Dead by Daylight Saturday Tech Support - September 01, 2018


Saturday Tech Support - September 01, 2018

Posted: 01 Sep 2018 08:13 AM PDT

Hello people of the fog! Here you can ask tech support questions, such as workarounds for certain errors and configuring the game for certain setups.

Some rules and guidelines specific to this thread;

  • Top level comments must contain a tech support request.
  • Don't spam the thread with requests; try and keep them contained to one comment.
  • Check before commenting to make sure your request hasn't been asked already.

Resources:

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Q&A Session #4 (30 Aug 2018) - Summary

Posted: 31 Aug 2018 07:56 PM PDT

Video Summary for Dead By Daylight Q&A Session #4

Link to Video on YouTube [55min]

Things that are in-quotes are taken directly from the video.

If there are any formatting issues, please let me know.

On the Show Today

Not_Queen - Community Manager

Stefan Horvath - Game Designer

Louis McLean - Gameplay Programmer

Not_Queen - "We made a special post for this time."

McLean - "If you want to submit questions for the next Q&A, you go to..."

[DBD Forums - Q&A Megathread]

McLean - "We are talking about the more or less brand new, official, Dead By Daylight Forums. For those of you who don't realize we have those."

Not_Queen - "It's been two days since the PTB's been out. We're shooting this before the PTB is out. [it's Monday.] You probably have questions and feedback on the PTB itself. Please go to the PTB Feedback forums to give us everything you want."

What do you think about giving Vigil (that got hit hard by the last change to exhaustion perks) the additional effect of reducing the cooldown of perks such as Alert or Premonition? Also, I would like to know your thoughts on the current state of sabotage.

-White_Owl

Horvath - "I think Vigil did get hit pretty hard in the recent changes."

McLean - "Seems a bit less-attractive than before."

Horvath - "I don't know if Vigil was attractive before as well. I would like to see a perk like that getting more usage. I'm not sure if we want to see changes to Premonition or Alert, like Vigil actually affecting those things."

McLean - "It seems odd to start picking perks kind of arbitrarily. We're not sure what we'd slap on Vigil just yet, but we do agree that it could use something."

Horvath - "There was one idea, a lasting effect, so once you've been in range of Vigil it would leave a lasting effect for 20/25/30 seconds—or you will continue to have the effect even if you do not run the perk."

Not_Queen - "So you're not in the AoE and you're still getting the power?"

McLean - "Back in the day, this was something we were talking about for Leader—"

Horvath - "Leader, Prove Thyself, Streetwise, and..."

McLean - "Prove Thyself, that's kind of for yourself...but yeah, the other ones. A neat idea would be if the effects lasted for a while after you went away."

Not_Queen - "How about the second part of that question, about sabo-ing?"

McLean - "Right now, I think sabotage is not very strong. I think we could give Sabo a little push. We have an idea that's kind of a package; Sabo is part of it...

Potential future changelist. Nothing is final. Let us know what you think. =)

  • Heal time: 12s -> 16s1
  • Mangled: -0.25 -> -0.2 (Mangled would take healing from 16 seconds to 20 seconds)
  • Medkits and add-ons: increase charges to reflect the change in charges per health state
  • Recover cap: 85% -> 95%
  • Recover speed: 40% heal speed -> 50% heal speed
  • Toolbox Sabotage: remove efficiency penalty
  • Toolbox Repair: Reduce repair speed bonuses
  • Saboteur: remove toolbox sabotage efficiency bonus; increase time required for hook/trap to respawn by 10/20/30 seconds.

1Not_Queen - "We're talking about the basic heal speed."

Not_Queen - "If that happens, will it happen all at the same time?"

McLean - "Probably, yes. These changes all sort of depend on each other."

Is there any plans to rework totems beyond just placement?

-Azazer

Horvath - "Yes. We mention, in the past, about changing the model, when they would light up, and potentially changing how they respond. When you said placement, I'm not sure if you meant in terms of level design—where they are placed—or how they are spawning in the world. These are things we'd like to adjust—a plethora of things around totems. It's not just placement."

Not_Queen - So what, for example?"

Horvath - "We talked about making it just a skull, so it's not actually raised up, so it's harder to find and it wouldn't necessarily matter if the spawn point is beside generators or whatever. We can make it spawn further away from generators."

McLean - "In hindsight, putting them next to generators probably isn't the best idea."

Horvath - "Basically making it so that totems have a higher risk-reward factore, but not so easily taken out of the game."

I generally play Survivor and tunneling is very frustrating for me. So when I play as a Killer, I deliberately try to avoid tunneling but hooking different Survivors rather than focusing on a single Survivor and eliminating him from the match doesn't feel rewarding. Do you have any plan to reward Killers who do not camp and tunnel?

-Delfador

McLean - "We've got a couple of perks and things—like BBQ & Chilli—that reward you for playing nice."

Horvath - "It encourages you to hook multiple Survivors and gives you a Bloodpoint bonus for each unique Survivor that's been hooked."

McLean - "The perk's mechanic incentivize you to run off and do something else. It's possible you'll see more things like that. In general, I think what's more important to fix this is: it's not giving better incentives to do something else, it's not punishing people who want to play the way they want to play, it's to make those scenarios more fun to play. People want to defend their hooks, people want to try to get somebody out of the game to help them in a competitive situation. Rather then penalizing them, I'd first like to find a way to make that stuff more fun. Make attacking a hook more fun, make it more fun and interactive is what I would like to see first."

Horvath - "Camping and tunneling are parts of the game that a lot of people find strategic benefits, and it does bring a lot from doing so. As we said, I think we're looking to make it more fun."

Are there any plans to increase base gen regression speed? Currently, I can break a gen at 90%, go on a multi-minute-long chase that ends with a hook, only to see it still above 50%. Not to mention the perks that have no effect versus good players like Overcharge and Lullaby. Pop Goes the Weasel is nice, but the timer ruins it and also causes the player to have to possibly ignore other Survivors on the way to a gen. There's also gen tapping mid-chase which completely screws the Killer for attempting to slow progression in the first place. Thanks for reading.

P.S. It's been seven months, and Pig's add-ons are still broken.

-Gibblywibblywoo

McLean - "By the time this is out, the PTB should be out, and you should notice some Pig add-on bugfixes. I also want to take the time to tackle some misconceptions about some Pig add-ons that affect skill check chance. Some sneaky people snuck in and checked some numbers and saw that they were 1% and 2% and thought, 'My goodness, somebody's finger must have slipped (at Behaviour) and it was supposed to be 10% and 20%.' So what's actually happening there is that for every second, under the hood, we're seeing if you should get a skill check, and there's some base percent which I'm not going to reveal. The idea behind these add-ons is that they increase that chance."

[Maths example: 10% base chance + 1% from add-on = 11%, which is the same as saying "plus 10% chance"]

McLean - "So those are probably working as intended."

Fun Generator Facts

  • Generator repair: 80 charges
  • Default Survivor generator repair rate: 1 charge/second
  • Default Survivor generator repair time: 80 seconds
  • Default Killer generator damage rate: -0.25 charges/second
  • Default Killer generator regression cap: none

Horvath - "To give you a little numbers, you regress a generator at 25% of the speed at which you can repair it by default. It takes you 320 seconds to regress a fully-charged generator, which is impossible."

McLean - "That's a little bit more than five minutes. Do we have any plans to increase that rate?"

Horvath - "We thought about adding an increased amount to certain perks. I like where Pop Goes the Weasel is at the moment, with the exception of the timer as well. I believe there are things we can work with. I don't know if we want to make it so that you kick a generator and then all of its progress is completely removed. Survivors have worked pretty hard."

Not_Quene - "Eventually, you're gonna have other things to do, too."

McLean - "The strength of the generator regression is a knob that we can always tweak. I wouldn't say we have any imminent plans to change it."

Horvath - "Did you know that it actually used to have a hard cap as to how much it could regress? 25%. So when you kick a generator, it could only remove up to 25%."

McLean - "I don't know if I buy [gen-tapping during a chase to screw the Killer]. I think that taking time during an intense chase to tap a generator may be slightly frustrating for the Killer, but I find it more than justifies its existence in the game."

Not_Queen - "It stopped regression, but you would assume that no one is gonna work on the gen when you're chasing around."

As more and more teachable perks are coming into the game, would you guys consider making more default perks for Survivors/Killers? Also, would you be able to take suggestions from players at some point for perks (and then it these are not balance, you could do it as you see fit to make them so)?

Dr_Trauts

Horvath - "I believe we should make more default—general—perks. Currently, the way to achieve every perk on your account is a lot of grind, so that's something we're also looking at. 250+ levels to unlock them all is a lot. Before we add general perks to the pool, I think we wanted to adjust that."

Not_Queen - "So adjust the progression before adding more basic perks?"

Horvath - "Yeah."

McLean - "It's only happened a couple of times in the game's history. Kindred [and Thrill of the Hunt]. There's no rule against doing it, it's just that with our release schedule now every three months, [adding 6 every time], there is a lot of perks in this game. What's [also] been happening more often is going down and we dredge up some perks that see almost no use and say, 'How about we reimagine you?' "

Is there going to be a buff to Freddy or a full rework?

-Jackikins

Could we have specifics on the Freddy rework? We understand there is a major overhaul, but it'll be nice to have some confirmation for his upcoming buffs.

-Mc_Harty

McLean - "There won't be any confirmation because nothing is set in stone other than the fact that this is the character we want to spend time on next."

Horvath - "We don't write in stone at the office, so..."

McLean- "Yeah, we use computers. For Freddy, there are some things we can say we want to look at... 1) He feels unfun to play against: I think a lot of that comes down to the tunneling aspect of his power. [and] 2) He's a bit frustrating to play as. These are issues that we want to tackle. We can toss some wild ideas out there:"

  • "Imagine a world where the aura-reading aspect was removed and completely changed. Instead of being a power for locating Survivors in the Dream World, what if it was for locating Survivors who are awake so you can bring them into the Dream?"
  • "What if the point of his power got stronger the more people you pull into your Dream World?"
  • "The third thing probably adjusting how hard it is to get into and out of the Dream."

Not_Queen - "There were also a couple of things about quality of life, like the way you see in the Dream World. Stuff like that is gonna be addressed also."

McLean - "General brightness, darkness. We're on it."

Horvath - "Also, the transition time is too long. We were looking to go down to four seconds rather than use add-ons."

McLean - "The bad news is we don't have a precise timeline on this. Don't quote us saying, 'this is coming in the next mid-chapter patch.' "

Not_Queen - "All we know is this is the next one we want to work on."

Currently in the game, there are some fairly bad loops in the game that are known as "infinites." Ironworks and Cowshed are two maps that can be mentioned... Has any work been done or is there work in progress to remove these loops from the game?

-Bravo0413

McLean - "Nobody would ask this by the time the people are watching this video because there are some pretty significant map changes in the PTB. Go check the patch notes. Be amazed."

Can we get a monthly/all-time leaderboard? Even a simple one would be fun, showing off jill ratios for those that have at least xx amount of games with that Killer or an escape ratio for Survivors. Only count full 4-Survivor games with no DC's. Eventually maybe you can do something more detailed, but for now I'd like to know how the best are doing.

-Steezo_de

Horvath - "I don't believe we can do that at the moment easily."

Not_Queen - "We've mentioned it. We know leaderboards or a rework of how ranking and everything is coming. We would probably not publish anything on someone else's profile, but you would see you own thing."

Are you still working on remaking old and creating new tiles? Can you show us some examples? Some maps like Shelter Woods or Red Forest lack variety.

-Weederick

Horvath - "We are reworking some old tiles. This is including some of the old infinites. Are we gonna limit ourselves to just reworking the loops and whatnot? I don't think so."

McLean - "People have been waiting a long time for changes to the maps. These things are starting to happen. I'm excited. I don't think we have anything to announce in regards to straight-up new tiles on old maps..."

Not_Queen - "No."

McLean - "Those things would be great, but there are other things we have to get to first."

At the current state of the game, without Hex: Ruin, generators are just flying if the Killer takes a bit too long to chase down a Survivor, especially with all those loops and pallets. Any plans to change that without just increasing the time needed to repair generators?

-Ernestas

McLean - "We also agree that just increasing the amount of time it takes to fix generators is not super fun. It was probably the right thing at the time but people are generally not happy with just longer generator times—neither are we. What's more likely than that is the three pillar plan I was talking about earlier: increasing the time it takes to heal, increasing the strength of sabotaging, and..."

Horvath - "Dying State. ... We were looking into reducing Killer animations; changes to Decisive Strike."

Not_Queen - "Do we have an ETA on that one?"

McLean - "That one is coming the mid-chapter patch. It's not in the PTB; you're probably already mad that it isn't..."

Not_Queen - "But why is it in the mid-chapter patch?"

McLean - "There are legitimate reasons that I don't want to get into. If I could put it in the PTB, I would. I can't. I tried. It didn't fit."

Are there any plans to address unfair looking inconsistencies through windows and across pallets? Many hits across pallet vaults overly favor the Killer, as the Survivor is hit unless they're already most of the way across. On the flip side, chainsawing Survivors vaulting across pallets usually detect the pallet before the Survivor somehow, even at the very beginning of the animation. Similarly, windows seem to work the same way, but it's especially unfair when a chainsaw hit goes through windows when visibly unfeasible. As it is now, Killers would rather Bloodlust through a window and pallet loops than to vault or break them, making it almost impossible to break line-of-sight and lose the Killer in most maps.

-Visionmaker

McLean - "One thing that you probably have noticed on the PTB is a change to Bloodlust speeds. Bloodlust is the same as it was. Bloodlust 2 is weaker than it used to be, and Bloodlust 3 is significantly weaker. The idea is not to use Bloodlust as your only tool in a chase. That should help with the last part so it's not always a winning move."

Horvath - "Pallets?"

McLean - "If you're standing in front of it and facing the Killer, that's gonna feel a lot smoother. You no longer do the twirl; you just throw it down in front of you. ... As for nasty-looking hits through the windows, it's a tricky situation that it does get worse with latency. We have a few things coming through. It's not a catch-all fix, but I recently saw some work on chainsawing where there's a pallet and Survivor [and you hit both] only in the case of where you previously would have hit neither. There's a case where you're coming at the guy at just the right time and you're gonna hit nothing. That case has been fixed; now you're gonna hit them both."

Not_Queen - "So you're breaking the pallet as you chainsaw the Survivor?"

McLean - "Yeah. It's not gonna happen every time. ... As for bad-looking hits through windows: it's always in the back of our mind. Improvements might not happen soon enough."

Horvath - "We have thought about the size of the cone and reducing this and bringing it closer, but that would mean a lot of hits that you would have gotten before you're gonna miss. Means you're gonna have to get a lot closer to Survivors before being able to bring the pain."

[Lots of words later... the lunge would have to be increased a tad so there would be no change in normal attacks.]

When will you rework the skill check mechanics? They are no challenge anymore since two years. Here are only some suggestions:

• Make it more random and harder in general

• Don't always show the great skill check zone

• Pointer should sometimes go counterclockwise

• Add skill checks to cleansing totems, open chests, etc.

-Megdonalds

McLean - "Player who have played a lot of Dead By Daylight tend not to have trouble with skill checks. Not everybody that's playing Dead By Daylight is an experienced player. Those of you who are watching this video are probably already so engaged that you don't have that much trouble with them. I don't think the solution to keep you in your seat is just to make them harder for everybody. What you're probably gonna see more often is tools given to Killers to create harder skill checks."

Horvath - "Like Unnerving Presence?"

McLean - "Or others along that line. There are more skill checks that are gonna keep you a little off guard, or like when we gave The Doctor all those..."

Horvath - "Do you think there would be a way to vary this by rank?"

McLean - "I don't know if I want to make the gameplay different for different ranks. It's not like it's impossible..."

Have the DBD team tried making a mechanic where in any instance you stop healing, you'll have a steep regression penalty? If they've not tried this idea, could this be a possible nerf to all healing actions instead of just Self Care? I really think this would help out with the Self Care situation and it doesn't punish you for just stopping for a brief moment since you wouldn't have lost much progression!

-Nickenzie

Horvath - "So, we're talking about natural decay, I guess?"

Not_Queen - "Yeah. I think that's pretty much it."Horvath - "[The way the question is phrased toward the end] leads me to believe that this would be a constant loss, which I think is awesome."

McLean - "Technically this is how charging a chainsaw with Billy works. I find it unlikely that we'd change the base mechanic for healing or that we'd make it so that Self Care is such a dramatically different way of healing yourself."

Horvath - "We could let you lose charges per second, if we wanted to."

Not_Queen - "If you had to choose between this and the idea earlier about making healing in general more difficult, where would we go?"

Horvath - "I think we'd still want to do this regardless."

McLean - "I'm pretty big on the idea we were talking about earlier. Self Care is a controversial perk. If we were to increase the base time, that would have an amplified effect on Self Care, since it goes at half the speed, taking an extra eight seconds [as opposed to four]."

Not_Queen - "That's starting to be a lot longer."

McLean - "I'm glad we didn't decide to do anything to Self Care in the last round. We were looking into making it 33% speed; that would make it into the unfun zone. We came up with all kinds of crazy mechanics of how Self Care might work."

Horvath - "Self Care we can make it so all you healing is reduced by 25%. So if I choose to be able to heal myself, I take a hit."

Not_Queen - "Wow, you're hindering your team there... I'm trying to see this as a solo-player perspective who's not playing Self Care. If everyone on my team plays Self Care, I am the one paying for it."

The following question is fairly asked in ranges 1 or half ranges \1-10]. The Killers in high ranges 1>, we suffer that the most experienced Survivors repair generator very easily and if these Survivors go in SWF I think that the repair is much easier. A Killer aims to chase a Survivor while others repair and if this Survivor has a strong enough map, the Killer suffers too much. In this part, as McLean said to Jendenisse, we will have the "rework of the maps - redesign" since possibly the redesign of maps may give the Killers more time to catch the Survivors, I do not mean that the Killers always have to do 4k. Therefore my question is:)

Will there be changes soon or will you put it on the priority list about any changes to the generators or new targets?

-Th3Nightmare

McLean - "Back to the proposed package with changes about slower healing, stronger sabotage, [and] more anti-slugging—to promote more gameplay that is not just on the generator—giving the Killer more momentum when he hits Survivors, and generally just give things a little push in what I think might be the right direction."

Not_Queen - "So this is in an idea state. We're still looking into trying stuff internally and talking to you about it."

I didn't see any questions about it here, but how about the endgame match? We started with closing the hatch and then some people loved the idea and some hated it. And now we tried two iterations of this and then it brought us back more questions than answers.

-Not_Queen

Horvath - "When it comes down to one Survivor and one Killer, we've identified that that one Survivor doesn't want to do gens. If you were to strip away a majority of the game, it's pretty much the chase and how you're using the map to stay away. I'm on the idea that if you're the last Survivor in the map, instead of having to repair all the generators we could say, 'Okay, you're the last Survivor,' and we repair all the generators and after a minute we open up the exit gates."

Not_Queen - "Okay, but as a Killer..."

Horvath - "The Killer sees your aura, and the chase starts immediately. And then it's gonna be an excited, intense chase for 60 seconds before the exit gates open and you have the opportunity to leave the level or use the hatch. This is radically different from what we currently have."

Not_Queen - "So it's literally putting you in a 1v1 against the Killer because he sees you."

Horvath - "So it comes down to your ability to escape at that point. I think that Survivors should work for their escape, especially if you're the last one. Sure, you made it that far, but you could have stealthed—in theory—the whole game. It will come down to how well you can actually escape."

Not_Queen - "So people who are camping the hatch and waiting for their teammates to die would be seen immediately and be in trouble."

Horvath - "So either they would take the hatch immediately, or the Killer will see him and try to take him out as quick as possible. So if the Survivor has not identified where the hatch is, they will be running for their life. ..."

McLean - "We would [also] like to put something into place when a game has come to what is reasonably a natural conclusion to make it wrap up quick."

Not_Queen - "So at the same time, you have perks like Blood Warden that closes up the gates, so you have a lot of gameplay at the end of the game."

Horvath - "I love Blood Warden a lot, to be very honest. I would like to have it as a base in the game. Blood Warden itself would last for the entire time that you're on the hook or do something else, but basically you can keep chaining Survivors and get the game to keep going as long as there's meaningful interactions going on."

McLean - "The sun's coming up, but you better leave or you'll be dead by daylight."

End of Video

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Felt so high after this with a heart rate of 250

Posted: 01 Sep 2018 06:43 AM PDT

Loving the new urban evasion buff

Posted: 01 Sep 2018 01:07 AM PDT

Trapper knew exactly where Claudette went...

Posted: 01 Sep 2018 09:41 AM PDT

Give the killer a reason to leave

Posted: 01 Sep 2018 04:38 AM PDT

Call me selfish, but there's absolutely nothing more pleasant than seeing someone get hurt VERY far away from you.

Posted: 01 Sep 2018 09:36 AM PDT

It's so relaxing to know the killer is simply not around. That is all.

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Queen Hag��

Posted: 01 Sep 2018 09:07 AM PDT

DBD - Wishlist

Posted: 01 Sep 2018 06:40 AM PDT

General

· Aim Assist

Aim assist can be activated and deactivated in the options menu.

· Return to same SWF Lobbies

Continue to play with your friends After finishing a match, there now is a "Stay together" button. It will light up and everyone who selects it will be sent to a SWF lobby together 5 seconds after the host has left the match.

· Matches now cancel when only one or two survivors join

· Fixed FPS issues on Consoles

· Added Dedicated Servers

· Be able to sell unwanted Items, offerings and add-ons for some bloodpoints

Common 250

Uncommon 500

Rare 1000

Very Rare 2000

Ultra Rare 3000

· Pink Perks

· Killers & Survivors have different spawn in animations

· Replay System

Free roam camera

· Match Stats

Be able to see who was chased the most or who worked on the objectives the most etc.

· Gesture / Emotes for both killers & survivors.

Survivors -

Wave (Both Arms)

Where is it? (Anxious looking to-and-fro)

I've Got Something! (Waving object-hand)

Danger Thataway (Point, "don't go that way" with head-shake)

FingerGuns

Facepalm

Beg

Killers -

Trapper – Takes a trap and clamps it on his arm for fun

Hag – Sharpen her nails on her teeth

Huntress – Spins hatchet in hand

Shape – Head tilt

· Add mori packs, spawn in animations and emotes in the store

· KYF Will now grant small BP reward

5K Max Bloodpoints

2.5K Max bloodpoints if perks, add-ons and offerings are on "ALL"

· Added more customization to KYF match management

The ability to turn hatch, crows, heartbeat, red stains and scratch marks (on/off)

The ability to choose game speed (Low-Normal-High)

The ability to choose pallets spawn rate (Low-Normal-High)

The ability to control the killer ability (OFF-Normal-Unlimited)

· KYF can now accept more players

Max Survivors – 8

Max Killers – 2

· Ranking will now grant monthly rewards

Rank 1 to 3 – 1000 Shards

Rank 4 to 7 – 750 Shards

Rank 8 to 12 – 500 Shards

Rank 13 to 15 – 250 Shards

· Prestiging will now provide more rewards (Killer/Survivor)

Prestige I – (Unlock the ability to customize the basement / Visually customize items you carry into the trials)

Prestige II – (Bloodweb gets cheaper by 500 on each node)

Prestige III – (Bloodweb gets cheaper by 1000 on each node)

Survivor Perks

· "Lightweight" is added to "Quick & Quiet" teachable from Meg Thomas

Your running is light and soft, making your tracks harder to follow. Your footsteps marks are harder to read and stay visible 1/2/3 seconds less than normal. You do not make much noise as other when quickly vaulting over obstacles or hiding in lockers. The vault and hide actions noise detection range is reduced by 33%/66%/100%.

· "Resilience" is added to "Iron Will" teachable from Jake Park

You are motivated in dire situations. Grants an additional 5/15/25% speed while repairing, sabotaging, healing and searching while you are injured. Grunts of pain are reduced by 50/100/100% while staying still / while walking / at any time.

· Streetwise (Nea Teachable)

Reduce consumption rate of item charge by 10/15/20% for you and allies within 15 meter range.

· {NEW} Dead Trial (General Perk)

Press the active ability button to create a trail of scratch marks that extends 6/10/14 meters in front of you. Has a cooldown of 60/50/40 seconds.

Survivor Changes

· New Survivor evasion abilities

Hide under beds, Crawl, Hold Breath and Run slide

· Throw down shelves or bookcases

Takes longer to throw down in comparison to pallets.

Takes longer to be cleared away from killers in comparison to pallets.

Survivors cannot jump over it once its thrown down.

Killer Perks

· "Sloppy Butcher" is added to "Bloodhound" Teachable from Wraith

You consider killing an art, wounds inflicted by successful attacks slightly/moderately/considerably increase the survivors bleeding frequency and also make it 10/20/30% harder for the survivor to heal themselves. Does not affect healing by other survivors. Returns to normal once the survivor is healed. You smell traces of blood at a great distance. Fresh blood marks slightly/moderately/now glow bright red and can be tracked for 2/3/4 seconds longer than normal.

· Monstrous Shrine

You have aligned yourself with the entity. Some/Many/All hooks in the game receive the mark of the entity. When a survivor comes within a 2/4/6 meter radius of a hook, the mark of the entity will terrify the survivor for 3 seconds. Any survivor hooked on a marked hook will yield 10/20/30% more sacrifice points and decrease the repair, healing and sabotage speed of other survivors by 5/10/15% as long as they are hooked.

· Unrelenting

You recuperate faster from any attack made with your main weapon. The cooldown of missed attacks is reduced by 20/30/40%. The cooldown of successful attacks is decreased by 0/12/24%. Does not stack with Save The Best For Last.

Killer Changes

· The Shape

We have adjusted stalk to work at 50% efficiency on hard so see through obstacles such as stalks of reed, incredibly high grass or corn. This means that when you would usually not be able to stalk through stalks / corn at all, you at least get some points unless your vision is completely blocked.

Removed red stain at all times.

· The Trapper

The ability to re-arm your traps while holding a trap.

Disarming a trap now requires 1 skill check. (If failed the trap snaps and injures the survivor)

· The Pig

Add Rules Set No.2 to the base kit.

· Freddy

Freddy now rakes his finger knives while in a chase and has a wall on his right.

Reduce fog in dream state by 80%. (Stays the same for survivors)

Survivors will not be able to interact with anything while falling asleep

· Hex Totems

Survivors take 15% longer to cleanse hex totems and are prompted with 2 skill checks. If any of the skill checks is failed, the progress will be reset. Killer will not be notified.

· Unique Basements

Hang brutal decor on the walls of your killer shack and basement. Unlock decor through killer prestige, achievements, and cosmetic DLC.

· Added Dragging survivors animation for killers such as The Pig, The Spirit, and The Hag

They will have a shorter pickup time and a longer hooking animation.

New Offerings

· New offerings affecting the weather.

· New Secret Ultra Rare offering disabling all perks

New Hardcore Mode

Player base has grown, it only feels natural to include some new game mode. Here's my version of the possible 'hardcore mode'.

  1. No perks, no items, but there are chests. Both Killer and Survivor players go into battle empty handed with only their natural skills. The only items are in the chests.
  2. No offerings, except for the ones which increase point generation.
  3. Each round starts with the thick mist offering(Murky Reagent) and the darkest moonlight. This will balance the match and will give the Survivors a distinct advantage in hiding.
  4. No auras, no HUD, no notifications. The screen becomes as clear as possible. Survivors can only tell if their fellow friends are being followed, injured or down by the sound. Screams stay as it is. Same goes for the Killer. No auras of generators popping, only the audio notification. Players should rely on their own senses and perception. Killer should check for the closest hooks, before grabbing a survivor. They are not going to be shown.
  5. No SWF. Debatable, but the true hardcore experience, in my opinion, should not include discord sessions. Players go into the round blinded. Same goes for the pre-game chat. As an extra, pre-game lobby could also be hidden, so you wouldn't know how do other survivors look like.
  6. Dying on the Hook time is increased, while repairing the generator time is decreased.
  7. 1/3 of the pallet is removed from each map.
  8. Bloodlust is gained 20% faster.
  9. Survivors' track disappearing time is increased, so they won't stay as long.
  10. Survivors' bleeding frequency is decreased, but the blood stays on the ground for 15% longer.
  11. AFK crows appear faster outside Killer's terror radius, but longer inside the terror radius. Condition is that a survivor can't stay for too long within an 8m radius. If he's constantly moving, there shouldn't be any crows.
  12. Last Survivor can be Mori'd.
submitted by /u/A2231208662
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The Nurse

Posted: 01 Sep 2018 09:33 AM PDT

Killing the solo survivor by accident...

Posted: 01 Sep 2018 04:01 AM PDT

The physical pain didn't hurt as much as my disappointment

Posted: 01 Sep 2018 08:25 AM PDT

So Lucky on this one.... Freddy`s Nightmare

Posted: 01 Sep 2018 06:51 AM PDT

When your food tries to play with you....

Posted: 01 Sep 2018 09:43 AM PDT

Step 1: Break line of sight. Step 2: Die

Posted: 01 Sep 2018 02:54 AM PDT

It's the small things that make learning nurse fun

Posted: 01 Sep 2018 03:03 AM PDT

I have the power of the entity and anime on my side!

Posted: 31 Aug 2018 06:46 PM PDT

Found this on FB thought everyone would get a kick off of this ��

Posted: 31 Aug 2018 04:56 PM PDT

Make the yellow Mori permanent

Posted: 01 Sep 2018 07:06 AM PDT

Wouldn't it make sense that you should be able to kill the final survivor every game no matter what? The alternative option is throwing them on the hook and having the skip through all the phases anyway, so why not save everybody some time and let the killer always mori the last survivor.

submitted by /u/Big_Nasty_420
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Only Dwights know how to hide in lockers

Posted: 01 Sep 2018 10:34 AM PDT

Know You Guys Love These, So Here Is One From Back During The Event!

Posted: 31 Aug 2018 11:05 PM PDT

David you thick dunce

Posted: 01 Sep 2018 04:53 AM PDT

Welcoming the Spirit. (OC)

Posted: 31 Aug 2018 09:04 PM PDT

Are you tired and burnt out playing with the same meta perks over and over again? Try out these roulettes I made.

Posted: 01 Sep 2018 09:55 AM PDT

So what i started doing is after every match i roll the wheel 4 times and play with the perks i get and so far it has been a shit ton of fun! No more i have the overpower of self care and sprint burst with me and i have to use my head instead and the game feels fun again!

The wheels have every perk in the game and you can edit it to remove the perks you may not have yet. If it's missing something or has typos you can edit it yourself.

Survivor wheel: https://www.classtools.net/random-name-picker/94_GUm9eX

Killer wheel: https://www.classtools.net/random-name-picker/89_gbjXe6

submitted by /u/Facecampmedaddy
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pizza time.

Posted: 01 Sep 2018 07:09 AM PDT

Don’t celebrate to early

Posted: 01 Sep 2018 10:28 AM PDT

If you love something let it go..

Posted: 31 Aug 2018 03:07 PM PDT

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