesis more lethality and originality than he currently has in the game.
    • Personal Perspective: Clown
      • He just sucks. I don't even need to explain it myself, just seeing him in action and what he looks like explains it all.
  • Think about it like this; Street Fighter II has a similar function that was made 30 years ago. Grabs in that game were also bound to the attack button and required you to be very much so up close.

    Starting sometime much later on in the series' life, this was changed so that the characters all had a dedicated grab button outside of various command grabs that could be used. This was a huge quality of life change that ended up impacting every single fighting game.

    Now think about Dead by Daylight for a second and how it functions. There's actually two known instances where the Killer grabs the Survivor with Spacebar; from a locker or from the dying state.

    So why is it that when a Survivor vaults, does a generator, cleanses a totem or opens an exit gate that they aren't grabbed by what is literally a "grab Survivor" button that's already in the game?

    Why resort to wasting a significant amount of time and money to make some sort of grab validation system that doesn't even work half of the time, when you could just change a few lines of code, break the game even more, and let Killers grab with Spacebar? This way Killers don't suffer a damn cooldown every time their grab is "validated" by the server and they end up M1'ing, costing them precious time and letting the Survivor escape through no fault of the Killer's own actions.

    Not having a function like this screams of a critical amateur mistake to an elementary level problem.

  • They could do what any sane developer would do and, you know.

    Probably put grab on its own button, or on spacebar.

  • A combination of the following Perks:

    • Save the Best for Last
    • Barbecue & Chili / We're Gonna Live Forever
    • Play With Your Food
    • Devour Hope
    • Dying Light
    • Lethal Pursuer
    • Hysteria
    • Lightborn
    • Whispers
    • No Way Out
    • Starstruck
      • Okay so maybe it should be nerfed on Nurse and Spirit only.

    A combination of the following Add-Ons:

    • Iridescent Photocard (Trickster)
      • Nerfing Cut Thru U and Edge of Revival hurt me a lot more but this would kill my want to play The Pipster.
    • Burning Man Painting + Wax Doll (Pyramid Head)
    • Judith's Tombstone (Myers)
    • Fragrant Tuft of Hair
    • Tombstone
    • Any of Nemesis' Add-Ons

    And I'd quit parts of the game if these Perks still remain unchanged (whether good or bad changes):

    • Borrowed Time
    • Dead Hard
    • Sprint Burst
    • Lithe
    • Spine Chill
    • Ruin
    • Any of the bad Killer Perks like Monstrous Shrine or Gearhead

    And for Add-Ons that make me hate this game a lot more than I need to:

    • Styptic Agent
    • Anti-Hemorrhagic Syringe
    • Honestly, all the Med-Kit Add-Ons
    • All of Spirit's Speed Add-Ons
    • Licker Tongue (Why is the increase so god damn marginal? Who thought this was a good idea?)
    • In fact, all of Nemesis' Perks frustrate me as a Nemesis main.
    • Same with Pyramid Head's. Except for the range add-ons.

    And for Killers:

    • Hag

  • @Steel_Eyed said:

    The undying rework is horrific. It would also remove the Haunted Grounds synergy. Undying is fine as is.

    It removes the synergy with Haunted ground but would make synergy with almost every totem a whole lot better, as well as just give those other totems a chance to actually survive. You could run this with Thrill of the Hunt to even make it so that Undying itself doesn't die and so you can capitalize on Survivors being dumb.

    As it currently is, I think Undying itself needs a significant rework to it to make it more valuable, while at the same time a lot more balanced out. What my version does is make it so that the other Hex Totems have a chance at being useful for longer than a minute, bar a few that require the old one to gain value.

  • How do I feel about the current state?

    I'd rather deal with the constant threat of hurricanes for my entertainment than actually play this game in its current, unimaginative, buggy state.

  • @Zarathos said:

    This new iteration of main event scream's dull and boring. Oh boy I sure would love to move fast and melee survivors on my god damn ranged killer. No one want's to play trickster to go fast and m1. Trickster needs to down fast this blade slash nonsense doesn't do that. Your taking too long using an ability that downs incrementally. Dbd is a fast game with an infuses on generating pressure this leaves to much room forsurvivors to exploit and put distance between you and more importantly the rest of there team.

    Again I'm going to reiterate what everyone has been saying about trickster. Add ricochet as base kit leave his current 6 to damage requirement. He still is an underwhelming killer despite his buff. Also make main event something you can carry but have it take longer to build up. I see the direction this rework is going and it simply takes too long to down to work.

    The new Main Event is supposed to be more in tune with his character and more to give him something that's a little more unique than simply making his knives infinite and go faster for very little value altogether. The new one replicates the actions he takes within his own trailer, where he's shown to be very agile in his performance and utilizes his blades to actually slash open one of his victims. The Trickster is known in the lore to be a performer with quite a lot of capability, and even his own Mori shows he's exceptionally more agile than we believe.

    Functionally, the new Main Event gives Trickster even more capability to pressure Survivors in a way no other Killer actually can. Sure, the Laceration Meter being active during Main Event will be jarring at first, but the idea behind it is that he slashes so fast that he can injure and down Survivors while remaining on top of them at almost all times, then transfer over towards the other Survivors nearby as well. So both functionally, and thematically, this new Main Event should make sense when you realize that he can do a lot with it.

    Now, you pointed out that you think that this would be slower for Trickster. This is absolutely not the case. Since the blades would take 0.2s to hit between each other, and since there's no penalty for injuring a Survivor, that means that Trickster can take 1.6 seconds to Injure you, then start running straight after you again; that's almost as short as missing a Basic Attack. Then to down them, you take around 1.2 seconds (excluding chasing them down) to down the Survivor with the rest of the Lacerations. Combined, that's 2.8 seconds, which is little under one successful basic attack.

    I've accounted for basically everything regarding Main Event. How fast it needs to be, what it needs to be balanced out, what it needs to be to make it unique among the other speed Killers, how to make it an option rather than a necessity, and how thematic it is to The Trickster.

    -----

    As far as the second statement goes, that simply will not be good for balancing or the reception of this Killer. Trick Blades should never be base kit, nor should he keep the 6-to-damage thing altogether. It's because of the latter that he's powerful in the 1v1 and is considered very irritating, if not downright cheap, because of it and various add-ons he can put on to worsen the blow. There's no need to add something that would draw more ire from the community.

    The rework I propose aims to completely overhaul The Trickster into a more polished and much more promising Killer than he currently is. Plus, he would be much more unique since he'd be the first range-to-speed hybrid Killer.

  • I'll be trying my first games in the new system soon.

    Pray that my Silly Boy Myers still works.

  • @TheNaturalNut said:

    So I was playing Pyramid head on Autohaven and there was this Feng. I downed her and sent her to a cage, after that I found her again and picked her up, but then I was immediately hit by her Decisive Strike. Isn’t any perks for both roles not supposed to work against cages? Pretty sure this is a bug.

    Did you hook her beforehand?

  • To add on, BHVR, you got rid of the ability to put in mods that affected how the game looks, such as getting rid of the corn in Coldwind or even making Trapper's bear traps pink.

    The filtering and stretching of resolution are no different and will provide players who use this just as significant of or greater of an advantage than those who play the game as it was intended. So why is this allowed even though these can completely modify the game akin to a mod?

  • @Top_Secret_117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479163#Comment_2479163

    alternate theory, they couldnt get a voiceline for chatter besides pinheads and removed it temporarily from some weird error

    Frank, Susie, Leon, Chris, Jill, Claire, Steve and Johnathan: "Are you sure about that?"

  • @DetailedDetriment said:

    You could always go above the cap as long as you collected bp from ways other than matches. If they aren't talking about that, then it's probably a bug.

    It's base BP that's uncapped right now.

    Which is a good bug. They should keep it if they want to keep their playerbase after this (yet again) disastrous chapter launch.

  • Here's my theories as to why they removed them:

    • Theory #1: They didn't like the idea that this would become a meme and got rid of the fun for everyone.
    • Theory #2: They lost the rights to Pinhead just after release or they lost the rights to use his voice lines.
    • Theory #3: They didn't get permission to use the lines in the first place and so to avoid being sued from the rights holders, they had to remove them.

    Theory #3 seems most plausible, with theory #1 being right behind and theory #2 being the last.

  • He's objectively the worst Killer because he didn't come on release.

  • He didn't came.

  • Welp, the cardinal sin that I didn't even list happened.

    They removed his voice lines because they couldn't take a joke.

  • @GrimoireWeiss said:

    Why do you even play this game

    When i came here? To try to have fun with PP Head.

    Now?

    Now I merely make others' lives as miserable as possible to spite the "holier than thou" people that have told me that it's not fun to tunnel somebody when I clearly should because it's an unsafe unhook and thus I must capitalize on it.

    Also because I'm getting to rank 1 and will stop playing after that.

  • @bjorksnas said:

    if it was obvious where and how to climb the rocks id be fine with it but when only survivors know about it they usually just abuse it to torment killers

    Then the Killer finds out and the Survivor goes bye bye.

  • @vacaman said:

    How about just fix the maps and don't make this unfun mechanic even worse to deal with

    What's unfun about it is the fact it goes away by doing anything. Plus, this mechanic has some of the best perk potential in the game that isn't being used right now.

    (Also, the trade-off for buffing this is that NOED isn't a must-have Perk anymore.)

  • @Seraphor said:

    Yet as survivor, you can burst out when the killer is right in front of you and nothing happens. Or you hit it, and nothing happens for 2 seconds, and then you get yanked out of the locker, and still get exhausted.

    And then this clip happens.

  • @Seraphor said:

    While I agree with the principle that the Killer should decide the turf... this can never be balanced when we have indoor maps.

    Doctor on Midwich, Scratched Mirror Myers on Lerys... etc.

    So? It's time that the Killers get to decide where they want to go and Survivors to learn how to play the tiles of these maps effectively. If Survivors can't adjust to maps clearly not too Killer-favored, then they deserve to go down in MMR.

    And before you try to say anything, unlike Survivors, Killers on Survivor-sided maps have no way to properly adapt since the Survivor-sided maps have loops specifically tailored to keep Survivors as safe as possible, if not completely safe no matter what.

    What these changes would do is make it so that being downed by a Killer is either an eventuality if you're THAT bad, or requires more skill than just picking Haddonfield or Coldwind because they're both cheese.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2471894#Comment_2471894

    I mean, it is easy NOW. Because you are playing against casuals. After MMR? Surely you know it won't be easy which is why you want to throw. Lol. And that is fine, but I have NO clue why you are complaining about the game being easy while being afraid of what it will be like once you get opponents of your skill level. It makes zero sense, fam.

    I'm going to just say this one time, and one time only.

    I've played my fair share of competitive sides of games; Overwatch, Smash Ultimate, even this game. I hate the competitive aspect of a game when there is no option for the fun aspect. Now Overwatch was the exception because it had modes that were made for the fun in mind, which I could appreciate, but Smash Ultimate's options were more limited in the online spectrum; I even attended actual offline tournaments before the crown hit, and I grew extremely bored of them very quickly despite placing high.

    While Overwatch has plentiful options to have fun and unwind and Smash Ultimate is limited, Dead by Daylight has no option for fun play in the normal setting, especially when MMR starts to hit. That is my point.

    And what results in a game starting to become more competitive is me growing increasingly bored and unwilling to play the game due to burning out on it. And with a game like Dead by Daylight, which has a homogenous game design for its characters and one of the single most boring gameplay loops I've ever had the misfortune of paying to play this game for, I've already started to burn out.

    The MMR system is just going to accelerate it.

    And you know what the kicker is? I know after MMR, this game is going to still remain piss easy even if I didn't decide I wanted to exploit the system to see what makes it tick. This game was fundamentally designed for children to pick up, play and still win, it's that easy.

  • Here's what I'm exactly going to be doing to really test the limits of this new "SBMM":

    • I'm going to first try and get my MMR as low as possible with one specific killer; the Nemesis will be my plaything for this experiment. Afterwards, I'm going to actively see if the MMR is actually going to be able to give me much higher MMR at a much faster rate after winning, or if it will remain slow. Thus, this will result in one of two outcomes:
      • Outcome 1 is that the MMR actually adjusts swiftly and puts me against high MMR players where I should be at; this would confirm that at least the system is attempting to work (even though nobody wanted a system like this) and I will actively be trying to avoid high MMR like the plague deliberately.
      • Outcome 2 is that the MMR adjusts very slowly and puts me against low MMR players that I'm easily able to swamp, and thus get to Iridescent Grade I as fast as possible. This outcome, while preferable to me for testing purposes, would not be preferable for those who are low ranks and low MMR just to get a Killer or Survivor whose rank is actually an Iridescent Grade I. This outcome would also showcase how poorly designed the system is.
    • Then after that, I will actively attempt to see just how one can make the slowest possible MMR gains in Dead by Daylight while also resulting in a pip; this would also result in a similar outcome to Outcome 2 as stated before, as it would mean I would rank up fast but would ultimately end up not getting fast MMR build-up, thus leading to low MMR, high rank.
    • Because of this, if this all goes accordingly, I will have found a way to literally farm your way up to Iridescent Grade I for every season and thus get that easy 250,000 Bloodpoints for the Killer side.

    My prediction:

    • Their system's badly designed.
  • @H1GHLVND3R said:

    Another 20 rank complaining :( u will stay with the lowskills u are right now, dont worry, it wont change for u in a bit

    Bud, I'm in red ranks (as Killer) and still climbing. This game is extremely piss easy when you apply yourself.

    @DelsKibara said:

    I mean go right ahead.

    Any ranking system can be abused if you deliberately sabotage yourself, but you won't be having much fun doing that now are you?

    But yeah go ahead and incriminate yourself by deliberately being unsportsmanlike and working with the killer by sandbagging your teammates.

    Seriously don't understand the overreaction to SBMM, it's not that bad.

    I'm going to just be sandbagging as Killer to just fool around with Survivors that I'm way out of the league of because I enjoy messing around with people rather than actually thinking, "Oh, I'll try."

    Let me tell you a little something; getting to red ranks has actually shown me that I don't like playing competitively; I ultimately will have to because I'm stuck doing that, but I want to play a game for the fun. There's no fun in getting RNG'd by maps, having Survivors take you to maps that are clearly survivor-sided and eventually just making games last 30+ minutes because they 3 Genned near two up-close totems and I decided to be a dick and extended the game out that long.

    I want as enjoyable an experience as I can get, and there's zero way playing competitively would suit my preferences.

  • Imagine thinking the developers actually care about us anymore.

    Here's what I predict will happen:

    • Mandy will see this post.
    • Mandy will put this post in Feedback.
    • The developers will do nothing because all posts in Feedback die and they do not care. They're still making money off of what they consider piggybanks (us) so they have no real reason to actually implement necessary changes to the game for its health.
  • @ThiccBudhha said:

    As far as I am aware... THIS has been what they were focused on, once we get it, they can start to address other issues.

    This is an out-of-season April Fools joke, right?

    Because you know what would've been preferable than focusing on this? Focusing on those other issues to begin with instead of giving people something they didn't ask for nor want.

  • @WTBacon said:

    They don't want to put numbers because that would confuse players.

    I don't agree, but that's their reasoning.

    No, what confuses players more is not putting numbers in to begin with.

    If we were told that the Mother-Daughter Ring increased Spirit's movement speed in phase walk by 70% or 4.9m/s (estimate used), then people would be like, "Wow, this makes her move so much faster."

    Saying it's a "Tremendous" increase doesn't give people enough knowledge about what it does and will thusly confuse players who don't actively research it. Giving hard numbers makes it more understandable on what happens.

    Like think of Nemesis' speed add-ons for zombies:

    • Brian's Intestines: Increases movement speed of zombies by 0.25m/s
    • Mikhail's Eye and Depleted Ink Ribbon: Increases movement speed of zombies by 0.5m/s each
    • Shattered S.T.A.R.S. Badge: Doubles zombie movement speed for 60 seconds.

    For the last one, there's no need to even put a number since double literally means that, "Double". It's easy as hell to understand from any player's point of perspective.

  • @TacitusKilgore said:

    thats just wraith with more steps

    The Spirit is already just better Wraith anyway.

    This just lowkey exposes how similar their powers actually are.

  • @Dino7281 said:

    This would make BT useless and 120 seconds is really long time.

    And complete immunity + movement speed increase is little bit overkill imo.

    Just that complete immunity would be quite broken, because you have time for Dead Hard after unhooking in front of killer (after hit) and this would make body blocking super easy, annoying and shouldn't be allowed.

    Survivors shouldn't be allowed to have free unhooks in front of killer without perks. It is just bad play from them and killer should have option to punish it.

    If killers down you after you got unhook in front of him, it is not tunneling. You team-mate just farmed you and it shouldn't be without consequences.

    Body blocking a Killer would be completely ineffective. Read what I posted; being within 0.5 meters of a Killer will count as a "Protection Hit" after being unhooked, and thus you will be downed. You won't get the status effect, you will just be completely boned for being an idiot.

    The complete immunity doesn't give you any sprint burst by the way, so again, if you try to body block, you are still screwing yourself over in a massive capacity if the Killer just stays right on top of you at all times.

    So Survivors aren't going to get completely free unhooks; this gives them unhooks that benefit the other Survivor, yes, but ultimately if that other Survivor makes a poor decision (like trying to body block), they get punished. So this is a nerf to body blocking after getting what is effectively BT, as well.

    Oh, and of course BT will be useless; I'm giving it to Survivors across the board as an effectively universal thing. There's no need for that Perk to exist, but it has to, so...

  • @Shaped said:

    Agree. Bp is worthless to me and not that hard to accumulate anyway.

    100 levels for cosmetic set is laughable on the other hand.

    If I had the ability to, I'd do it like this:

    End-of-Season Grade Rewards: Iridescent Shards

    • Ash Grade:
      • At Ash IV, you earn up to 100 Iridescent Shards as soon as you pip up once.
      • For every rank-up, you earn 25 more Iridescent Shards, up to 175 Iridescent Shards.
    • Bronze Grade:
      • At Bronze IV, you earn 200 Iridescent Shards.
      • For every rank-up, you earn 25 Iridescent Shards, up to 275 Iridescent Shards.
    • Iridescent Grade:
    • Gold Grade:
      • At Gold IV, you earn 500 Iridescent Shards.
      • For every rank-up, you earn 50 Iridescent Shards, up to 650 Iridescent Shards.
    • Silver Grade:
      • At Silver IV, you earn 300 Iridescent Shards.
      • For every rank-up, you earn 50 Iridescent Shards, up to 450 Iridescent Shards.
      • At Iridescent IV, you earn 700 Iridescent Shards.
      • For every rank-up, you earn 150 Iridescent Shards, up to 1,000 Iridescent Shards.
    • Grade I:
      • At Iridescent Grade I, you earn 1,500 Iridescent Shards.

    This, this would be a significantly greater bare minimum to do for ranked rewards since it actually gives many players an incentive to actually play Ranked Mode in the first place. And it compensates players for playing so long by giving them rewards that take very long to get, too.

    This gives Survivors and Killers a way to earn up to 3,000 Iridescent Shards, which is pretty good if you're working for a new character or costume set you've been wanting to get.

  • SHATTER

    The power of your brutal strikes against environmental objects knows no bounds.

    Destroying a dropped Pallet or Breakable Wall by any means within 4/5/6 meters of a Survivor will deal 1 Health State of damage to them.

    Shatter has a cooldown of 30 seconds.

  • As for my opinion, I feel he's the least hype Killer in this game. This Killer just comes out of the blue, gets a chapter release with no lore, no Survivor, no map, nothing. He feels like a waste of development time and resources for a character that will be a flash in the pan.

    He feels like he's a Killer who only the developers and a minority of the player base actually wanted.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/276456/pyramid-head-needs-better-ultra-rares

    Would appreciate knowing what Tremendously is. BHVR just throws those words on, I've seen Slightly used for 50% lol.

    Also, Goblet would be great but I don't think those effects need to go together tbh. Seal is the same thing. Those effects are too strong together, but alone they're not Ultra Rares. Here's what I did:

    • Change Obsidian Goblet to make the Executioner become Undetectable for 20s after using Final Judgement or sending a survivor to a Cage of Atonement.
    • Change Iridescent Seal of Metatron to inflict the Exposed Status Effect for 60s on any survivor who rescues a survivor from a Cage of Atonement. Make the rescuer scream and reveal their Aura for 5s.

    Bonus, here's the rest of his add-ons:

    • Change Scarlet Egg to both reveal survivors' Auras and highlight them with Killer Instinct while they walk or run through his trails and for 4s after.
    • Change Rust-Coloured Egg to reveal all survivors’ Auras for 5s after sending a survivor to a Cage of Atonement or using Final Judgement.
    • Buff Lost Memories Book to 60s and add Blindness too.
    • Change Punishment range add-ons to 0.75, 1.5, and 2.25m respectively. This reduces the need to run two of these add-ons together.
    • Change Crimson Ceremony Book to increase Punishment range by 3m.

    The reason Obsidian Goblet has what it has is because of the fact Pyramid Head needs a way to get in close while being undetected. He has a very loud and noticeable dragging sound during his animation, so to compensate, he should have a PotD range that makes sure Survivors can just barely hear him coming until he unleashes it.

    The Seal of Metatron add-on, however, doesn't have too much to make it powerful. It grants Pyramid Head aura-reading capabilities when Survivors are on top of his trails and are tormented while someone is caged. Yes, it also removes the ability for Tormented Survivors to get rid of their own Torment by uncaging, but that's just to make the add-on actually work as intended. If you want to dodge the whole aura-reading part, do what you always do and go around the trails.

    Also, I avoided trying to give any of his add-ons the Exposed Status Effect solely because it just doesn't fit him.

    Also, also, tremendously increasing or reducing means that it's changed by a gigantic margin.

    @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464192#Comment_2464192

    Scarlet Egg doesn't seem very strong and doesn't make a lot of practical sense.

    Rust-Coloured Egg would be pretty strong

    Lost Memories Book would be pretty bad, and encourages camping.

    Crimson Ceremony Book, depending on what the exact number is, could be problematic. 0.3s is probably plenty. They got rid of it for a reason. Perhaps just change this one The effects should also be applied till healed.

    Let's put it like this; if you use Punishment of the Damned with Scarlet Egg + Burning Man Painting near areas that have two walls close to each other, then you can effectively cut off Survivors from going to a specific area since they want to avoid Torment. This also rewards Pyramid Head with good shots by tormenting Survivors on hit with PotD.

    Rust-Colored Egg would be very strong, but I will add on that the effect doesn't stack and only resets. So again, you're rewarded for making good plays and good shots. This would actually be perfect paired with Scarlet Egg.

    Nah, removing the ability for Survivors to see the auras of cages is huge; it guarantees the progression will go down and puts other Survivors out of position just so you can capitalize on that. Plus, if you finally notice someone going for the cage, you go for them, too.

    The exact reduction is by 0.75 seconds on Crimson Ceremony Book. And during this, I will add on that the attack will count as a "Special Attack" and not a "Basic Attack", since otherwise it would be a little too powerful since it would just combo into basically anything that procs by Basic Attack. It would be powerful, yes, but considering it's a Very Rare add-on and the fact that the tech was actually kind of fun, I think it should be given this.

    @Ssajbambusa said:

    You made goblet OP as it combined his best addons into one with new functionality on top of it. I agree his Ultra Rares are dogshit, but you overswung into opposite direction.

    Which version? The over-the-top one or the one in the OP? The one in the OP doesn't seem all too bad.

  • @RenRen said:

    Pyramid Head needs better addons in general. I only see range and Increased time. As for the iridescents.

    Obsidian Goblet: I think that while placing rites of judgement he goes undetectable makes sense. Never made sense why the devs didn't do that imo. The increase duration I can agree with, kinda need to with how the addon works. I think the range shouldn't be increased but rather decreased. The cooldown Is something I also disagree with, maybe make it so they have to have a minimum amount of rites available to perform rites of judgement.

    Iridescent seal of metatron: That seems like a lot of effects. I think that the aura reveal can maybe, MAYBE, be a purple addon. I feel like it should just reveal everyone rather then the tormented besides the caged cause the devs wanna avoid that. The second part with the saver not losing torment is fine.

    Well, regarding the other add-ons in general, I have ideas for purple ones, too:

    Scarlet Egg

    • After using Punishment of the Damned, Rites of Judgement trails will appear where it was last used.
    • Survivors hit by Punishment of the Damned will also be Tormented.

    Rust-Colored Egg

    • Survivors affected by Rites of Judgement will suffer from the Oblivious Status Effect for 30 seconds.
    • Survivors hit by Punishment of the Damned while Tormented will suffer from the same Status Effect for 90 seconds.

    Lost Memories Book

    • When a Survivor is sent to a Cage of Atonement, the Aura of the Caged Survivor cannot be seen by other Survivors for 30 seconds.
    • During this time, the Aura of the Caged Survivor is visible to you.

    Crimson Ceremony Book

    • Considerably reduces the window of time The Executioner cannot attack after cancelling Rites of Judgement.
    • Survivors hit by a Basic Attack directly after The Executioner cancels Rites of Judgement will be afflicted with the Hemorrhage and Mangled Status Effects for 60 seconds.

    If you're curious about the last one; the last one reduces the window of time that Pyramid Head cannot act after releasing M2 from 1 second to 0.25 seconds, and performing a Basic Attack within a 3 second window of cancelling Rites of Judgement will count it as a "Special Attack", thus causing these status effects.

    It's basically giving Pyramid Head his old tech back in add-on form, and then some.

  • @Trwth said:

    These are way over the top. Seal of Metatron isn’t even that bad of an add-on. If anything, we could go the Demo route and reveal all Survivors’ auras instead just those that are tormented, similar to what was done to Leprose Lichen in the Demo rework.

    I feel both are either mediocre or just too bad. Plus, they're pretty uninspired and don't pair up well with any of his (admittedly pretty bad) other add-ons.

    These two things at least give you the ability to pair them up with the other add-ons and gives them a lot more utilization. It also makes what I think ALL Ultra Rare add-ons should do: change up the Killer in a fundamental way.

    Now if you wanted me to really go over the top, I would just do this instead:

    Obsidian Goblet

    • Tremendously increases the duration at which you can perform Rites of Judgement.
    • Tremendously increases the duration Rites of Judgement trails stay on the Trial.
    • Moderately reduces the recharge rate of Rites of Judgement.
    • Rites of Judgement trails now have solid collision for Survivors, but will no longer cause Survivors to be Tormented.
    • When a trail is in front of a vault location, the vault location itself is completely disabled.

    And you know what? This would still fit the theme of Pyramid Head: He's guiding Survivors to pain, punishment and ultimate judgement the likes they have never seen before by cutting off where they can go.

    This would be over the top, but it would be fitting, still.

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