Amanda Young | NMCKE's Update

Prologue

Hello, previously I made a thread about some suggestions about our beloved "Boop The Snoot" killer and received a lot of feedback from @TAG (Amanda Main).

After some deep thinking, I'm committed to making these changes unless you make the perfect counter arguement. 😁


Amanda Young: Jigsaw's Baptism

Ambush

  • Crouch movement speed is increased.
  • Ambushing an occupied survivor will automatically grab them.
  • The roar sound effect is played after Amanda commits to the Ambush.


Reverse Bear Trap (Abbreviated as: RBT)

  • RBT have two timers: Passive & Active.
  • Once the passive timer expires, the active timer will begin once a generator has been completed. If a generator has been completed during the passive timer, the active timer will begin immediately after the passive timer expires.
  • Once the active timer expires, survivors are killed on the spot.
  • Both passive & active timers follow the RBT rules: They will pause when the survivor is in a chase, downed, or hooked.
  • Passive timer will immediately expire if the trapped survivor performs any action such as:
  • —Repairing
  • —Healing
  • —Sabotaging
  • —Cleansing
  • —Opening
  • —Searching
  • —Unhooking
  • While the survivor's is in the passive state, if they are performing one of the actions above, the RBT will give the survivor a 5 second buffer before the passive timer expires (this buffer does regenerate). The RBT will warn the survivor audibly and visibly to stop performing the action.
  • —Example: If you're healing someone while the RBT is in the passive state. It will give you a warning to stop or face the consequences of your choice. If you choose not to stop, you'll immediately lose the remaining amount of time on your passive timer. Now, if a generator is completed or has been completed, you will have 120 seconds to remove the RBT.
  • Passive Timer is 60 seconds in duration.
  • Active Timer is 120 seconds in duration.
  • RBT will automatically active after the last generator has been completed (they will progress to the active state once the passive timer expires).
  • While there is an RBT in play, the EGC will be paused.


Jigsaw Boxes

  • Added a rule: The first box will never remove the survivors' RBT, but the second to last Jigsaw Box, in most case, will likely free the survivor from the RBT. If not, the last Jigsaw Box definitely will.


Add-ons: Reverse Bear Trap

  • Increases the time it takes to search a Jigsaw Box by 2(Uncommon)/2.5(Rare)/3(Very Rare) seconds.
  • Increases the passive timer by 5(Common)/8(Uncommon)/13(Rare)/18(Very Rare) seconds, and decreases the active timer by 7(Common)/12(Uncommon)/19(Rare)/26(Very Rare) seconds.
  • Once a survivor removes their RBT, they are inflicted by the Broken(Common)/Mangled(Uncommon)/Exhaustion(Rare)/Exposed(Very Rare) status effect for 90 seconds.
  • Rules Set NO.2 (Ultra Rare): Survivors who active other survivors RBT by completing a generator will have their RBT immediately active the next time they are trapped without the need of a generator.
  • Last Will (Ultra Rare): When a survivor removes a RBT, you will automatically gain a RBT in your inventory. You will start the Trial with 2 less RBTs.
  • Amanda's Letter (Very Rare): While crouched, see the auras of all survivors within 16 meters to you. Every time you use a RBT, this effect is weakened by 2 meters.
  • Amanda's Secret (Very Rare): Once the passive timer expires, survivors lose vision of all Jigsaw Boxes. They will now see all Jigsaw Boxes within a 16 meter range.
  • Tampered Timer (Very Rare): Every time a generator is completed, any survivor who's RBT has already been activated will have their timer speed up by 50%.
  • Iridescent Blades (Very Rare): Survivors RBT active and passive timer is increased by 15 seconds. Once the survivor finishes searching a Jigsaw Box, they will be inflicted by the Deep Wounds status effect. The survivor will have 15 seconds to mend themselves.


Epilogue

Any feedback is greatly appreciated, and remember, the numbers are just placeholders and subject to change! 😁

Tagged:

Comments

  • NMCKE
    NMCKE Member Posts: 8,242
    Screenshot_20200207-181510_Chrome.jpg

    Okay, I know it's really late, but here it is @Almo! 🐷

  • TAG
    TAG Member Posts: 12,874

    I think I've processed my thoughts enough that I'd like to give my input on this. I've already said my piece on the passive/active timers and having the Key not be in the last box (or in this case, having it be in the last box less frequently), so I'll just list add-ons that I find interesting/cool (my opinion may have changed on some of these; I don't remember which ones you have changed and which ones you kept the same):


    RBT penalty add-ons: I think you fixed the problem with these add-ons quite nicely. Now the Pig is not encouraged to tunnel these people down from the get-go and can wait for them to get their Traps off (or die trying :P ) for the Pig to get some benefit. The only thing I would suggest is switching Broken and Mangled. Or maybe just get rid of Mangled altogether, since Sloppy Butcher exists.

    Rules Set No. 2 - Interesting way to punish Survivors without Traps on. Part of me wonders if you could add a tiny bit more cream on top to sweeten the deal for an Ultra Rare, but I think this is more interesting than the current RSN2.

    Last Will - Sad that you got rid of the uncommon Last Will since that is one of her best add-ons currently, but this new one is also cool.

    Amanda's Letter - Interesting solution to both making it better than the current Letter and making sure you can't cheese things with new Last Will. I'd be on-board with this idea.

    Amanda's Secret - I've seen this idea played around with before. I think it works for a Very Rare. Worst-case scenario, adding a timer increase could prevent the add-on from being overly frustrating if need be.

    Iridescent Blades - I've always wondered how you could make Deep Wound an option for Pig, as it would be deceptively powerful on her. My concern is that applying Deep Wound on EVERY box has a LOT of time waste potential, since it effectively doubles the time waste per box (ain't no way you searching more than one box without succumbing to Deep Wound). Maybe having it apply Deep Wounds only on the first box you search and cutting the timer increase (only because your base kit idea results in a timer increase for Survivors anyways; under current Pig mechanics, I would still suggest a Timer increase)?

  • NMCKE
    NMCKE Member Posts: 8,242
    edited February 2020

    RBT penalty add-ons: I think you fixed the problem with these add-ons quite nicely. Now the Pig is not encouraged to tunnel these people down from the get-go and can wait for them to get their Traps off (or die trying :P ) for the Pig to get some benefit. The only thing I would suggest is switching Broken and Mangled. Or maybe just get rid of Mangled altogether, since Sloppy Butcher exists.

    I agree with switching mangled and broken, that's fine with me. However, I changed my mind about removing the mangled add-on because it gives synergy between add-ons and perks.

    For example: You could use the mangled add-on to free yourself a perk slot if you already use Sloppy Butcher, or you could use both the mangled add-on and Sloppy Butcher to really discourage other survivors healing that survivor. If they heal, since I don't know the exact numbers, let's assume the mangled add-on applies a 20% mangled effect like Sloppy Butcher. Combining these two can make survivors take 10.5 seconds longer to heal the survivor, assuming these are the only effects in play.

    I know stacking heal penalties aren't fun at all, but keep in mind that the mangled add-on will likely be on a 60 or 90 second timer.


    Rules Set No. 2 - Interesting way to punish Survivors without Traps on. Part of me wonders if you could add a tiny bit more cream on top to sweeten the deal for an Ultra Rare, but I think this is more interesting than the current RSN2.

    You want more cream to sweeten the deal?

    Alrighty, here's a before and after I sweetened the deal. :P


    Before

    Rules Set NO.2 (Ultra Rare):

    Survivors who active other survivors RBT by completing a generator will have their RBT immediately active the next time they are trapped without the need of a generator.


    After

    Rules Set NO.2 (Ultra Rare):

    The next time they are trapped, survivors who active other survivors RBT by completing a generator:

    • Will have their RBT immediately active without the need of a generator.
    • After searching the first Jigsaw Box, all Jigsaw Box auras are hidden to them.


    How sweet is the deal? 😁


    Last Will - Sad that you got rid of the uncommon Last Will since that is one of her best add-ons currently, but this new one is also cool.

    The current Last Will is extremely good because you are granted more stall potential with the RBT. However, since this add-on is really good, I want to make the add-on memorial by making it an Ultra Rare with a super strong effect. Then, have a different add-on grant an additional RBT since it gives the player two options for more RBTs. 😁


    Amanda's Letter - Interesting solution to both making it better than the current Letter and making sure you can't cheese things with new Last Will. I'd be on-board with this idea.

    I was thinking Amanda's Letter should be an early-mid game add-on to find survivors who are attempting to hide from you. Once you start getting pressure on the survivors by trapping them and hooking them, I don't think you need the additional boost from Amanda's Letter anymore. At the time, I was thinking an add-on that can aid you during the early-mid game would be great since that's the time generators can start flying and need to start pressuring survivors as soon as possible. 😁


    Amanda's Secret - I've seen this idea played around with before. I think it works for a Very Rare. Worst-case scenario, adding a timer increase could prevent the add-on from being overly frustrating if need be.

    I have to disagree with a time increase because the passive timer will almost always force a survivor to remove their RBTs first or have a very high chance of dying to their trap. Knowing this, I feel like the passive timer gives enough time for survivors to memorize the Jigsaw Box locations before their passive timer runs out and thus, have to rely on memory.

    Even before they are trapped, they can memorize a few and use that knowledge when it comes in handy. There's tons of counterplay, which makes me believe there should be no compensation for the survivor.


    Iridescent Blades - I've always wondered how you could make Deep Wound an option for Pig, as it would be deceptively powerful on her. My concern is that applying Deep Wound on EVERY box has a LOT of time waste potential, since it effectively doubles the time waste per box (ain't no way you searching more than one box without succumbing to Deep Wound). Maybe having it apply Deep Wounds only on the first box you search and cutting the timer increase (only because your base kit idea results in a timer increase for Survivors anyways; under current Pig mechanics, I would still suggest a Timer increase)?

    I see the concern since mending takes 12 seconds, (keep in mind the passive timer allows you to mend yourself) and for every Jigsaw Box fail, they have to spend another 12 seconds mending.

    Going to modify my idea to make it more fair, but make it more about the lore.


    Before

    Iridescent Blades (Very Rare):

    Survivors RBT active and passive timer is increased by 15 seconds. Once the survivor finishes searching a Jigsaw Box, they will be inflicted by the Deep Wounds status effect. The survivor will have 15 seconds to mend themselves.


    After

    Iridescent Blades (Very Rare):

    Trapped survivors will be inflicted by the Deep Wound status effect whenever their health state changes to the injured state. Their Deep Wound timer will remain paused for as long as they aren't searching a Jigsaw Box.

    Succeeding a Jigsaw Box skill check increases the amount of time it takes to mend themselves.

    The survivor will have 30 seconds to mend themselves.


    Something to note: Since Deep Wounds is considered a health state, survivors who are trapped mend themselves to the injured state will just reset the Deep Wound timer. This happens because they changed their health state to the injured state, from the Deep Wound state.

    This gives survivors some choices: do I mend after search the Jigsaw Box since it takes less time to mend and refreshes my timer? Maybe I should search the first two Jigsaw Boxes then spend a lot of time mending?


    Edit: Grammar errors

  • TAG
    TAG Member Posts: 12,874

    I agree with switching mangled and broken, that's fine with me. However, I changed my mind about removing the mangled add-on because it gives synergy between add-ons and perks.

    As long as Mangled isn't anywhere above common, I'll live. I see no for an add-on that only inflicts Mangled to exist at higher than common as long as Sloppy Butcher exists.

    Alrighty, here's a before and after I sweetened the deal. :P

    Good lord, that's a lot of cream. I think it's fair, though (for an Ultra Rare), since the fact that a Trap auto-starts should be a big enough telegraph that a Survivor afflicted by Rules Set No. 2 is going to have to remember the locations of the other Boxes.

    I have to disagree with a time increase because the passive timer will almost always force a survivor to remove their RBTs first or have a very high chance of dying to their trap. Knowing this, I feel like the passive timer gives enough time for survivors to memorize the Jigsaw Box locations before their passive timer runs out and thus, have to rely on memory.

    Fair enough. I could very realistically envision the add-on not needing any timer increase.

    I see the concern since mending takes 12 seconds, (keep in mind the passive timer allows you to mend yourself) and for every Jigsaw Box fail, they have to spend another 12 seconds mending.

    Going to modify my idea to make it more fair, but make it more about the lore.

    This new idea is...a weird one. I'm gonna need to wrap my head around this one, since the idea of a) PERPETUALLY being in Deep Wound state b) The Deep Wound timer being paused except during a specific action (in this case, searching a box) is not something Dead By Daylight has ever done before.

  • Ihatelife
    Ihatelife Member Posts: 5,069

    About the Pig buffs.... What if the ambush attack didn't require from you to crouch in order to use it? What if it was completely different action like static blast for the doctor? ^^

    I think it would be very nice

  • TAG
    TAG Member Posts: 12,874

    That would probably require an increase in charge-up time to balance it out, but I guess at least then you would be able to see over a loop to see if a Survivor tries to make a run for it.

  • Ihatelife
    Ihatelife Member Posts: 5,069
    edited February 2020
    Post edited by Ihatelife on
  • NMCKE
    NMCKE Member Posts: 8,242

    As long as Mangled isn't anywhere above common, I'll live. I see no for an add-on that only inflicts Mangled to exist at higher than common as long as Sloppy Butcher exists.

    I believe that's fair, but I severely doubt the developers will feel the same about having a powerful status effect add-on as a common rarity.


    Good lord, that's a lot of cream. I think it's fair, though (for an Ultra Rare), since the fact that a Trap auto-starts should be a big enough telegraph that a Survivor afflicted by Rules Set No. 2 is going to have to remember the locations of the other Boxes.

    It indirectly slows the game down because survivors don't know if Amanda is using that add-on and will have to play as if she's using it (or suffer the consequences if she is using it).

    The alternative was to decrease the active timer by a certain amount, but it didn't sound interactive to me. I like removing the Jigsaw Box auras because it encourages a fun memory game. 😁


    Fair enough. I could very realistically envision the add-on not needing any timer increase.

    The only time where I believe a time increase is necessary is when both the passive timer and active timer won't be enough for the survivor to survive.

    Typically, I'll just increase the passive timer because if the survivor does an action, they will lose all of their passive timer.


    This new idea is...a weird one. I'm gonna need to wrap my head around this one, since the idea of a) PERPETUALLY being in Deep Wound state b) The Deep Wound timer being paused except during a specific action (in this case, searching a box) is not something Dead By Daylight has ever done before.

    I know it's crazy, but it's pretty unique in my opinion because you actually have to make choices on your next move. 😁

  • AhoyWolf
    AhoyWolf Member Posts: 4,645

    Can I ask how much would you increase her movement speed when crouched?

    I would increase it to 100%, because everything below 100% is useless imo.

  • NMCKE
    NMCKE Member Posts: 8,242

    I didn't want to give a number because I wasn't sure about how much.

    However, the first that does come to mind is 100% movement while crouched.