Dead by Daylight Friday Bug Report Thread - December 01, 2017 |
- Friday Bug Report Thread - December 01, 2017
- Developer Stream #80 - "Programming Good Vibes" - Summary
- A-D-A-D-A-D-A-D-A-D-A-D
- When you get facecamped because you heal...
- The Disney Princess build for killers
- Random Perk Ideas
- [PS4/EU] Dead by Daylight: Special Edition, Leatherface DLC and The Halloween Chapter are currently on sale!
- I FINALLY DID IT!!! *sheds tears of happiness*
- Delaying the game because you can needs to be addressed by devs immediately
- Maybe there would be less bugs if BHVR wasn't run by Dwights
- Minor suggestion, but it would be nice if it said "X has left the game" in post chat.
- Forget playing to win, I want to be as spooky as I can. What are some builds and playstyles that startle, scare, or otherwise make people nervous?
- Random perk option to spice things up
- What is the point of Dailies now?
- Best Leatherface addons?
- How to fix Freddy?
- New killer perk idea: Arthritis
- I know it'd be hard due to the human killer rig but I think it'd be really cool if we had a 'monster' killer.
- Re-Working Underpowered Perks: Some Suggestions
- Most Retarded Survivor Perk Revealed!
- Dear BHVR, can we please do something about this?
- Quality of life fixes we can all agree on
- On Huntress Lullaby
- [suggestion] Add crows or something else to prevent games taking 30 minutes due to 2 survivors waiting for hatch
- Self Care is secretly too strong.
- New Survivor Idea : David Hasselhoff
- If console can't have bill, could we have an old man "inspired" survivor with the same perks?
Friday Bug Report Thread - December 01, 2017 Posted: 01 Dec 2017 07:16 AM PST Welcome people of the fog! Here you can report bugs about the game. Some rules and guidelines specific to this thread;
A list of known issues being worked on by the devs can be found here. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Developer Stream #80 - "Programming Good Vibes" - Summary Posted: 30 Nov 2017 09:46 PM PST Stream Notes for Dead by Daylight Developer Stream #80 "Programming Good Vibes" Link to Stream on Twitch [66min] Things that are in-quotes are taken directly from the stream. If there are any formatting issues, please let me know. On the Show Today
Stream Summary
News & AnnouncementsConsole CosmeticsMathieu - "In the next patch (coming very soon,) you will have all the Anniversary items for free:
Mathieu - "The other really cool thing is the possibility to get your hands on [the Headcase]. Finally." Not_Queen - "Please note that the Headcase only includes the head cosmetics. When we released it on PC, there was a little misunderstanding." Mathieu - "Console players will finally be able to get their hands on a shit-ton of cosmetics for the characters."
PSXMathieu - "Next week...by Sony...we're gonna be there...in a booth...show us your skills and then you'll fail and we'll laugh together...I'm bringing at least a few goodies...shake hands...or give hugs...don't be greedy."
Today's PC Patch (1.8.2c)Not_Queen - "We modified some text in Russian; corrected some stuff. We migrated all of the save-game data from the Steam Cloud and local drive to the Dead By Daylight services for everybody." Mathieu - "A month or so ago, we did it for 10% of the crowd and this went well. And then we increased it to 30% and we saw that this was good. And then we decided, 'Okay. We're ready.' " Not_Queen - "The patch is actually fixing our biggest issue." Mathieu - "For us, it's really exciting. And for a lot of people out there, it's gonna be very, very good. They won't even notice. There's a lot of other side effects from us migrating the save-games to our system; we'll reap the benefits of that as time goes on." Road MapWhat's Next?This is a soft plan on what's coming next. Note that order and content can change at any time.
1 Not_Queen - "We are not going to talk about The Wraith update every stream until it's gonna be coming. Two weeks ago, we had Horvath come and talk about The Wraith update. We had a Steam Post up for almost a week where you guys could suggest everything—the design team spent the time to read every comment. It was really appreciated that you guys gave feedback." 2 Not_Queen - "We switched up two things: Winter Event and PTB."
Bugs - Testing a Fix Internally
Bugs - Working On It!
1 Not_Queen - "The thing we talked about for pallets and [other objects]. It went from 'We know about it' to 'we're working on it.' " 2 Not_Queen - "We're trying a partial fix in the next patch, but I'm leaving it there until it's a totalfix."
Bugs - We Are Aware of This
Not-Queen - "There are other things, but I cannot list everything." Bloody Stats - Skillcheck EditionMathieu - "There's a lot of people out there who were talking about the fact that high-ranking players don't care about the skillchecks anymore, it's too easy and so we wanted to know how it works." [In short:] Mathieu - "The top players get the 'great success' about 30% of all the skillchecks."
Mathieu - "It's all skillchecks. I don't know what's the proportion of things affected by Ruin or Overcharge. So it's tough to say." Q&A
Mathieu - "Yes. You are correct. We have much more direct control over this because it's not on Steam."
Mathieu - "It will not be free. It's gonna be priced similar to what it is on Steam. The rules are slightly different with PlayStation and XBOX, and depending on which region of the world you are in, the price will be a little bit different."
[Not answered]
Mathieu - "There's a few optimizations that went in [to] the patch that's coming imminently. I know that we're continuing work on optimization on console
Mathieu - "It is part of some of the work we're doing on The Nurse to make sure she's able to navigate more complex places because of the work we're doing on the new map."
Mathieu - "Yeah. We're looking at harder skillchecks."
Mathieu - "Yes, like every single Killer. If he is significantly weaker than the others, he will be buffed. But all Killers are in that same situation."
Mathieu - "So these animations were not changed. What was changed was the speed at which they played. So technically, yes, the animation is now different because it's faster. And no, the plan is not to get back to the old one."
Mathieu - "Yes and yes. The tally and how your scored are gonna be changed, and there's gonna be changes to the Progression. We want to put in more rewards."
Mathieu - "Yes. We don't want to get into the cartoon world, or silly; but there's a lot of room for creepy-cute."
Mathieu - "Not really. Until you can get your hands on it and really experience it, it's gonna be awkward to try and explain it in detail. Just hang on, the PTB's coming. More information isn't gonna help until you get your hands on it."
Mathieu - "So yes, we have plans for more and I so want to reveal something and I've been told not to (today), but I will keep asking."
Mathieu - "It's a question that comes back every week. This one was at least starting with 'Dear Devs,' and it was kind of nicely worded. The idea of having a Perk Cube or just doing a bunch of those Perks that need love is something that we really wanna do."
Mathieu - "Damn yes. We always wanted to add more creatures. We had talked about having insects or rats. It would be really great to give some love to that. If we were to make a Killer that uses those, then it would justify spending all that time to do it as part of the Chapter work. Right now, it's just a feature that seems a little hard to fit in as a top priority."
Mathieu - "It didn't occur to us that it was her birthday, but I'll try to do something. Me personally, I'll just call her. She'll be pleased. Maybe write on her Facebook page."
Mathieu - "I asked today, and there's a very good reason that has to do with the way the system is set up and the fact that the soundtrack is sold separately so it cannot be upgraded as a bundle. And the art book isn't part of the soundtrack... But I want to do something about that. In the meantime, you can still get the soundtrack, but the art book is not part of that. What I'd like to do is like a Game of the Year Edition or something like that that includes the art book and maybe an updated version of the art book and the soundtrack with some of the tracks we've made since then."
Mathieu - "That would be great, but it's not a simple matter. We tried to do it with the old beta branch, and it's not possible...it's a matter of being under the Starbreeze publishing thing. A lot of it is out of our hands, so at least the next one is not gonna be there."
Mathieu - "The way it works right now is if you've been playing for 6 hours straight and there was an update 4 hours ago, you'll just get fewer and fewer people in your matchmaking queue because it's just the people who have not stopped playing since then. We'd like to have a system like that, and it's gonna come as part of our Quality of Life at some point."
Mathieu - "Absolutely. I was talking to Horvath and he talked about the 40-meter sound, for instance, but there's a few other examples that were specifically taken from the comments."
Mathieu - "We do want to make it daily. The system is a bit clunking. It won't be like that specifically, but [the whole Daily Ritual thing] needs to make more sense."
Mathieu - "He looked. (That's the answer I got from him, literally.) At high ranks, these two Killers are the most efficient. It takes a little bit more time to learn, and when you do, it's extremely efficient. They were designed to be like that, so it's good."
[Non-answer] Mathieu - "Well? Okay..."
Mathieu - "Nope."
Mathieu - "Yeah, yeah. At some point. He's just very loud. We have to be careful not to overwhelm people." {exeunt Not_Queen} Gameplay Programming Panel (w/McLean){entre McLean} Twitch link to segment [30min] Mathieu - "Today we're gonna have a panel talking about the joys and excitement of programming for gameplay." Around the Web [3min]Words of Wisdom[Partly brought to you today by Andreia.] "Forget your perfect offering. There is a crack in everything and that's how the light gets in." End of Stream[link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 01:07 AM PST
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When you get facecamped because you heal... Posted: 01 Dec 2017 12:54 PM PST
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The Disney Princess build for killers Posted: 01 Dec 2017 08:38 AM PST Do you feel alone as the killer? Do you envy the survivors for having friends to talk to and work with? Do you want your own companions to love and be loved by? Well, look no further! This build will turn your killer into a Disney Princess who can enlist the help of woodland creatures to defeat those pesky survivors. The Huntress probably makes the most thematic sense for this build, but any killer will honestly do just fine. The perks are as follows: Beast of Prey: Bear has left his Big Blue House and has become your buddy! Once you have developed a significant level of lust for a survivor's blood, Bear will make you ultra stealthy and unpredictable by removing that silly red glow of yours. The survivor you're chasing is now completely unable to tell where you're coming from and will thus fall quickly. Thanks, Bear! Territorial Imperative: Basement Doggo has joined forces with you! He is a good boy who keeps a watchful eye on your basement. So long as you're a respectable distance away from the basement, Basement Doggo will alert you if a survivor tries to enter it. This perk is perfect for when the survivors try to steal from Basement Doggo's basement treat chest. Bloodhound: Basement Doggo's cousin BLOODBOI has also decided to be your best friend! BLOODBOI is a VERY good boy who will neon-ify all the blood shed by those pesky survivors and make the blood remain fresh on the ground longer. Isn't he such a good boy? Spies From the Shadows: A lot of people think that crows are good-for-nothing pests, but not you! You love the crows, and they love you. Whenever a survivor decides to be rude and spook a crow, said crow is very likely to alert you of this. Be sure to toss them some bread every once in a while as a thank-you <3 [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 09:35 AM PST Don't care if they're balanced or not, just random ideas. Feel free to make adjustments to them if you want. Survivors: Will To Live: While in Dying state crawl 50%/75%/100% faster. Unpredictable: When causing a Loud Noise Notification have a 25%/50%/75% chance to move it to another spot where it can be caused within a 12/24/36 meter radius. Give And Take: When another Survivor is hit by the Killer within 10/20/30 meters of you, you have 3 seconds to press the activate ability button to heal the survivor one health state and injure yourself one health state and reveal your aura to the Killer for 5/4/3 seconds, Give And Take has a cooldown of 120/100/80 seconds each time it activates. Camouflage: After staying still for 5/4/3 seconds Slightly/Moderately/Considerably blend into your surroundings until you move or act again. (Your clothes change color to the nearby environment, so if your next to a tree you'll become tree colored) Killers: Deep Wounds: Survivors in the Dying state bleed out 10%/20%/30% faster and any healing received is 0%/10%/20% slower. Unstoppable: Bloodlust activates 0/1/2 seconds earlier and when Bloodlust activates the next 1/1/2 pallets while in a chase can be instantly broken by walking into them but receive a 50%/40%/30% slow for 3 seconds after instantly breaking a pallet. Long Reach: Lunge range is increased by 5%/10%/15% but the missed attack cooldown is increased by 0%/5%/10% [Obsession] Sneak Attack: You are obsessed with one survivor, you start with 1/2/3 tokens. Every time you hook your Obsession gain 1/2/3 tokens. While in a chase your terror radius is heard 1/1.5/2 meters less every second (you and the survivor(s) being chased still have the normal terror radius, other survivors will have the shrinking terror radius) until you hit a Survivor or you aren't in a chase for 5 seconds. Re-initialising a chase before the 5 seconds have lapsed will reset the timer. Hitting a survivor removes 1 token. Sneak Attack won't activate if you have 0 tokens. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 07:06 AM PST
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I FINALLY DID IT!!! *sheds tears of happiness* Posted: 01 Dec 2017 12:56 PM PST
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Delaying the game because you can needs to be addressed by devs immediately Posted: 01 Dec 2017 09:29 AM PST I've never come across this while playing as a survivor but i've heard that it happens. Holding a game hostage because you won and you can is obviously punishable but nothing really happens if you report usually. Regardless, way too many times i've had a game as killer where the survivors refuse to leave the exit gate for longer than the actual game took. Today I got stuck in a game for over 30 minutes of down time AFTER the final gate got opened. It's truly infuriating. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Maybe there would be less bugs if BHVR wasn't run by Dwights Posted: 30 Nov 2017 10:14 PM PST
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Minor suggestion, but it would be nice if it said "X has left the game" in post chat. Posted: 30 Nov 2017 04:32 PM PST | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 12:59 PM PST More and more, I feel that the game becomes less scary once someone gets used to the way the game 'should be' played. When playing survivor, trials that make me the most nervous are not ones where I'm playing against a skilled killer, but against someone who is unpredictable or uses unexpected perks. You lose that feeling of the unknown after playing the game for a while, and games like that bring the nervous uncertainty back. With all that said, does anything still make you nervous when playing the game? What killers, perks, addons, and offerings could I use to breathe that spark of fear back into jaded players? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Random perk option to spice things up Posted: 01 Dec 2017 11:07 AM PST I think there should be an option to choose random perks that you have and you don't know what they are until you get into the game. Got the idea from F13's random counselor and Jason option. I think this would spice things up for high ranked survivors and killers who don't really care about their rank anymore. Would also be fun for KYF. Thoughts? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
What is the point of Dailies now? Posted: 30 Nov 2017 09:20 PM PST So I wanted to wait to actually try them out for myself before I commented, but if I get unlucky with a daily (aka Wraith, or something similar), I get the same amount of bloodpoints as if I used either Bloody Streamers or Survivor pudding. Maybe a little more, if I have a good game while I'm getting the daily. This doesn't encourge me to try new characters, and I'm low rank right now. If I was high rank and had to play a character I haven't leveled, there would be no chance it would be worth it for me to do it. I get more bloodpoints and have more fun by just playing the game and ignoring the dailies all together. So devs, tell me what the point of dailies is now? How was this a good idea? No one was complaining about this, and so you just kind of screwed us all over for nothing. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 09:54 AM PST I've been using tinkerer with decreased charge time addons. What about the best addons for him? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 01:04 PM PST Hello friends of the fog! First and foremost, this is gonna be a long post, so please be patient with me; second, I want to make it clear: I LOVE this game, I LOVE playing Freddy, and have nothing but respect for the Devs at BHVR, so please don't think I'm just writing a post railing against said developers. Now normally, I avoid writing posts about "X KILLER NEEDS TO BE FIXED!!" or "Y PERK NEED TO BE NERFED!!!", etc., etc.; however, the Devs have made it clear they will "look into" fixing Freddy if they see he is underpowered. With that being said, I think I have come up with some ideas that will not only make Freddy viable at higher ranks, but also make him more of a threat than just "slightly better than Wraith". With all that being said, I welcome any and all comments, criticisms, ideas, etc., because I am (not so) secretly hoping the powers that be see this and maybe take these ideas into consideration. · Because of how Freddy's power works, the Dream Transition should take less time. o My logic behind this comes from watching a few videos from TydeTyme and from HybridPanda: essentially, if the gates are open, survivors can pull the hooked ones down and they can charge the gate, and unlike other killers (who can just swing and down the injured survivor), Freddy can't do a damn thing about it for 7 seconds against ONE survivor, God forbid he tries to pull in more. I was thinking 3 seconds to transition (but I'm not sure if this would be too fast): this would afford Freddy a sliver of a chance in case the hooked survivor is close to the gate. Again, this is all stemming from the idea that every other killer can instantly down survivors · Freddy should be able to pull people off generators and interrupt unhooking actions o This, I think, wouldn't make him too powerful due to his ability, but I welcome your thoughts on this · Return his ability animation to one second (1.5 seconds?), instead of three o Freddy can't do anything to the survivors while in the dream world, and this would (potentially) lessen the need to tunnel a single survivor. My logic here is: because Freddy can only sleep one survivor at a time (let's face it, it's pretty rare if any other survivors stick around once one of them is being put to sleep in the vicinity), it would potentially incentivize going after a different survivor; now, I know this isn't going to stop a Freddy who is dead-set on tunneling, but it could help lessen the temptation I honestly think Freddy has the potential to be an absolute NIGHTMARE (no pun intended) like the Hillbilly or the Nurse, he just needs a little help getting there. I doubt any BHVR Devs will ever see this, but hey--a guy can dream, right? Anyway, what do you think? Would implementing some of these ideas make him too powerful? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
New killer perk idea: Arthritis Posted: 01 Dec 2017 12:51 PM PST Whenever a survivor turns their flashlight on twice in the same second, they fucking drop it. The flashlight is damaged in the fall, losing 100000000000000000000% of its charges(all the extra damage is applied to items in the survivor's inventory). Since the survivor failed to seek treatment for their arthritis, they are now no longer able to repair, heal, sabotage, search chests, open gates, cleanse totems, vault, or hold items ever again. This handicap is applied directly to the survivor's IP address and will thus apply to any new accounts created. If Bill is the survivor who rapid clicks the flashlight, he gets mega arthritis and his hands fucking explode causing him to die and take the account of the person playing as him with him(this death is also applied to the IP address, preventing any new steam accounts from being created). [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 12:49 PM PST Something like a giant spider, a crab-kind of monster or a killer robot. It'd be something unique and interesting. I'd pay good money to see an odd monster killer. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Re-Working Underpowered Perks: Some Suggestions Posted: 01 Dec 2017 11:14 AM PST The devs have said on numerous streams now that they pay attention to suggestion threads, and I'd like to see more perks get playable. With that in mind, I've cooked up a number of ideas for reworks, and would like to see what the community thinks of them. My Guidelines for Survivor perk reworks:
Stealth-Oriented Reworks Alert Your acute senses are on high alert. When the Killer performs the break action within 36 meters, the Killer's Aura is revealed to you for 6 seconds. This effect can only be triggered once every 30/25/20 seconds. reasoning: this is an interesting perk, but is rarely used and underpowered. The reason is obvious: if the killer is performing a break action with 36 meters, most players are capable of deducing both where the break action is taking place, and which direction the killer is going afterwards. By reducing the cooldown slightly, the potential for using this in constructing time-wasting mind games or breaking LOS improve significantly, while still being situational enough to only be a Tier 2 perk at best. Technician The noises caused by repairs on generators you are working on and their hearing distance are reduced by 0/4/8 meters. On a failed repair Skill Check, there is a 50% chance the generator explosion will be prevented. reasoning: Technician is a fun stealth perk that becomes useless when teamwork occurs. By applying the quieting effect to everyone on your generator, teamwork is no longer punished, making the perk quite viable. Balanced Landing Stagger effects and grunts from long falls are reduced by 50/75/75%. Upon landing, break into a sprint at 150% your normal running speed for a maximum of 3 seconds if not Exhausted. Causes Exhaustion for 40 seconds. reasoning: Balanced Landing has received multiple "shadow nerfs" as fall-triggering objects get patched from the game. As the most fringe Exhaustion perk available currently, these changes give it a gentle boost to utility without edging out the territory of the others. Left Behind You'll get the job done... no matter the cost. If another player is on the hook and the killer is not within 16 meters of that player, Left Behind will display a visual cue (the perk icon will be lit). When you are the last person left in a trial, you recover one health state and perform actions 25% faster. reasoning: Left Behind doesn't encourage good game play in its current state, and nothing short of a significant rework could change that. This change still leaves the perk rather fringe, but offers some unique utility to creative players and could lead to memorable moments, without changing the flavor behind the perk. Teamwork-Oriented Reworks Calm Spirit You feel a deep connection to the mysterious surroundings you have found yourself in. You don't disturb woodland creatures and your fellow survivors can see your aura for 6 seconds after you interact with a generator. This effect can only be triggered once every 120/90/60 seconds. reasoning: Calm Spirit does very little these days, as killers have numerous alternative tracking abilities beyond relying on crows. By adding some utility in generating information for your teammates about your location, non-SWF groups can share more information about where to go and what's happening during a match, without changing the flavor behind the perk. No One Left Behind It is inconceivable to leave someone behind. Once the Exit Gates are powered, gain 100% more Bloodpoints for actions in all categories and perform Altruistic actions 30/40/50% quicker. The Bonus Bloodpoints are only awarded post-trial. reasoning: This perk is pretty weak in its default form and completely underpowered compared to We're Gonna Live Forever. This rework makes it a potential alternative, encouraging players to play bait after the last generator is done it rack up some points (while also giving the killer some points from the free hits and chase opportunities) while also making unhooks during a camping showdown more doable. Prove Thyself Grants a 3/4/5% additional speed to all actions when another survivor is within an 8 meter range. This is increased to 6/8/10% if there are 2 or more survivors within an 8 meter range. reasoning: The math on this perk is mediocre and encourages extreme grouping and objective focus, which is undesirable. This change makes the perk marginally more useful across more situations but still less so than Leader under general use. We'll Make It Helping others heightens your morale. For each Survivor you rescue from a Hook, gain an additional 25/50/100% speed increase to healing for 30/60/90 seconds. reasoning: By allowing the healing speed increase to stack even higher off of multiple unhooks and giving it the added boon of affecting self-healing actions, We'll Make It becomes a viable competitor to one of the most-scorned altruistic perks, Borrowed Time. While We'll Make It is already in a fine place, I think these changes increase build diversity and further tempt players off of BT, which has been a repeated source of frustration for Killers. No Mither Go on kid, it's just a scratch. After getting injured for the first time, you cannot be healed beyond this state.
reasoning: No Mither needs more attention than I could ever reasonably give it, but I think its most glaring flaws are this: 1) if the killer has Thanatophobia, your team is constantly suffering for it 2) it decreases a teammate's usefulness by discouraging body blocking and shortening chases 3) no good killer slugs someone with that status icon. By making No Mither a "surprise", we offer yet another buffer against slugging (arguably the most frustrating experience for survivors) without straight-up replacing Unbreakable. That said, I am least interested in addressing No Mither here; it needs real love and care, and I would hate to see this suggestion collection get distracted by a perk I find so problematic. Secondary Objective-Oriented Reworks Small Game You get a thrill from destroying symbols of the occult. Get an auditory and visual warning (the perk lights up) when looking in the direction of a Killer Trap or Totem in a 45 degree cone within a range of 8 meters. When a totem is broken within 8 meters, your movement speed is increased by 7% for 30 seconds. When a totem is broken anywhere on the map, Small Game gains a token (to keep track of how many have been broken so far). reasoning: This incentivizes an alternative objective: totem hunting & destruction. By giving you a small movement speed boost for totems getting broken and letting you know how many are destroyed on the map, a totem-hunting build can become an interesting option, without generating any bad feelings if another player is responsible for breaking it. Dark Sense Unlocks potential in one's Aura reading ability. When the Exit Gates unlock, the Killer's Aura is revealed to you for 3/5/7 seconds. If all totems are destroyed, the Killer's Aura is also revealed to all other survivors. reasoning: Dark Sense is a marginally-useful perk for completing Exit Door dailies, but boosts survivors in the area they need it least: once the gens are completed. By allowing the perk to benefit other survivors when all the totems are destroyed, we open new utility to the perk while also artificially extending matches (which killers benefit from) with a new alternative objective: totem-breaking. Hope The growing odds of a successful escape fill you with hope and give you wings. As soon as the Exit Gates are powered, your movement speed is increased by 7% for 120/180/240 seconds. If all totems are destroyed, your aura is also revealed to all other Survivors for 120/180/240 seconds. reasoning: Hope is a fun perk with confusing in-game text and somewhat marginal utility. By increasing its duration somewhat and reworking its phrasing, we make a very modest speed boost more desirable for altruistic players, without making it long enough or strong enough to allow for "trolling" behavior to be any more viable than it already was. The additional potential utility of revealing yourself further incentivizes a new alternative objective: totem-breaking. Ease-Of-Play Reworks Deja Vu Unlocks potential in one's Aura reading ability. 1/2/3 generators' auras are revealed to you for 8 seconds when starting a trial. If you are holding a Map that can track them, Generators revealed by Déjà Vu are added to the Map. When a generator is completed, 1/2/3 generators you have already encountered (within 8 meters) or which have been revealed by Deja Vu are revealed to you for 8 seconds. reasoning: Deja Vu is often considered one of the worst perks available; it does very little, is only really worthwhile for very new players, and the tiers are pretty terrible before the max level. This rework utilizes existing mechanics, simplifying the rework from a coding perspective, but gives players who lack the game-sense to track generators effectively a lot of help, without moving it beyond a Tier 3 desirability as a fringe perk. This Is Not Happening You perform at your best when you are under extreme stress. Great Skill Check success zones get 40/50/60% bigger when you are injured. reasoning: This improves the perk a lot, but it's still extremely marginal and not really worth running outside of niche builds. Killer Perk Rework Ideas My Guidelines for Killer perk reworks:
Chase-Oriented Reworks Beast of Prey Your lust for a kill is so intense that your connection with the Entity can be momentarily broken, making you totally unpredictable. The Red Stain disappears for 15/20/25 seconds when you hit the activated ability button. Beast of Prey has a cooldown of 120/90/60 seconds. reasoning: this was a popular request a long time ago that seems to have been forgotten, or is pending in a later patch. I like the idea and am bringing it up again here. Play With Your Food You become obsessed with one Survivor. Every time you chase your Obsession and let them escape, you receive a Token, up to a maximum of 3/4/5 Tokens. Each offensive action spends one Token.
Only one Obsession per match. reasoning: This perk is very awkward to utilize in its current state, but still fun enough to not need a complete rework. By allowing the player to stack more tokens without giving a further increase to speed, the speed buff is easier to maintain and feed by "playing" with the obsession, without being obnoxious. Playstyle-Oriented Reworks Hex: The Third Seal A Hex that hinders one's perception. Hitting a Survivor disables their aura-reading abilities and reduces their perception of the terror radius to 24/16/8 meters. This perk applies to the last 2/3/4 survivors hit. The Hex effects persist as long as the related Hex Totem is standing. reasoning: Hex: The Third Seal is the worst hex perk by far, having virtually no use. This change makes it easier for killers to creep up on survivors who have escaped them and confuses them during chases as well as disrupting teamwork, offering a unique new playstyle, especially when combined with Monitor & Abuse and/or Knock Out. Territorial Imperative Unlocks potential in one's Aura reading ability. Survivors' Auras are revealed to you for 4 seconds when they enter or leave the Basement and you are more than 32 meters away from the Basement entrance. Territorial Imperative has a cooldown of 30/25/20 seconds. reasoning: This perk doesn't really have much of a purpose currently. This rework gives it a little more utility, such as when a survivor hides in a basement as you approach and comes out after you leave. Since the game can already detect entering the basement, I assume it will be of little trouble to detect leaving the basement as well. Pacing-Oriented Reworks Dying Light You become obsessed with one Survivor. Your Obsession's altruistic action speed is increased by 50%. Whenever the Obsession is hooked, every Survivor gets a penalty of 25% to repair speed for 60/90/120 seconds. This penalty stacks. When the Obsession is killed, this penalty is removed from all survivors. Only one Obsession per match. reasoning: The most frustrating part of the Obsession perks is they encourage tunneling, camping, and when possible, mori-ing a single player above all others. It is an extremely un-fun mechanic to be on the receiving end of, and often leads to ragequits and epic amounts of salt. With this change, Dying Light becomes a viable alternative to Hex: Ruin and Thanatophobia as game-stall perks without leading to miserable games for one player. As the benefit is rapidly depleted if the Obsession is tunneled out, the killer gets encouraged to harass them explicitly periodically to keep the pace of the game slowed down. Fire Up The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation. Each time the Survivors complete repairs on a Generator, Fire Up gains a token. For each token, you gain a speed bonus to pick up, drop, Pallet break, Generator break and vault actions.
reasoning: The numbers on Fire Up have always been too low, as the most relevant speed increases are window vaulting and pallet breaking, actions that Fire Up either does little to impact with its previous numbers. By making the perk significantly more powerful when all the generators are done, the perk goes from "helpful" to "awesome", but only at the time when the killer is typically the weakest: the end game. Ease-of-Play Reworks Unrelenting You recuperate faster from any attack made with your main weapon. The cooldown of missed attacks is reduced by 30/35/40%. reasoning: Seasoned killers have little interest in this perk, but it can be helpful for newer or less-confident killers. This gives it a little boost. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Most Retarded Survivor Perk Revealed! Posted: 01 Dec 2017 12:45 PM PST I get annoyed slightly by flashlights, pallet-looping, pillar games in the exit, etc. I just try to remember that survivors NEED these mechanics or the game would be one-sided. The most annoying thing to me, however, is whichever stupid fuckin perk the survivors have where they can't be stopped when yolo-unhooking. Explaination: They run up, get tagged twice (or chainsawed/Evil Within 3) but THEY DON'T DROP. UHHH WHAT THE FUCK?? THEY LIMP BACK TO THE FUCKING EXIT, SWERVING TO ABSORB YOUR HITS ON OTHERS, END UP BEING THE LAST TO LEAVE, ALL WHILE TEABAGGING. THEY THEN MESSAGE YOU CALLING YOU A SCRUB, SUGGESTING YOU "GET GOOD." IT'S LIKE THE ENTIRE PERK SHOULD BE AN ULTRA-RARE ADD-ON IF IT EVEN EXISTS!!! PERK Troll Survivor- You are invincible when the exit gates are activated. If another survivor is hooked, make the killer want to kill himself in 5/3/1 minutes by simply walking over, unhooking then right infront of the killer, and then slowly teabagging while exiting at your leisure. I'm very close to uninstalling this stupid fuckin game. I've already prestiged Freddy (don't get me started on him) so maybe I need to permanently disconnect. The only pleasure I get now is using Franklin's Demise. I used to like this game. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Dear BHVR, can we please do something about this? Posted: 30 Nov 2017 07:16 PM PST
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Quality of life fixes we can all agree on Posted: 01 Dec 2017 11:25 AM PST Hey everyone, I'm a big fan of the game, long-time player, first-time caller, here with some QoL fixes we can hopefully all agree on. Buffs to killers and perks aside, there are a few nagging issues with the game that can easily make matches more enjoyable and reduce toxicity without noticeably affecting the balance of the game: Give killers 15 more seconds than survivors to choose perks in lobby - Killers are already supposed to be able to see surv loadouts to choose their perks, seems silly that survs can swap flashlights/whatever else in at the last second. Just take the franklin's like a man, damn it. Make hatch worth less than escaping through the gates - On a more sensitive topic, creating an incentive for a survivor to camp the hatch and force the killer to walk back and forth to both gates to chase people out while they wait for the one dude at the hatch is silly. Hatch is easier to get than escaping out the door anyway and is fairly common, I see the scenario above probably every other match. I don't see any harm in making it worth, say, 4000 points. Or because the BP grind is real, make escaping through the gate like 6000 and through the hatch 5000. Whatever will disincentize players from wasting time when the outcome of the game has already been decided. Resolve hatch standoffs - On the topic of hatches, I know this has been beaten to death and doesn't happen often, but no one likes the outcome of a game being determined by which person is willing to wait longer at the hatch. As a killer main, idec if it favors survivors, make it so that hatch jumps can't be interrupted or something. Just let it end. Return to same SWF lobbies after a match - Idk why this is still a thing, ffs devs Institute a system whereby any survivor who crouches at least 3 times rapidly within a 5 second time-frame shrieks in agony as the entity draws their eternal soul into the shadow realm and their body is brutally mori'd. Puts survivors into the "VAC ban" state - This 'should' disincentivize teabagging. Lemme know what you think! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 05:24 AM PST Why is Huntress Lullaby a Hex? It seems to have a lot of conditions for a fairly minor benefit. Even at 5 full stacks, any survivor who's paying attention will still make their skill checks. It seems to only really negatively affect players who already struggle with skill checks. So let me preface all this by saying I'm a fairly new killer. I have about a six weeks in the game now, but I've managed to work my way to rank 8 killer. I'll be the first to admit I don't know everything there is yet, but just take a look at my thinking here. First of all, let's look at another hex with a similar charge mechanic. Devour Hope. It gets progressively better as survivors get unhooks when you're far away. On 3 stacks you can insta-down, and on five you can mori anyone you want. That's very very strong, but it's balanced by the fact that it can be destroyed and needs those stacks to charge, which are essentially free escapes for competent survivors, giving them plenty of time to hide, heal up, and get back on gens. Compare that to Lullaby. You need the same amount of hooks to remove the audio queue on skill checks. All it means is survivors have to pay attention to avoid the 6% regression penalty on gens. Very few survivor teams won't find the hex in that it takes you to hunt down and hook five people. Furthermore, unlike Ruin you can't camp the totem to prevent them taking it out because for the Hex to do it's job you need to leave it to put someone on the hook, and even if you did - teams aren't diving your Lullaby totem because no one cares it's even there. At best, it's a problem for people who already struggle with skill checks, and at worst it's some free points for whoever decides its worth their time to cleanse it. Now compare it to Ruin, another hex with the same goal. Cause gen regression. Ruin causes almost as much regression when survivors make a skill check, and has no charge mechanic. It just works, all the time. The reason ruin is an almost essential perk on killers is because it does its job reliably until the survivors destroy it. (Totem placement is another issue, but let's ignore that) Lullaby requires survivors to make the mistake, and it's a fairly major error. You aren't reliably going to get them to proc it throughout the game. So Lullaby is a perk that can be destroyed, requires survivors to be hooked to charge up, and still relies on the survivors making fairly large errors before it does anything. And after all that all it does is 6% regression. Surely it should have either the charge mechanic and not be a hex, or just work all the time without the charge mechanic. Personally, I feel it shouldn't be a hex otherwise it's just inferior Ruin. Any thoughts? Something I've missed? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Dec 2017 12:41 PM PST So recently I had a killer game as hag to get a daily done I got 2 kills and there were 3 gens left both survivors were waiting on the other to die so they could hatch at least one post game told me he had a macro in play to keep him from getting crows but the issue is I was gen patrolling and noticed no to little progress I really think there should be something to handle this because the game was basically held hostage till one of them finally tripped one of my phantasms and got hooked at which point hatch standoff where the other player just sat and waited till I hit him refusing to chance a hatch grab which stuck me with being unable to get a 4 kill sweep which brings another idea some way to end the whole I will just wait till you hit me to jump in hatch really hope they do something about both of these soon and I am curious for other ideas to fix this Also thought I would point out before it gets said I can't really know for sure they were both waiting for hatch and if I stopped my patrol to check and was wrong I would pay for it in the end Edit:Another idea could be make noed's insta down baseline and change noed to allow you on downing a survivor you immediately put them on your shoulder [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Self Care is secretly too strong. Posted: 01 Dec 2017 12:18 PM PST Self care is one of the main reasons the meta is the way it is. The fact that you have to finish a chase or you have just wasted time is an unhealthy thing for balance. It is the "sunken cost" fallacy in action, doing the smart thing in chases as a killer (which is breaking the chase to go do something else) just doesn't feel good. If self care didn't exist there would be another level of strategy. You hit the dwight, he doesn't have a health kit so you know he either has to find one or a friend to get healed up. Breaking off the chase doesn't seem so bad now because if you find dwight again he will be easier to catch. Removing selfcare would not be the right way to go about it, but it should be reworked. Possible fixes I suggest are:
This way, you can still have that option of having an infinite selfcare, you just can't have it with a toolbox or a flashlight, it requires more and is counterable by franklin's demise. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
New Survivor Idea : David Hasselhoff Posted: 30 Nov 2017 04:49 PM PST David Hasselhoff fucking drowned in the Spongebob Squarepants movie offscreen and then he ended up in the entity's realm Appearance : in his swim trunks Perks : i don't know i'm not that original, just like everybody who creates these [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
If console can't have bill, could we have an old man "inspired" survivor with the same perks? Posted: 30 Nov 2017 09:00 PM PST |
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