b4d_p3rks
b4d_p3rks
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For anyone wondering, add-ons will also make this killer more efficient
*Another thing to note, when a survivor puts on a straw hat The Hachishakusama will not be notified or have their aura revealed. Instead this will be a purple or iridescent add-on.
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@Etéreo said:
https://forum.deadbydaylight.com/en/discussion/comment/3035924#Comment_3035924
Dude I said 3 times, that is for survivor, and is obviously, because is a rework of Self-Care!
I think your HEAVILY confused.
Boon: Benefits survivors and ONLY survivors
Hex: Benefits the Killer and ONLY the killer
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@Etéreo said:
https://forum.deadbydaylight.com/en/discussion/comment/3035924#Comment_3035924
Dude I said 3 times, that is for survivor, and is obviously, because is a rework of Self-Care!
Okay but you put Hex: Self Protection. Thats the name you used. Hexes cannot be survivor perks as they are only for killers. Thats why Boon was added. Thats why its a wierd idea and should be reworked.
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totally agree imagine buying a bundle thats like:
Mori Bundle: 250,000 Bloodpoints
- One random myster box that can grant any killer add-on
- x10 Ebony memento moris
- x10 Green moris (forgot their name)
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@Etéreo said:
https://forum.deadbydaylight.com/en/discussion/comment/3025803#Comment_3025803
Obviously, but is only for killers! The rework of this perk can be similar to Undying but for survivors.
its just really hard to understand what the perk does because no one knows if your talking about a survivor or killer perk
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@Elan said:
Twins need way more work as doing anything with them is timewasting. Cooldowns, switches… The Twins are in eyes of devs too good even though almost no one plays them so… we’ll see.
Do you like the changes I suggested?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/330919/why-hate
If I work all day and want to log on for a few survivor rounds, I ALSO deserve to have fun. Waiting in two seperate lobbies only to be downed before the first gen goes, then the killer stands in front of me until my timer runs out? I don't get to play, and I have no choice in the matter. I purchased the game as well, my money and time has just as much value as the killers.
The thing is, the killer gets to choose to stand around and basically put their controller down. The survivor doesn't. The survivor can tbag, can blind, can play toxic, and many do, but they can't actually STOP the killers ability to play the game, but killers can take the ability to play the game away from survivors.
No other competitive multiplayer game allows such blatant 'hostage taking' as DBD, and the devs are beginning to look into fixing that, regardless of how much you want to justify it.
And that's coming from someone who plays killer as much as survivor.
I can agree with your argument. But how can BHVR effectively control this? I dont mean to be rude however, at the end of the day we all deserve to have fun and most of the DBD community works all day and comes home to play at night. Being real with you, its not just you who has these opinions but I do think that survivors can put their controller down just as equal as survivors. Taking you hostage? Why cant you take a shower, read, eat, or if anything switch to another tab or game? I do agree on some levels of your argument though. I hope we can continue this discussion.
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@SentientBee said:
https://forum.deadbydaylight.com/en/discussion/comment/3026142#Comment_3026142
I understand the concept but disagree with it because after a point the reality is that camping and tunneling stop being those things when they are used tactically.
A survivor bodily throwing themselves at a killer takes a risk, BT or otherwise, it's not tunneling at that point, because the survivor in question was in control and made the equally tacit decision to either use BT or strategically assumes they can loop the killer better. A killer hooking a survivor in the middle of a solid three gen isn't camping because he's no longer giving up the other objectives to specifically remove one person from the game.
The crux is that intent matters, and tunneling / camping at 4/5 gens is not the same as having two hook states and sitting on a survivor in the EGC. Just because I call a spade a spade doesn't mean I've completely ignored nuance, it just wasn't brought up in the OP, which is what I was pointing out.
"Just because the game allows you to win using tactics and strategies that prioritize removing gameplay from other players doesn't mean that it's sporting. It just means that the game has deeper problems and until BHVR recognizes and balances around that, we can either try to recognize these things and play fair as a community.." My reply to this statement is:
- BHVR has NO, and when I say None I mean NO control over how killers play. I dont understand why you disagree because at this point you kinda dont make any sense.
- You basically branched out and twisted my words. I had originally said that camping and tunneling should NEVER be a topic of discussion. A good reason to this that I am adding right now is, why do killers need to feel constricted and limited to how they play because a poor little survivor main aint having fun? Again, the killers can actually play however they want, whenever they want, and they dont need NO reason for it. As long as they dont break DBD TOS.
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@SentientBee said:
The immediate fallacy in your argument is that it explicitly disregards one of the primary purposes of camping and tunneling, which is that it's used to specifically impact individual players gameplay for the negative (ie; toxic). For all of BHVR's claims, the reality is that if the killer really wants one specific person dead, the odds are stacked significantly in their favour and this only increases exponentially if you play into it, actively punishing everyone except the person choosing to make the game miserable for everyone else. (This also plays into the issue with 'bully squads' and the like, on the flip side, where killers are equally disrespected in what should be 'just a game').
Secondarily, the immediate disregard for other players is palpable. "It's just a game" is a phrase that only gets used in two specific instances. When someone's taking it too seriously, or when someone isn't taking it seriously at all. Actively going out of your way to either abuse every possible advantage in what should be "just a game" is just as mindless and uninteresting as getting a single down and M1'ing them on hook until the Entity takes them. In both cases you're disregarding the simple reality that there's _real life people_ that have to play the game with you for the game to exist at all. Or in other words, if you were playing a round of football in the local park with your friends and you decided that the best way to win was to purposefully take a bat to another player's knees... Well funny that, real sports and real games have rules and consequences around these things. Suffice to say, I don't think you'd be around for another game after that.
The most basic premise is that of sportsmanship, something this game decisively lacks because of how the objectives and core gameplay are oriented (to say nothing of the community it seems to draw). You're not allowed to injure someone in sportsball, and most sportsball games aren't asymmetrical for a reason. BHVR's inability to shift their core gameplay or admit the fault in their design doesn't magically mean that the problem doesn't exist, it just means it isn't being addressed appropriately (something many people largely agree on).
Have you ever wondered if a red rank swf wanted to bully a killer? Well, I guess the odds are stacked significantly in THEIR favour, right? Just saying what you said.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3025799#Comment_3025799
I don’t think the pipping system should be removed entirely. I think depipping should be removed or the threshold for getting a safety pip should be extremely low- so basically as long as you don’t go totally AFK or DC you should safety pip.
I understand the explanation you have given for what happened in my game- but even if the explanation is correct the system is flawed and you explaining it doesn’t justify the system being designed that way. If I had safety pipped I’d understand. To actually lose a pip is completely idiotic and bad game design.
At most all I could have done would have been to run up to the killer and tried to get some chase points but tbh I (and I’m sure many others do) find games where the killer isn’t even farming properly boring and just wanted to move on. I suppose I could have found a toolbox to sabotage some hooks but I shouldn’t have to do this in order to not depip because the killer is not playing properly.
Again, I’m not advocating the removal of the pipping system. I just think depipping should be removed or at the least made almost impossible to suffer.
However, despite all of this I would be fine if depipping did not exist. I just enjoy it because its more competitive
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3025799#Comment_3025799
I don’t think the pipping system should be removed entirely. I think depipping should be removed or the threshold for getting a safety pip should be extremely low- so basically as long as you don’t go totally AFK or DC you should safety pip.
I understand the explanation you have given for what happened in my game- but even if the explanation is correct the system is flawed and you explaining it doesn’t justify the system being designed that way. If I had safety pipped I’d understand. To actually lose a pip is completely idiotic and bad game design.
At most all I could have done would have been to run up to the killer and tried to get some chase points but tbh I (and I’m sure many others do) find games where the killer isn’t even farming properly boring and just wanted to move on. I suppose I could have found a toolbox to sabotage some hooks but I shouldn’t have to do this in order to not depip because the killer is not playing properly.
Again, I’m not advocating the removal of the pipping system. I just think depipping should be removed or at the least made almost impossible to suffer.
I appreciate the feedback. However, "To actually lose a pip is completely idiotic and bad game design." is not bad game design. When the killer (like previously stated) does certain actions you automatically lose points in that area. Its quite balanced because like I previously showed examples of, it happens on BOTH sides.
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@Blazelski said:
These are some really good and really bad ideas. Victor regrowing time is already complained about from survivor POV for valid reasons. I don't know what the point of getting rid of Incapacitated is, except for making holding Victor hostage even smarter, and the reduced recall time isn't enough to make that not annoying. Crushing Victor now takes way too long to even be doable while Victor is controlled, making most misses unpunishable. I'm not sure what the goal of this rework is.
I have changed some things.
- Incapacitated effects occur regularly now and actually lingers for 2 more seconds once Victor is removed.
- The regrow/cooldown for victor now slightly takes less time. (Was moderately)
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no one is talking about monstrous shrine?
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Why can't survivors suck it up and deal with it- Like... PLEASE
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what about undying sir? it kinda does the exact same thing ;-;
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I do believe they should remove negative pips, but if the game removed pipping entirely there would be horrible consequences. For starters, monthly rank reset rewards probably wont happen. Next, people dont really have a purpose or way to achieve something other than unlocking characters, prestiging, and collecting things (tomes, rifts, bloodpoints, levels, etc.). Finally, Dead by Daylight has been based around ranks forever, and even though it went through a hard time these few years BHVR has tried their best to keep them in the game. I think its healthy atm even with negative pips because understand this; Ill provide an example below of why you probably depiped.
- Altruism: NONE (According to your statement above abt your game)
- +10 or +20 points for any heals or unhooks
- -10 points for downed, hooked, or injured survivors
- TIP: you need to understand you also get negative effects from the killers.
- Lightbringer (gens etc.) BRONZE OR SILVER
- +100 points for doing gens or whatever
- +25 totem cleansing
- -50 damaged generators
- -10 hits or grabs while doing gens
Whatever, I don't have to keep repeating this. You get the gist of what I am saying. Even though you did so much stuff, keep in mind you receive negative effects towards your emblems/pipping. Below I have some images of things that can NEGATIVELY impact your pips. It actually is official and is even on their wiki page.
**Basically, if you got downed one emblem is automatically either a gold, silver or bronze which would be the UNBROKEN emblem. Even states below;
However, if you think this is killer sided NOPE, even killers face this negative thing.
So, again NOTHING should happen to the pip system. It is actually pretty balanced.
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Bravo! This is completely insane! I think you did AMAZING job on this. Obviously some things are too strong but overall this is amazing. where did you get the perk drawings?
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Hey, theres some problems with certain things but I can certainly point out what they are.
- Corrupt Coddling Problem - This perk has the same effects as For The People. Except, this is extremely hard to even complete during a trial let alone its extremely weak power. This means you have to heal dying survivors FIVE times before even instantly healing only one survivor. Even if a Killer slugs you'll only get four tokens at max.
- Boon: Helping Paws Problems - There is way too much problems. For one, you dont even provide a range so we dont know how far away or close to gain its effects. Two, you should not have to stand within the boons range for a certain amount of seconds in order to be blessed. Thats not even how boons work. And finally, that boon already has a perk with the same effects. Technician which allows a survivor to miss a skill check and not make any explosion OR noise notification.
- Unwavering Protection Problem: EXTREMELY overpowered. I would lower it to 2%/3%/4% because this is an OKAY perk idea.
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@HighwayCatalyst said:
They used to be displayed, but people kept thinking of them as ranks (ie: used for matchmaking) and would complain about mmr being broken when they would get iri ranks in their lobby when they were only bronze.
i know-
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@Marcavecunc said:
Your ideas have nothing to do with the idea behind the perk.
And most of them would make the game even more broken than it already is.
1 token: "oh I see hooks over there, that means the killer's chasing someone, I can work on this gen safely" there's already perks to allow you to know where the killer is, use those instead. There's no reason to see hooks near a survivor when a chase starts. Seeing them once they get downed/picked up, sure, and that's already part of Saboteur.
2 tokens: it could be an idea for a future perk, but not "until you are unhooked", either "until another survivor works on it, or after x/y/z seconds" (and heck, that's repressed alliance)
3 tokens: ignoring status effects would be broken, and stridor for survivors could also be its own perk, even if it would be weak as hell.
i see on 1 and 3 tokens, but 2 tokens? its not broken. the gen can still regress at any means it just cant be kicked
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2871479#Comment_2871479
Here's how I'd personally change Dead hard
- Keep it tied to servers and make sure it keeps priority.
- Remove the distance you get to 0
- Make it so you faze in and out and within that period if the killer swings the hit isn't counted.
It's that easy. It would reward you for using it when you think a killer is gonna swing into a pallet or if you're about to go down it will save you enough to hit them with a pallet and it removes the dead hard for distance.
Thats very hard. They would have to update all the character models for that and code it to where it doesnt occur when they dont equip dead hard. They would also have to rely on the connection of others. But I feel like when people complain about DH its most likely because they have too much rage and are just letting it out.
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**Add-on Ideas**
BROWN:
- Smiley Mask: When prowling, instead of shifting to animal forms you shift into the legion while maintaining the antlers. Switch back to normal form when Prowl is deactivated.
- Bull Tranquilizer: When performing a basic attack, replace regular animations to ramming your antlers to injure survivors instead.
YELLOW/GREEN:
- Sheep's Blood: Increase the maximum capacity of survivors inside your lair at a time by 2. Survivors also increase regression for their dying meter by 5% more.
- Meg's Blood: Instead of hearing the sounds of dying survivors, hear instead the sound of a running survivor's footsteps.
PURPLE/PINK
- Rotted Skull: Due to bone reinforcements designed to enhance the lairs, recovery time for lairs are reduced by 35%.
- Entity's Iron: Leaves/Dust trails are replaced by a thick black smoke that occurs in pulses.
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This is true horror that can definitely be used for DBD at its finest. Very amazing job incorporating a creepy element. The art is also amazing!
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I think it would be complete mayhem if all 4 survivors equip this perk with this state.