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Suggestion - Early game slowdown idea

Have totems all give a 5% slowdown on generator speed for each totem remaining on the map, all totems will be lit (up to 25%) - This will be baseline (No perk required for this)

If this idea is used the following changes to hex perks (removing the hex from them since people will now be looking for all of the totems actively - thus ruining any chance for them)

Devour hope - Whenever the survivors get unhooked and don't go down in ten seconds gain a token. After 6 tokens you are allowed to mori the survivor once they are downed. Can mori up to 2/3/4 survivors.

Haunted ground - Same perk as current though without hex tag.

Huntress lulliby - Same perk as current though without hex tag.

No one escapes death - Every time you hook a survivor get a token. After the last generator is completed NOED triggers and for the next 20 seconds per token your attacks down the target. Allowed to get up to 4/5/6 stacks. While NOED is active you gain 4% movespeed.

Ruin - For all generators that aren't being worked on they regress 1 charge every 7/6/5 seconds.

The Third Seal - Your attacks blind for 120 seconds. In addition after landing an attack the target is oblivious for 10/15/20 seconds.

Thrill of the hunt - Totems take an additional 5/6/7 seconds to cleanse (they wouldn't notify anymore). Your bloodpoints in the hunter category can get up to 16,000 now. You gain 100% additional bloodpoints in the hunter category.

I feel this overall would lead to a better way to curb survivor pressure in the early game. Overall this issue I feel is more of a general game issue that shouldn't try to be fixed by perk(s). This will be a more consistent amount of time picked up by the killer then old ruin (Very unreliable in its effect) and still feel better for survivor (for players struggling to hit great skillchecks will be a blessing anyways). In addition by not requiring a perk slot this will open up more build(s) for killers to use as less would need to be tied into attempting to slow down the game early on and hopefully try out more things. With an idea like this I would estimate a average to good team could clear out about 4-5 of the maps totems in about 60-90 seconds if they work as a team to get them out

As for the Hex perk changes - most of them I feel aren't used too often due to the inconsistent nature of them anyways. This also left a bad feeling when either the totem was cleansed right away OR the survivor team simply couldnt find a key totem (thinking devour hope) and the game spirals out of control fast. The reworks were intended to be fair and strong.

Comments

  • Lyfe
    Lyfe Member Posts: 197

    Sounds fine except for Haunted Ground. How would it work not being a Hex? Theoretically if the Killer were running no other Hex perks and the survivors deduced that the killer was only using Haunted Ground they would be stuck with 10% slow down for pretty much the whole game or they would have to activate HG. Perhaps I’m misunderstanding?

  • ExtremeNerdRage
    ExtremeNerdRage Member Posts: 5

    Basically 2 of the totems would (in addition to the 5% slow) trigger haunted grounds. Since all 5 are lit anyways you wouldn't know what one would trigger it. (If it proves to be too strong could change it to 1 of the totems will trigger it. Though would need to be tested.