sabinianmoonstone
sabinianmoonstone
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- sabinianmoonstone
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Please bring back old Summoning Stone and Soul Chemical. The changes to these add-ons were completely unnecessary.
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I fully agree.
These add-ons were fine how they were. They were neither good nor bad, just fine.
Making them how they are after the PTB was completely unnecessary. I predict they won't get as much use. At least the current ones have some use.
I've already advocated for Iri Tag to return to its original state of being an insta-down add-on, but with more nerfs to compensate for a strong effect.
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@JudasChrist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702794#Comment_3702794
how do you turn only your camera while blight is in rush?
So, the way that Blight's movement works is very different to other mobility killers. For example, once you initiate a dash with Oni and you turn left or right, you go left or right.
However, with Blight, whenever you go left or right, he still goes forward until he starts going in the direction he's rushing. The most effective way to see this is by doing a shoulder flick. Essentially, you're flicking your mouse left or right to then collide on a wall, tree, etc. In this case, Blight doesn't immediately go left or right. As mentioned, he still goes forward which is why you're able to shoulder bump.
Another way is by taking Adrenaline Vial. The add-on increases your look angle by 20 degrees while restricting your turn rate. When using this add-on, you quickly flick to the left or right and you'll see how he will still go forward for a bit until he slowly starts turning.
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With turn rate - Whole Blight will turn (go left and right)
With look angle - Only your camera will turn, Blight will keep going straight. It helps with 180 flicks. -
I honestly believe that the original version with the insta-down was healthier, but it needed some nerfs.
I advocated for one of two versions to be implemented:
Version 1 Iri Tag:
- Bring back the insta-down effect on the last rush token used.
- Add a 4-meter rush requirement to the add-on to prevent camping with the add-on.
- Make token regeneration last 20 seconds on successful insta-downs and 25 seconds on missed Lethal Rushes. If you use your other tokens, then cooldown is normal at 2 seconds per token. It's only when you try and go for the insta-down with the last rush will the token regeneration increase.
- Add a visual and globally audible notification to let survivors know you have this add-on. However, this notification will ONLY trigger when using the last rush to insta-down.
- Make it not stack/work with C33.
Version 2 Iri Tag:
- Bring back the insta-down effect on the last rush token used.
- Every time you hit a survivor with a Lethal Rush, Iri Blight Tag gains a token up to maximum of 4 or 5 tokens. Once you reach the maximum number of tokens, the next time you use your power AND use your last Lethal Rush, the survivor will be insta-downed, and all tokens will be consumed. The same thing happens when you miss.
- Add a 4-meter rush requirement to the add-on to prevent camping with the add-on.
- Add a visual and globally audible notification to let survivors know you have this add-on. However, this notification will ONLY trigger when using the last rush to insta-down.
- Make it not stack/work with C33.
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@NeightNeight said:
This is a great concept and I really hope they add something like this to the game. An idea for the lore I just had was like Death made a deal with the Entity a long time ago to prevent the presence of Death within the Entity's realm but since Death was still curious about what the Entity was doing it created the Grim Reaper out of an infinitesimally small part of itself so that it wouldn't cause permanent death in the Entity's realm but could still exist there.
Thanks for comment.
I forgot I made a Grim Reaper concept. In regard to the lore, I was thinking similar things to you with some difference. Firstly, since The Grim Reaper is the manifestation of death itself and a separate being/concept, it grew curious over what the Entity was doing. However, when The Grim Reaper visited the Entity, the reaper saw how much the survivors were suffering and dying. Because it went against the natural order of death being the final chapter of life, the reaper would collect the souls of the survivors and leave with them. Once The Entity saw this, it trapped the reaper within its realm without the reaper knowing, but once the reaper found out, it severely hurt The Entity and nearly killed it. As a result, The Entity partially gave into the reaper's demands out of pure fear about letting the survivor's souls go, but the reaper was ultimately tricked again due to The Entity altering the realm around the reaper, making it think it's helping survivors, but in reality, it's just another pawn.
However, I do like your concept too.
Lately, I'm more concentrated on another concept for DBD made entirely by me called Origins of Pain.
@sabinianmoonstone said:
Greetings everyone. I'm bringing you guys a DBD concept chapter I made called Origins of Pain.
I started creating this chapter various months ago. So far, the only thing I need is to write the lore of the survivor and draw what the survivor may look like. Afterwards, it's completely done. I'm open to any feedback. Hopefully, the developers may see this one day. Without further or do, let's get started.
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Dead by Daylight: Origins of Pain DLC
Themes: Loss of humanity and sadistic rage.
New Killer - The Murderess
Killer Stats:
- Name: Lilah Aveline Von Grimm
- Gender: Woman
- Role: Neurologist and Anthropologist
- Terror Radius: 32m
- Height: Tall
- Movement speed: 4.6 m/s
- Nationality/Ethnicity: Egyptian of Belgian and German descent
https://us.v-cdn.net/6030815/uploads/T4QAH5DR1P30/the-murderess-human-sketch.jpeg
Portrait description (when selecting): A seductive yet monstrous killer able to sneak up on survivors and close distances between them. Her personal perks, Laughing Bloody Murder, Bain de Sang, and Scourge Hook: Tears of Anguish, allow her to become a threat in chase, makes survivors recover from negative status effects longer, and become unpredictable outside of chase.
Killer Power - Cursed Sadism
“Beneath the beauty and seductiveness lies a monstrosity never seen to humankind.”
The Murderess starts the trial with 5 tokens.
https://us.v-cdn.net/6030815/uploads/9ICDYPWGCBNV/the-murderess-monstrous-sketch.jpeg
Special Ability: Mount
When Cursed Sadism has at least two tokens, press the Power Button to start a Mount. This allows The Murderess to climb and grab onto walls or trees and jump onto rooftops of various infrastructures and tiles.
Special Interaction: Crawl
While in a Mount, The Murderess can Crawl in any direction within the structure’s hitbox. If The Murderess decides to Mount any of the surfaces mentioned by jumping towards them, 1 token is consumed in the process. However, the first token will not be consumed if The Murderess decides to approach these surfaces and Mount them manually. Each token regenerates at a rate of two seconds per token.
https://us.v-cdn.net/6030815/uploads/14WTE27YWVLP/the-murderess-cosmetic.jpeg
Special Attack: Slash
While The Murderess is mounted to a surface, press the Attack Button to initiate a dash in a general direction. While dashing, The Murderess is allowed a minimal turn rate. If The Murderess misses a Slash, she will go through a short fatigue in which her tokens regenerate afterwards. The same applies if The Murderess successfully injures or downs a survivor. Slashing a pallet or breakable wall will destroy them. However, Slashing into a solid object will force her to fatigue.
Special Interaction: UV Lanterns
At the start of the trial, 5 UV lanterns will spawn. Survivors can grab these lanterns and place them around various areas. Once placed, the UV lanterns will turn on and begin depleting. These will help survivors slow down and stun The Murderess. The Murderess can only be stunned if she jumps into a zone with an active lantern. UV Lanterns last for 90 seconds and will lose a third of its charges if The Murderess hits a survivor holding a lantern with a special attack. UV lanterns can be destroyed by The Murderess once placed, resulting in them respawning with whatever charges they had before. Once depleted, the UV lanterns can no longer be used.
Perks
Scourge Hook: Laughing Bloody Murder
The enjoyment you get from murder is something you have never felt before.
At the start of the trial, 4 random hooks are changed into Scourge Hooks. The auras of these hooks are revealed to you in white.
After hooking a survivor and being farther than 24 meters of the hook, this perk activates. The next survivor you enter chase with will become Exposed for 15/20/25 seconds if the hooked survivor is rescued.
Bain de Sang
Causing a chaotic massacre is your specialty. The results of the massacre fill you with thrill.
After downing a survivor, Bain de Sang activates.
The following two effects happen when downing a survivor:
- Survivors within 20 meters of your current position suffer from the Exhaustion and Oblivious status effects for 10/15/20 seconds.
- Gain 1 token, up to a maximum of 3/4/5 tokens. For every token gained, survivors recover from the Exhaustion, Oblivious, Blindness, Exposed, Hemorrhage, and Hindered Status Effects 6%/8%/10% longer for the rest of the trial.
This perk’s second effect does not affect itself. Bain de Sang has a cooldown of 80/60/40 seconds.
Scourge Hook: Tears of Anguish
Tears don’t mean anything. To you, they’re nothing more than a byproduct.
At the start of the trial, 4 random hooks are changed into Scourge Hooks. The auras of these hooks are revealed to you in white.
Each time a unique survivor is hooked on a Scourge Hook, this perk gains a token up to a maximum of four tokens. For each token gained, your terror radius outside of chase is reduced by 2/3/4 meters. For every survivor that is killed or sacrificed, this perk loses a token.
Add-ons
Common (Brown)
- UV Curtains: Throughout her life, light was her weakness. Now, she gives survivors a piece of her own pain. Reduces fatigue time after a successful Slash by x seconds.
- Book of Neurology: One of Lilah’s college books detailing the most complex organ in the universe. While Mounted, you see the furthest object you can Mount.
- Book of Anthropology: One of Lilah’s college books detailing the evolution of human beings. After a UV lantern fully depletes, the survivor who placed it will be revealed to you by Killer Instinct for 3 seconds.
- Blood Vial: A sample of blood taken from Lilah when she was a baby. The power gauges of UV lanterns are revealed to you by the intensity of their auras.
Uncommon (Yellow)
- Diagnostic Results: A simple sheet of paper with a life changing result. Reduces fatigue time after a successful Slash by x seconds.
- Loose Screws: With a heightened sense of hearing and adrenaline rush, Lilah is able to identify disadvantageous situations. A survivor’s aura is revealed to you for 3 seconds when picking up a UV lantern.
- Pine Tree Branch: A simple yet meaningful branch reminiscent of her second home. Increases Dash and Crawl movement speed by 4% per consecutive Dash.
- Chemical Sunscreen: Despite the reduced effectiveness, the rush of pain kept her going. Decreases token regeneration by 0.25 seconds. Decreases available Mount tokens by 1.
- Book of Forensic Psychiatry: Her curiosity into other fields of science helped her exploit the weaknesses of the brain. When a survivor picks up a UV Lantern, they’re afflicted with the Oblivious status effect. This effect lingers for 20 seconds after they place the UV lantern and after entering and exiting the UV lantern’s radius.
Rare (Green)
- Maple Tree Branch: A beautiful yet incredibly strong branch. Increases Dash and Crawl movement speed by 6% per consecutive Dash.
- DSM-III-R: With more collective knowledge on the mind, her sadism kept on secretly fueling. For every survivor hooked, gain a token up to a maximum of 12 tokens. For every token gained, the power gauges of UV Lanterns, active or inactive, are reduced by 5 seconds.
- Limited Timer: The difficulty of holding back her sadistic urges drives her to cruel methods. The power gauges of UV lanterns are decreased by 20 seconds.
- Bloody High Heels: A pair of high heels used to stab the foot of a nosy brat. While crawling, you see the auras of survivors within 8 meters of you.
- Mineral Sunscreen: Lilah’s go to option for sun protection. Increases available Mount tokens by 1.
Very Rare (Purple)
- Juliette’s Jacket: A meaningful piece of clothing from the one she loves. You gain the Undetectable status effect while Mounted or within an active UV lantern.
- Beech Tree Branch: An incredibly strong wood with a solid density and strong surface found in the Schwarzwald. Increases the distance of the Dash by x% per consecutive dash.
- Cosmic Breath: “Es wird ein Blutbad geben,” said the unknown voice to Lilah. Hitting a survivor with a Slash will instantly recharge all tokens. Increases token regeneration by 0.5 seconds per token upon missing a Slash.
- Facial Skin: Reminded by the pain of her past, and filled with rage and a lust for vengeance, she no longer lets the pain hold her back. Decreases the stun duration when entering a UV lantern’s radius by 50%. Receive a 10% haste effect when in a UV lantern’s radius after being stunned. This effect lingers for 15 seconds after exiting.
Ultra Rare (Iridescent)
- Red Lipstick: A blood red colored lipstick worn by Lilah before a massacre took place. At the start of the trial, this add-on starts with 0 tokens. You gain 1 token up to a maximum of 4 tokens for every successful Slash. Upon reaching 4 tokens, and using all Mount tokens, the last Mount token will put a survivor into the dying state.
- Iridescent UV Lantern: A UV lantern molded by the Fog itself. Its effect on normal lanterns fills Lilah with endless joy. Reduces the amount of UV lanterns in the trial by 2. All UV lanterns start the trial with empty power gauges and begin to recharge. Once a UV lantern is placed, its power gauge begins depleting at 50% the normal rate.
Music Inspirations and Details
- Menu Theme Inspiration: https://www.youtube.com/watch?v=O7ClpniQHRQ
- Chase Music Inspiration: https://www.youtube.com/watch?v=6uMNnZtIS6s&pp=ygUbaW4gdGhlIGhvdXNlIGluIGEgaGVhcnRiZWF0
- At the start of the trial, when survivors spawn in, they can hear The Murderess screaming in the distance just like Billy when he revs his chainsaw. Example: https://www.youtube.com/watch?v=XwOuuD_LZVs
- Sound design: The Murderess will have two layers of sound. The prominent layer will be human in nature while the bottom layer is more beastly in nature. Example:
New Survivor - Juliette Zwane Nxumalo
Juliette Zwane Nxumalo Stats:
- Gender: Woman
- Role: Psychiatrist
- Nationality/Ethnicity: Belgian of South African descent
Portrait description (when selecting): An aspiring psychiatrist, Juliette is a direct, honest, but compassionate individual whose knowledge on the mind can help survivors during catastrophic situations. Her personal perks, Hopeful Connection, Intriguing Minds, and Cursed Understanding, can help survivors know the killer's whereabouts during chase, use other survivor’s perks once deceased, and obtain an advantage at the end of a trial when escaping chases.
Perks
Hopeful Connection
You give hope to those around you with a unique neurological link.
After safely unhooking a unique survivor, this perk activates.
Unhooking other unique survivors activates the perk fully.
The next time you are chased, your aura and the killer’s aura are revealed to one/two/all survivors who have been safely unhooked by your hand.
This effect is lost once you go into the dying state.
Intriguing Minds
The intricate details of the mind have always fascinated you.
When a survivor is sacrificed or dead, you see the aura of the hook they were sacrificed on, or the aura of their body where they died.
Once near the hook or their body, press the Active Ability button to acquire the power of one of the survivor's perks at random. You can only do this once every 100/80/60 seconds.
This perk deactivates when you lose a health state before acquiring a perk.
If the survivor has one or multiple perks equipped that are the same ones you have equipped, you will not gain the power of those perks.
Cursed Understanding
Studying the minds of the killers of The Fog takes its toll. However, you persevere through it all.
After successfully escaping six/five/four chases and all generators have been powered, this perk activates. Once active, the perk grants you the following effects:
- The killer’s aura is revealed to you as your aura is revealed to the killer.
- You see your teammates scratch marks.
- A 5% action speed bonus to cleansing totems, opening chests, and vaulting.
- Grants a 50%/75%/100% bonus Bloodpoints for actions in the survival category.
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As mentioned before, the chapter is still not done as I don't have the survivor's lore or how they look like. Will update this soon with the lore and additional drawings. All content here was made by me.
In this concept, I made the perks, the add-ons, the killer's power, the killer's visual design, the survivor, the survivor's perks, what I want the killer to sound like, inspirations for the menu and chase music, etc.
Hope you enjoy this concept chapter just like you enjoyed the Grim Reaper concept.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691489#Comment_3691489
The problem is that there are still things that survivors can do to "progress" the game while not being tunneled and still get to keep their DS. The big one right now is they can do pallet saves, and flashlight saves.
The best solution is to:
- Buff DS back to 5 seconds, hell i'll even say buff it to like 7 seconds, why not
- Add in: "Deactivates if another survivor enters the dying state"
Problem solved.
I would suggest this change that Scott Jund advocated for and add maybe add the, "Stun or blind the Killer to rescue a carried Survivor," as a deactivation requirement since they're not being tunneled.
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@RFSa09 said:
i agree
Just edited the discussion cause I accidently hit save by mistake without typing anything.
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Happens to me, and various other people, all the time. It's a result of matchmaking.
However, I personally love getting outplayed because it gives me a challenge during chase.
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I agree.
For double speed, I advocated for the same.
With Iri Tag, I was never a fan of infinite rushes. I would love to bring back the insta-down with a 4-meter rush requirement, but also give survivors a globally audible and visual indicator when Blight will use this add-on on the last rush.
For C33, I honestly don't know what to do with it. XD
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There's a couple of reasons for this. Blight is my primary main for context.
Hag is 110 because she doesn’t chase in a normal way. She teleports and gets the hit immediately after once you develop good reflexes and game sense.
Ranged killers, for the exception of Trickster due to his changes, are 110 because they have, more or less, a freeform/adjustable range power. This is why it doesn’t apply to Artist who has to preplace crows and their directions.
Nurse is slower than 110 because... well... she teleports through almost everything.
Spirit is 110 because her power is freeform as you can get. When she uses her power, she doesn't need to worry about collision or lack of collision. She only needs to hear where the survivor is during a chase and see where scratch marks are depending on add-ons used.
Blight is 115 because he needs to be mindful about collision and lack of collision when he uses his power. This is where the term bump logic comes in; the collective knowledge of what you can and cannot bump into and using that knowledge to create a path in order to hit a survivor. This is also why some Blight players follow a loop instead of the survivor. Additionally, not every path that Blight takes will work which is another reason why he's 115.
The same could also be argued with Hillbilly since he needs to actively avoid collision and use that lack of collision at certain tiles and loops in order to down a survivor. Billy's curves is what comes into mind when it comes to this because you need to learn what you can curve around, what angle you need to take, be aware of the survivor's position, and so.
I'm open to being wrong and corrected about this.
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@drwilburdaffodil said:
Can confirm. It feels absolutely horrendous to play.
I got some updated info. Apparently, it's not the duration that's bugged. It's the animation.
You can still hit a survivor either with Corrupt or Vile Purge, but the animation just lasts a little longer. Despite that, it still makes it feel really sluggish.
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@Thavus said:
Blight was why I have not been playing survivor for almost a year now. And the reason is Hug Tech. These changes are welcome, but I'm not sure why they aren't fixing that bug.
You do know that Blight never had a hug tech before when he released, right? If you remove the hug tech, he'll be just as strong when he released and more efficient to play as. The hug tech just adds a bit of risk to his play and is counterable.
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I acknowledge the claim, but I respectfully disagree and here are the reasons why.
The first reason is mostly due to the fact that his strength wouldn't change too much. On the killer's end, he would theoretically feel a bit worse to play, especially in indoor maps.
The second reason is to address why he's 4.6 in contrast to other killers who are 4.4.
Hag is 4.4 because she doesn't really chase in a normal way. Now of course, this could be said about any killer, but what makes Hag unique in chase is the fact that she can teleport and get a hit immediately afterwards once your reflexes and game sense are well developed.
Spirit is 4.4 because her power is as freeform as you can imagine. Spirit doesn't need to worry about collision or a lack of collision in order to get to a survivor and then swing for a hit.
Huntress and Deathslinger are 4.4 because their power is more or less freeform with adjustable range. The same can't be said about Artist because she has to replace crows since her crows can only go forward.
Nurse moves slower than 4.4, specifically at 3.85m/s because she can teleport through almost anything.
With Blight, his power works in a way where he needs to create a path in order to hit or down a survivor. Blight needs to be aware of what objects and general surroundings he has around him and use the collision of said objects and surroundings to get to that survivor. However, every path that Blight creates may not work out to get to the survivor, which is the reason why many of the paths he can create can backfire. This leads to many Blight players learning how they can approach specific tiles or loops and figure out what is the most effective path. Additionally, this learning curve never ends for Blight with each map released and even with the current maps.
The same thing can be said for our beloved Billy. For Curve Billy, even Drift King Billy but specifically Curve Billy, you have to analyze what areas of a map you can curve at, time the curve correctly, learn the angle at which you can curve, and actively avoid collision at all times. And with each map released, that learning curve (pun not intended) is still there and will always be there.
Of course, I'm open to being wrong about everything I said, but this is the reason why I respectfully disagree with making Blight a 4.4 killer.
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@Brimp said:
I don't think the speed addons are bugged. Reasoning being because it increases each consecutive rush by a %. Never stated specifically if it increases based off of the BASE speed (230% or 9.2 m/s) or the speed of the previous rush.
Using common sense if it was additive why wouldn't they make the description like "Increases each consecutive rush by X m/s" instead of a percentage.
That's what I thought too. The person who made the claim stated that they were, "bugged," due to datamining. The only problem with this is that datamining only shows how they work instead of how they should work.
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@CorvusCorax86 said:
Even if 3-genning is possible she is better at chases. You are more likely to get that kind of player. Why would you 3-gen when you can be good at the hunt?
My thoughts exactly, but unfortunately, in these last couple of days, all I've been getting are Skull Merchants who try and three-gen. Of course, I won't deny the fact that she's better at chases, but I can see that the former strategy is still prevalent.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590999#Comment_3590999
I main her and you'll be happy to know I don't use nor support that playstyle. I never 3 gen plan, though if the survivors really give themselves a bad 3 gen there's little I can do about this.
Well, thank goodness for that. Just today, I went up against a Skull Merchant, did a gen with an active drone, was midway done with it, she comes over, pushes me into the direction of the drone's beam, and that process just repeats itself every time on a gen or when I'm one dot away from Lock On.
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@[Deleted User] said:
Drones don't affect survivors crouched, idle or working on gens. She can plop em down on gens if she wants but it won't help her.
She really excels in chase and luring survivors to areas with active drones.
Yes, that I do know, but the amount of Skull Merchants I've gone up against with several friends who've tried to three-gen and were successful with it is innumerable. Even though we can be on a gen with an active drone, it's inevitable for us to build Lock On when the Skull Merchant comes back to the gen by forcing us one way or the other. This, plus the perks she may bring can make it unbearable.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588012#Comment_3588012
I mean it was just an idea to think about ^^ Nothing that was long thought through :)
I understand, but still, any type of change can be good.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587587#Comment_3587587
I would get rid of the current ones, I find them too situational and not strong enough to be worthwhile...
As for iridescent Brick, some time ago it used to be possible with lopro chains to basically 180° flick after the pallet break, which let to some awesome plays... I found this a really cool mechanic so we could work with this and make an addons that kind of has a similar effect, I don't want to put it onto low pro chains, because it is already quite strong, but what if you could play bump logic Billy so you bump into something and just get ejected in a direction, I don't know if I would make it so you bounce back in the same direction or more like a slide off. Otherwise maybe an addon that makes you go faster the longer you sprint, and maybe in return a bigger heartbeat and directional? So the survivors don't get run over by 400% Billy without being able to do anything... I don't know how much the max speed would be but it could be rather much since it is an iridescent addons... And you should not be able to ignore the downside with of the directional sound queue with anything, because it should not be unfun for the survivors more than necessary...
As for the other two addons... One could be somewhat like lopro chains but for survivors, so your saw doesn't stop after a hit, but as a downside the saw only takes one health state, it would be a meme addons for sure, I just think without it it might be too much for a green yellow/if you want to put it in higher rarity it might be fine without it, but I'm not sure about that... The other addon could be an addon similar to one Blight has that gives a hard skill check when you sprint past them, I found his addon quite funny, not necessarily good, but such rather meme addons also have a place (and I could not really come up with something more useful that quickly...).
Very interesting. I'll try and come up with something in the meantime on my Google Doc and post an updated version of this discussion soon.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586472#Comment_3586472
Yeah I think it might actually be cool if big buckle *increased* terror radius by say, 12 for synergy with other perks
And also mabye an addon that has both hemmorage and mangled like wraith's one addon?
I understand where you're coming from, but I am personally not a fan of status effect add-ons. I prefer add-ons that directly affect the killer's power. For example, look at Plague. She doesn't have any status effect add-ons. Only ones that affect her power.
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@Archol123 said:
All you need to do is give him back charge time addons but without the ability for them to stack, so you have basically old crack Billy, but without the ability for instant saw, would be completely fine.
As for your proposed addons changes, some of them are alright but some are still useless, I will go over them in a second. I would like it if his lower rarity addons were solid as well, similar to Ghostface addons, where basically the browns are some of his best but just increase numbers, you could do the same for example decrease charge time and cooldown by a bit and maybe add a third weaker engraving so you can run those two together.
I would maybe make it so decreased cooldown doesn't stack because a 2 second cooldown might be a bit much.
Big Buckle is still completely useless..
Black Grease:
I don't really see a reason to put any condition on a charge time decrease, if it does not stack with other addons of that kind, needing to get blinded is just way to situational to be considered a good addons.
Pighouse gloves seems to be even more useless than right now, a 4 m terror radius decrease really is not worth much.
And Iridescent Brick just seems like a worse version Infectious, sure you get aura reading butHillbilly isn't much of a slugging killer anymore, he is not Oni or Nurse in that sense.
Like I said before you could basically bring back all of his old addons and just make it so the charge time decrease does not stack so Insta saw is not a thing anymore, that would be the easiest solution and you could still just run crack Billy and be fine. I think the curving is the kind of gameplay most people like to go against and I am not particularly a fan of the stealth gameplay because getting hit by a cross map chainsaw from an angle you could not see without much of a visual/audio warning is not really fun.
Hey lad. Thanks for the feedback. I'll definitely be changing some add-on effects for sure after what you said.
You mention bringing back his old insta-saw add-ons but not making them stack. I am 100% for that, but what would we do with the other current day insta-saw add-ons?
Secondly, when it comes to Big Buckle and Pighouse Gloves, what new effect would you give it?
Thirdly, when it comes to Iridescent Brick, what effect would you give it?
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570734#Comment_3570734
LilithOmen did an in-depth video explaining his hitbox and how it works. I believe it had a visual representation to it.
If you're talking about this one, Ultimate Blight Guide | How To Master! | Dead By Daylight - YouTube, he only speaks about it, but never shows how it looks like.
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@dbdthegame said:
Hitbox is wide when you press M1 and becomes skinny almost immediately after. Press M1 when your hitbox is touching a survivor's. That's all you need to know.
Yes. I understand, but I'm only saying that it would be nice to have a visual representation just like we have one for the killers I mentioned above.
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@HugTechLover said:
When traveling straight line in a rush, his hitbox is extremely skinny and linear. When you turn while swinging, it widens his hitbox into a pretty large cone.
This is why the shoulder flick (turning and swinging at the exact moment you reach / touch a survivor’s hitbox) is imperative, or you will get spun a LOT.
Oh damn! Wait, how do you know this? I thought his hitbox was permanently wide during a rush.
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@HugTechLover said:
I think it’s a pretty cool idea. It doesn’t make it as strong constantly, but rewards a good blight who lands consecutive lethal rushes.
Thank you. I posted a small edit at the end clarifying the loss of tokens in and out of chase.
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@nightmaremain said:
Dont killswitch it. Just fix it. I shouldn't be denied a perk i like to use just because it's bugged which is out of my control. Also not many people run this perk anyway. Everybody uses COH
Now that you mention it, you're right. I was concerned about the guy's twisted logic when he came into my chat.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3286493#Comment_3286493
Ah, the counterplay is simply not to get hit. Vs. The killer with insane speed, mobility and an enhanced lunge. Fascinating insight.
Well lad, when it comes to bump logic, which is what most Blights do in order to get a hit, the counterplay to that is being unpredictable in various ways in order to avoid a hit. Whether it be wiggling if you're out in the open, or moving to another tile, all this is helpful against a Blight.
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@danielmaster87 said:
Alchemist's Ring is fine as is for a purple. The counterplay to Blight's rush is as apparent with his second rush attack as it is with his first. You just have to find a safe position sooner, rather than later when the chase has already gone on far too long for him.
I completely agree. This is the case for a lot of Blights since most of them go for bump logic.
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@GrimReaperJr1232 said:
Blight's fatigue both is and isn't 2.5 seconds. If you miss, run out of tokens, or don't bump/rush, then it's 2.5 seconds. This can be decreased with add-ons, except the miss cooldown that remains 2.5. If you land a lethal rush, the cooldown is always 3 seconds.
Oh! My bad! Thanks for the feedback. I forgot about that. Thoughts on the proposed changes?
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I barely run it. I think the last time I ran Iri Tag was last year to try it out. Personally, I've decided not to run it because I like to engage in chases. Shutting down chases quickly isn't really my thing unless I'm doing a win streak or something amongst those lines.