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Design a mid chapter patch

I see a lot of people say "why wasn't this done in this patch" or "this killer hasn't been touched in x amount of time". So I want to something a little interesting. I want people to design a set of simple patch notes. However I'm adding some rules to try and show people how difficult it is to get a lot done with time restrictions.

So here's the rules:

1: 1 Rework:

  • This is a rework to a killer or a massive bug fix to that killer
  • You can also choose to do a massive perk rework instead
  • I.e Clown, Doctor or recent Nurse fixes.
  • If you are completely changing a killers power like Freddy's rework then you MUST ignore the slight killer change below. This is due to this taking more time than the mini reworks Clown and Doctor had.

2: 1 Slight Killer Change:

  • This is a very slight change to a killer's power. These aren't reworks or massive buffs.
  • I.e Wraith's movement speed buff or extra trap to carry for Trapper.

3: 5 Survivor + Killer perk changes:

  • These are simple number buffs/nerfs, not complete reworks to the perk.
  • 1 nerf and 4 buffs per role
  • I.e Removing a condition or reducing a number.

4: 5 slight add-on changes:

  • These are just 5 simple number or condition changes to add-ons.
  • I.e Alchemist Ring only gives back 2 rushs.

We'll ignore general bug fixes because we aren't qualified enough to know how easy it is to do. I'm also missing out mechanic changes (I.e early game collapse or solo q buff) since these vary too much on how long they could take.

This isn't accurate since I don't actually know how long everything takes but I want it to be tough and restricted. I want people to see (especially with the killer buffs part) how difficult it is to get a lot done, with time restrictions. Just don't break the rules since they are part of the reason this is meant to be tough.

I usually try to reply to as many comments in my discussions as possible but with the length of the answers I don't think I could.

Comments

  • Tr1nity
    Tr1nity Member Posts: 5,047

    perk changes:


    tinkerer:

    • Generators will slow down by 25/50/75% when 70% completed
    • The killer will no longer get a notification when the generator is 70% completed

    "Tinkerer is, by all means, an unhealthy perk, removing a lot of interaction from the game, so it's been changed to accommodate that, while making it more reliable on slower killers."

    forced penance

    • Hitting a survivor will make them suffer the Broken status effect for 40/80/120 seconds
    • Any survivor taking a protection hit will suffer from the Incapacited for 20/40/60 seconds and Broken status effect for 40/80/120 seconds
    • After the exit gates are powered, protection hits will not incapacitate a survivor, and any survivors that are incapacitated will lose that effect.

    "Upping the time, while removing the protection hit requirement can make this perk more reliable, while still punishing protection hits."

    boil over:

    • Wiggling will prioritize guiding the killer to a pallet
    • Wiggle strength will increase by 50/75/100
    • Falling from a height will immediately free the survivor, though this effect can only be used once per trial.

    no mither

    • You can recover 15% faster
    • Suppresses noises made by groans of pain by 50/75/100%
    • You can fully recover 5 times
    • You gain 100% more bloodpoints
    • After getting hit once, you suffer from the broken status effect for the remainder of the trial

    "The reliability of the perk is lackluster, so we added a bloodpoint enticement. After this, we changed the number of times you can revive yourself to prevent it from being used maliciously to slow down games."

    we're gonna live forever

    • Gain a stack for:
    • Healing a survivor from the dying state
    • Safely un-hooking a survivor
    • Saving a survivor from the killer's grasp by any means
    • Healing a survivor
    • Taking a protection hit
    • Doing 75% worth of progress on a generator
    • For a total of 4/8/12 stacks
    • "More bloodpoints, less grind... hopefully


    • Increases healing speed from the dying state by 75/100/150%

    bbq and Chili

    • You gain a stack for each hook state, including Pyramid Head's cage of atonement, up to 12 stacks

    "Yay, more bloodpoints"


    quality-of-life changes:


    prestieging:

    P0 = All perks start at tier 1

    P1 = All perks start at tier 2

    P2 = All perks start at tier 3

    P3 = Everything is 1/2 off

    "This will provide more benefits to prestiging, and making bouncing back easier after losing all your items"


    And that's all about I can think of in 5 minutes

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    GBK'S MIDCHAPTER PATCH

    Right off the bat you said we were ignoring mechanic changes but I've had an idea so that's being flung in here too idc. I've removed the slight killer update to compensate.

    KILLER UPDATE- THE LEGION

    For a while now, we've been monitoring The Legion and seeing how they compare to other killers and, while statistically they are fine, we also recognise that they do not feel good to play as. At all. Therefore, we're implementing the following simple changes and will be monitoring performance and feedback closely so please use our official channels to communicate your thoughts on this to us.

    Feral Frenzy Changes

    The Legions begins moving at a speed of 5.2m/s. For each survivor hit who is not affected by Deep Wounds, increase The Legion's speed by 0.3m/s, up to a maximum of 6.4m/s. The Legion's terror radius and Killer Instinct detection radius will both increase by 6m alongside their speed.

    In addition, for each unique survivor hit, The Legion's cooldown upon exiting Feral Frenzy is reduced by 0.4s, up to a maximum reduction of 1.6s. The add-ons Cold Dirt, Joey's Mixtape, and Julie's Mixtape have been updated to reflect these changes.

    Finally, we've reduced the time it takes for The Legion to recharge their power, as well as removed the 50% penalty to Feral Frenzy upon downing a survivor. This was a leftover relic of Old Old Legion- back when he released- and we feel it is about time we removed this.

    Deep Wounds Changes

    We've also heard complaints from both sides about Deep Wounds, so we hope this can make the mechanic feel more interactive. These changes seek to encourage survivors to group up more to mend, which The Legion can take advantage of, however will reward survivors for doing so and enable them to find their friends in the first place.

    For each survivor currently Healthy, Injured, or in Deep Wounds, we've increased the time it takes to mend yourself by 15% and decreased the time it takes for other people to mend you by 25%. Furthermore, mending now requires skillchecks- though more on these later.

    Moreover, while in Deep Wounds, a survivor will be unable to complete any actions (like cleansing/blessing a totem, repairing a generator, or healing someone else), but to compensate the auras of all survivors will be revealed while in this state.

    The Legion Add-on Changes

    Due to some changes with their kit, we've taken the time to update the related add-ons, as well as some terrible ones. Here's the full list:

    • Fuming Mixtape -> Decreased to Very Rare
    • Frank's Mixtape -> Increased to Ultra Rare, now increases the initial movement speed of Feral Frenzy to 5.8m/s, but decreases the incramental speed increase to only 0.1m/s.
    • Cold Dirt -> Now decreases the cooldown by a further 0.25s for each unique survivor hit, to a new maximum reduction of 2.6s. This affect trumps all other add-ons.
    • Stab Wounds Study -> Decreased to Rare, now causes Survivors to be guaranteed a skill check while mending every 4 seconds, in addition to any random ones which may appear.
    • Susie's Mixtape -> Increased to Very Rare, now causes Killer Instinct to appear at a flat 48m range, completely unaffected by terror radius (including the Oblivious and Undetectable status effects).
    • Joey's Mixtape -> Now decreases the cooldown by a further 0.2s for each unique survivor hit, to a new maximum reduction of 2.4s.
    • Julie's Mixtape -> Now decreases the cooldown by a further 0.15s for each unique survivor hit, to a new maximum reduction of 2.2s.

    We will continue to update more of their add-ons as time passes.

    mechanic update- skill checks

    So, skill checks! They've been here since the start of the game and we aim to use them to help keep players focused on their objective at hand- they're our own form of Quick Time Events, after all. However, many experienced players are very used to hitting them, and since we're planning on integrating them more we're making the following changes:

    Skill checks now have four possible buttons they can be bound to, and each prompt has a 25% chance of being one of those four buttons. For example, say they're bound to the keys G, H, J, and K. For each skill check that appears, there is a 25% chance of the correct button being any one of those four buttons.

    Moreover, the Great skill check zone that everyone should be aiming for is now randomised. It can appear at the beginning, middle, end, or even totally seperated from, the Good skill check zone.

    Now, for those worried about accessibility options, we're including the following under our new "Accessibility" tab in the Options menu, where we've now moved pre-existing features such as Colour Blind Modes and Toggle Action:

    • Bind all four possible prompts to one button
    • Play a visual queue before a skill check is to appear along with, or instead of, the audio queue
    • Hold the required button for the duration of the skill check to guarantee a good hit, rather than needing to press at the correct time.

    While we know some players who do not need these options will no doubt use them for an easier experience, we also welcome that and firmly believe that helping out players who need it should always take priority. Furthermore, these should help players on the Nintendo Switch console who suffer from an input delay when playing in Docked mode until we can fix this properly. We'll also be monitoring these options for feedback.

    survivor perk changes

    Aftercare -> Now no longer resets upon being hooked, applies to the previous 1/2/3 survivors who have triggered the effects.

    Boil Over -> Reduced the 25% wiggle gain to 10%, now increases wiggle speed by 4/5/6%, removed increased wiggle sway.

    Distortion -> Regain 4 tokens whenever you are unhooked or unhook another survivor.

    Poised -> Now also hides blood and decreases grunts of pain by 100% for the duration of the perk.

    No One Left Behind -> Now activates when the Exit Gates are powered, rather than when they are opened.

    Boil Over has been a minor issue since we reworked it, so we've reduced the amount of wiggle progress gained whenever the Killer drops from a great height. Moreover, we know that console players have been struggling with the increased wiggle sway, so we removed this and instead allowed the survivor to wiggle from their grasp marginally faster. Please know we will continue to keep a close eye on this perk and if it continues to be abused then further changes will be made.

    killer perk changes

    Blood Echo -> The cooldown is now 30 seconds at all perk tiers, now the Haemmorhage and Exhausted status effects will last for 25/30/35 seconds.

    Scourge Hook: Dead Man's Switch -> Now a Scourge Hook perk.

    Tinkerer -> Now gives the notification at 85% generator progress

    Grim Embrace -> All generators except for that with the lowest amount of progress are blocked, now the effect persists until a survivor is placed into the Dying state or a generator is completed, whichever comes first. Now reveales the aura of the Obession for 8/9/10 seconds.

    Whispers -> No longer triggers for hooked survivors.

    We have decided to make Dead Man's Switch a new Scourge Hook perk after close deliberation from the Team. We really liked the synergy between Scourge Hook: Pain Resonance and Dead Man's Switch, but we also recognise that it could feel overly oppressive at times, particularly against killers like The Blight, The Nurse, or The Artist. With this change we aim to increase the amount of downtime these killers must take to reach a Scourge Hook to get the full value from their perk, giving survivors a little extra time to finish the repair.

    Tinkerer has also been a perk we've been keeping an eye on for a while, and while we liked it's use on most killers, when combined with some perks on some killers it seemed incredibly oppressive to deal with, particularly in solo queue. Therefore, we're upping the number temporarily and are in the process of fully reworking this perk.

    add-on changes

    In addition to changes to The Legion's add-ons above, we're making changes to the following add-ons:

    • Torn Bookmark -> Now decreases Blink recharge speed by 50%, plus 50% for each Blink used.
    • Alchemist's Ring -> Now replenishes 1 Rush Charge upon a successful hit.
    • Dried Cherry Blossom -> Now caps Phase Walking movement speed to 7.04m/s
    • Chewed Pen -> Decreases Night Shroud recovery time by 6 seconds
    • Olsen's Address Book -> Decreases Night Shroud recovery time by 4 seconds


    And that concludes the patch notes for this midchapter update; remember, we will be keeping a close eye on all of our official channels so please send in your feedback.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    @Tr1nity

    If it is not stackable with other perks, i really liked your Tinkerer idea.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,016

    Alright I'm bored so let's go.

    Note: since Legion and Ghostface are receiving changes soon, I'm going to ignore them and focus on someone else for the killer update.

    KILLER UPDATE - THE SHAPE

    While we are mostly happy with The Shape's performance, there are a few things with him we'd like to address.

    First, his early game is weak and against competent survivors it can take a while to progress to Evil Within II if you are spotted early. This can also largely depend on which map you get.

    Second, it is awkward for him to enter Evil Within III - most players will 99% their stalk, then wait until they are right behind someone and then tier-up.

    With these in mind, we're making the following changes:

    1. The Shape's movement speed in Evil Within I is now 4.3m/s (107.5%).
    2. The "Boyfriend's Memo" common add-on, which increases the Killer's lunge range by 50% in Evil Within I, is now part of the killer's basekit ability. The add-on will now instead increase the Killer's lunge range by 10% in Evil Within III.
    3. In Evil Within II, once the Killer has enough stalk to reach Evil Within III, they will not tier-up automatically and will instead be able to press the Active Ability button to tier-up to Evil Within III. Doing so will slow down the killer for 0.4 seconds. This will only apply for tier-ups from Evil Within II to III and will not apply to tier-ups from Evil Within I to II.

    In addition to these changes, we're also going to adjust the "Tombstone Piece" very rare add-on - a Survivor can now only be executed if they have 10% or less of their stalk reservoir remaining.

    These changes to Michael Myers are intended to be an overall buff, as well as some changes to quality of life for the Killer. We wanted to reduce the awkwardness of stalking to 99% and then stopping last second to ensure maximum potential from Evil Within III.

    On the other hand, Tombstone Piece was overperforming and wasn't terribly fun to play against, so we've added a downside to it that should make it feel more fair from the Survivor side. You can no longer be executed because of a teammate feeding stalk to the Killer; the Killer needs to stalk the Survivor they wish to kill.

    minor killer UPDATE - THE DOCTOR

    One small change here - the baseline detonation delay of Shock Therapy is being reduced from 1 second to 0.8 seconds. The three Discipline add-ons have been adjusted to 0.05 seconds, 0.125 seconds, and 0.2 seconds accordingly.

    Currently, Shock Therapy's detonation delay makes it difficult to use at some loops against experienced Survivors and often allows a Survivor to begin vaulting well before they are hit with the shock, rendering it ineffective. This small change is meant to make it more reliable at shutting down loops the way it's meant to.

    SURVIVOR PERK UPDATES

    Boil Over

    We recently buffed this perk due to its low success rate, but this unfortunately included a change that made it exploitable on certain maps. To mitigate this, we've decided to revisit this perk again.

    Now, when the Killer picks you up, your struggling effects will be increased by 50/75/100%. This is unchanged from how it currently works. What's new is that it will now inflict the Blindness status effect on the Killer, meaning they not only will be unable to see hook auras anywhere on the map while carrying you, but they will also temporarily be unable to use any of their other aura reading abilities or perks they may have.

    With this change, we'll be removing the 25% wiggle progress gained when the Killer drops from a height.

    Simply reducing the wiggle progress gain when the killer falls from a height wouldn't have been enough to balance the perk due to map design and the fact that the maps weren't made with this effect in mind. As such, we're removing that effect entirely and strengthening the way it blocks auras for the killer instead.

    Boon: Circle of Healing

    We reduced the healing speed bonus on Circle of Healing in the previous mid-chapter, and after continuing to monitor its performance, it became clear that the changes were not enough and had very little impact on its high rates of success. We'll be further reducing the healing speed bonus to 35/40/45% while in the boon totem's range.

    45% increased healing speed means that Survivors in the totem's range still effectively have both Self-Care and Botany Knowledge, and then some. We hope that this change will make the perk more fair across all skill levels, and we'll continue to monitor its performance closely.

    Saboteur

    While we are mostly happy with how this perk performs, there's one issue we'd like to address - the cooldown after a sabotage that was not completed. Currently, the perk goes on the full 60 second cooldown immediately upon starting a sabotage, and it does not matter whether you finish the sabotage or not. We chose this behavior intentionally to make you unable to sabotage again after the Killer hits you to stop you while they are carrying someone, but the full cooldown in this situation seems a bit harsh.

    Also, we've all accidentally begun sabotaging a hook instead of healing someone after rescuing them. Be honest.

    So the change we're making is simple: The full 60 second cooldown applies when a sabotage is completed, but when a sabotage is started but not finished, the cooldown will only be 10 seconds.

    Hope

    A simple change here - Hope's timer will pause if you are in the dying state or on a hook.

    For being an endgame perk, we wanted to ensure that players have a better opportunity to get full value out of it, as having Hope on the hook doesn't feel great with its current iteration. As such, we are making the timer only run down while you are actively able to take advantage of it.

    Mettle of Man

    Mettle of Man currently allows you to take 3 protection hits in exchange for being able to resist a 4th hit. However, after doing this, it then reveals your aura to the killer after you fully heal, which is a downside to the perk that feels like a remnant of the original version where there was no protection hit requirement. So it's gone - Mettle of Man will no longer reveal your aura to the Killer and will instead deactivate immediately once you block a hit with Endurance. You can then start building it up again without needing to be downed first.

    killer PERK UPDATES

    Oppression

    This perk has a rather lengthy cooldown for what it does and it heavily relies on survivors missing the resulting skill check to give information. To give the perk more opportunities to work during a match, we're significantly reducing the cooldown from 120/100/80 seconds to 70/60/50 seconds.

    Scourge Hook: Gift of Pain

    Although we are happy with the overwhelming majority of positive reactions to the new Scourge Hook mechanic with Pain Resonance, Gift of Pain has remained an unpopular choice. To make this perk more enticing, we're making the following changes:

    -Repairing and healing penalty is reduced to 5/6/7% (was 7/8/9%)

    -Repairing and healing penalty is now active as soon as the survivor is unhooked and persists until the next time they are downed, rather than when they are injured.

    These changes aim to remove the possibility for Survivors to negate the action speed penalty by healing to 99% and tapping it off when the Killer approaches, and to overall increase the perk's viability by allowing the penalty to linger for a longer period of time. Despite reducing the penalty, we believe this will still be an overall buff but we'll continue to monitor its performance and may have more changes for it in the future.

    Overwhelming Presence

    This is one of the older perks in the game, and it unfortunately has not aged well. Item inefficiency is fairly useless in the average match and survivors can always stop using their item once they see this perk is active - saving it for later when outside the terror radius.

    With this in mind, we're adding a brand new effect to the perk: In addition to what it does now, Overwhelming Presence will now cause Survivors within your terror radius to recover from the Blindness, Broken, Exhausted, Exposed, Hemorrhage, and Hindered status effects at a 20% slower rate. Once out of the terror radius, this effect persists for 10 seconds.

    Hex: Huntress Lullaby

    Although this perk has made its way into some niche builds (hello, Doctor players!), it overall does not perform that well at anything above the lower skill brackets and doesn't seem to have a significant reward for it being a hex perk as well as how much build-up it requires. We're making some changes to how this hex works while still keeping the same general idea. Below is the new and improved Huntress Lullaby:

    The first time you hook a survivor, Hex: Huntress Lullaby gains a token and activates on an available dull totem. Huntress Lullaby then gains an additional token every time you hook a survivor, up to a maximum of 5.

    Survivors missing any healing or repair skill check receive an additional 2% regression penalty per accumulated token, up to a maximum of 10% additional regression.

    Accumulating tokens affects skill check warnings as follows:

    1 token: Time between the skill check noise and the skill check is reduced by 28% (current effect of 2 tokens).

    2 tokens: Time between the skill check noise and the skill check is reduced by 56% (current effect of 4 tokens).

    3 tokens: No skill check warning.

    We wanted to keep the perk's mechanics mostly the same but wanted to decrease the amount of build-up required for it to reach full power. With these changes, it will begin suppressing skill check warnings much sooner than before and it also can no longer be deactivated before gaining a single token. We compared how much build-up it formerly required to that of Devour Hope and felt that it wasn't right for those two perks to have mostly similar requirements while one has a potentially much stronger effect.

    Insidious

    This is another perk from the game's super early days. We liked this perk when it was introduced, but over time it has mostly devolved into nothing but a tool used for hook camping - with the goal being to ambush would-be rescuers.

    We no longer feel that this perk is at all healthy for the game, and as such we are removing it from Dead by Daylight.

    ADD-ON UPDATES

    The Blight - Alchemist's Ring

    Rework: When hitting a survivor with a lethal rush, token recharge rate is temporarily increased by 100% until all tokens are recharged.

    The Hag - Mint Rag

    Cooldown between teleports to untriggered traps increased to 20 seconds (was 15)

    Reduces available Phantasm traps by 3

    The Executioner - Lost Memories Book

    Oblivious status effect now lasts 45 seconds (was 15)

    The Spirit - Dried Cherry Blossom

    Killer instinct range reduced to 2 meters (was 4)

    The Spirit - Senko Hanabi

    Window block duration is now 9 seconds (was 5)


    That brings us to the end of our Mid-Chapter update. Be sure to let us know your thoughts!

  • anarchy753
    anarchy753 Member Posts: 4,212
    edited February 2022

    REWORK - PIG

    Pig now moves at 95% movement speed while crouching.

    Add ons which apply their effects to trapped survivors will now trigger on ambush hits, and will have an appropriate duration.

    Amanda's Letter - No longer reduces available RBTs. Now reduces crouched movement speed by 5%.

    Amanda's Secret - Turned into an add on instead, applying some form of effect which grants the Pig some form of benefit in the match.

    All perks which affect skill checks will now apply properly to Jigsaw Boxes.

    Placing a reverse bear trap on a survivor after all generators have been completed will now cause that trap to be active. If the endgame collapse timer begins/is active while a survivor has an active reverse bear trap, the EGC timer will pause until the survivor dies or their trap is removed.

    While a survivor has an active reverse bear trap, remaining within 16m of an unsearched Jigsaw box (while not in a chase with another survivor) will cause it to become searched instead, and the searched Jigsaw box furthest from the survivor will become unsearched again. These effects will only be apparent from the survivor's viewpoint.



    SLIGHT KILLER CHANGE - DEMOGORGON

    In line with other killer changes, for example Plague, Demogorgon's Shred will no longer cancel if activated before minimum charge. If you press attack while holding the power button, the ability will charge to the minimum and then Shred. Basic attacks can still be used to cancel it with the same timing by simply releasing the power button before you attack.



    PERK CHANGES - SURVIVOR

    Nerf - Dead Hard

    Dead Hard now no longer causes the survivor to dash forward. Instead they will be highlighted by a white aura for the active duration of the invulnerability phase to indicate its use.


    BUFF - AUTODIDACT

    Maximum of 5 stacks at all tiers, rather than 3/4/5

    Increases healing skill check chance by 5/10/15%.


    BUFF - BREAKDOWN

    In addition to breaking hooks for 180 seconds when unhooked, also break hooks for 90 seconds when unhooking other survivors.


    BUFF - DISTORTION

    When Distortion successfully hides your aura from the killer, your aura will be shown to all other survivors for the duration with an auditory cue.


    BUFF - SOLE SURVIVOR

    Now works in an inverted manner. Start the match with 3 tokens, each token grants a stackable radius of 24/28/32m (buffed) within which the killer is unable to read your aura, up to a maximum of 72/84/96m. Each time a survivor other than yourself is killed or sacrificed, Sole Survivor will lose 1 token.

    Sole Survivor currently makes no sense as it almost never affects common aura reading. Instead, this inverted version will provide protection against common perks like BBQ and Lethal, and will aim to help you become the Sole Survivor, rather than only doing anything if you manage that without aid from the perk.



    PERK CHANGES - KILLER

    NERF - TINKERER

    Tinkerer will now only proc once per generator. If that generator regresses below 70%, raising it to 70% again will not activate Tinkerer again.


    BUFF - THRILL OF THE HUNT

    Thrill of the Hunt is no longer a hex perk. Removing the alert on totems means that Thrill is no longer a perk which grants an oppressive protection in certain builds. As such, having its effect lessen by 20% for each totem cleansed is significant enough counterplay to not also require a separate totem that removes the perk instantly. As such, Thrill may now be used as a somewhat reliable stalling tool for cleansing/blessing gameplay.


    BUFF - DYING LIGHT

    No longer grants the obsession increased healing and unhooking speed, nor grants them immunity to the slowing effect.


    BUFF - REMEMBER ME

    No longer grants the obsession immunity to its effects.

    Remember me will now additionally cause exit gates to regress when a survivor is not opening them at a rate of 0.5 charges per second.


    BUFF - Claustrophobia

    Now activates in an area centered on the killer, instead of the generator which was completed.



    Other

    I'm going to suggest a couple of minor changes that don't seem to fit into other categories well in lieu of small add on changes, mostly because I don't believe there are many add ons which can benefit immensely from small number changes.

    Haemmorhage

    The Haemmorhage status is now removed entirely. Its previous effect is now incorporated into the Mangled status. Any cases where Mangled was present will remain with the new Mangled status. Any cases where Haemmorhage was present without Mangled will be assessed on a case-by-case basis. As we have seen that literally nobody in the world has ever brought an add on which only adds the Haemmorhage status, we have decided that it no longer needs to remain a separate status, and will stop using it as an excuse for when we run out of ideas for add ons and don't want to make anything that could be misconstrued for useful.

    PYRAMID HEAD - CRIMSON CEREMONY BOOK (VERY RARE)

    Old effect - Survivors affected by Torment suffer from Haemmorhage.

    New effect - Reduces the range of Punishment of the Damned by 1m. Hitting a survivor with Punishment of the Damned will now apply Torment.

    CORRUPT INTERVENTION

    Corrupt Intervention generator blocking logic changed slightly. Instead of blocking the 3 furthest generators, Corrupt Intervention will now block the furthest generator from the killer on spawn, and the two closest generators to that generator. This is simply to improve the consistency to eliminate fringe cases where the killer spawns near the middle of a map and blocks three random distant generators. It is known that Corrupt Intervention is highly popular, and this buff is not to imply that the perk should not receive attention in regards to potential nerfs later. 'wE'lL mOnItOr It."

  • anarchy753
    anarchy753 Member Posts: 4,212
    edited February 2022

    I love the Forced Penance change. It always bothered me that what is meant to punish overly altruistic SWF instead tells them "now you must go be efficient because you can't heal!"

    Boil Over sounds worse than it is now, considering how often the falling triggers it would be like the original DS was, an absolute monster that can win a game just by triggering on the first chase.

    Post edited by anarchy753 on
  • NAERUUU
    NAERUUU Member Posts: 501

    Oh my gosh … this is massive

    Imagine they done this ….

    yeah I’m a dreamer

    being honest, this is really good and I like them

  • jesterkind
    jesterkind Member Posts: 7,966

    I don't know how to do the fancy formatting, so forgive me on that...

    Killer Rework: The Shape.

    • Distance-based variation on stalking rate removed. At all ranges, The Shape stalks at roughly the speed of the middle of the previous curve.
    • Tiering up from Tier II to Tier III is faster, at the cost of Tier III draining faster. (Was 60 seconds, now 45)
    • Tier I: Lunge penalty removed.
    • Tier II: Unchanged.
    • Tier III: Any Survivor over 50% stalk progress is revealed through Killer Instinct for 5 seconds when Tier III begins. Additionally, The Shape can break dropped pallets and breakable walls while in Tier III by simply walking through them at the cost of a movement penalty while doing so.

    Some addons changed to accommodate for the changed aspects of his kit.

    The Shape has been in the game for a long time, and while the core aspects of his kit hold up tremendously well, some parts have started to feel outdated. These changes hope to bring The Shape up to modern standards and give his Tier III a bit more impact.


    Slight Killer Change: The Trapper.

    • Addon "Tar Bottle" reworked into "Camouflage Kit"; instead of darkening traps, this addon now applies a map-appropriate camouflage. On Coldwind and Eyrie of Crows, traps appear slightly sandy, on Ormond slightly iced over, etc. For any map without a distinct colour pallet, the effect is unchanged and traps are still darkened.

    Visual updates and more varied appearances for the maps in this game are absolutely a good thing, but some of the brighter aesthetics have left Trapper floundering a little. Rather than make changes to those maps, this addon aims to give Trapper a little future-proofing for players who want to be a little more daring with their trap placement.


    Perk Changes (Survivor).

    • Iron Will: Grunts of pain reduced by 75% (was 100%)
    • No Mither: Grunts of pain reduced by 100% (was 75%)
    • Left Behind: Now additionally grants the ability to open the Hatch without a key.
    • Technician: Extra failed skill check penalty removed.
    • Distortion: Regain a token when completing a heal on a teammate, or performing a Safe Hook Rescue.

    Iron Will always provided a little too much benefit for no downside- while players who want to be sneaky will still see quite a bit of use from it, now the full silence is something to give the 'hard mode' of No Mither a slightly better upside.

    Perk Changes (Killer).

    • Tinkerer: Now only procs once per generator.
    • Hex: Huntress Lullaby: Now starts at what was "full stacks" and no longer has a token system. When a survivor is hooked for the first time in the match, Huntress Lullaby activates and causes skill checks to be silent until cleansed.
    • Coulrophobia: Now decreases healing speeds by 75% (was 50%), and additionally the effect lingers for 10 seconds upon exiting the Terror Radius.
    • Jolt: Effect now triggered by any down, not just downs through Basic Attacks.
    • Deerstalker: New additional effect: Survivors who go from Dying to Injured have their auras revealed for 6 seconds.

    With the exception of Tinkerer, these perks are all less popular choices. Giving them a bit of love ought to help perk loadouts see a little more variety!

  • anarchy753
    anarchy753 Member Posts: 4,212

    Tar Bottle could just make traps like 30% transparent. That way no matter what they're placed on they should blend in better.

  • jesterkind
    jesterkind Member Posts: 7,966

    True, I just like the idea of them looking different for each map. It's a neat concept, and presumably wouldn't be that much work beyond picking what shade for each map.

  • CashelP14
    CashelP14 Member Posts: 5,564

    @Tr1nity @GoodBoyKaru @sizzlingmario4 @anarchy753 @jesterkind

    Thanks to all you for participating. I want to know did you find it difficult trying to squeeze everything you wanted to change into such a small area? Do you realise how many things you wanted to change, but didn't have the "time" to do it?

    Funny how most of you wanted to give a nerf to Tinkerer. Also don't think I didn't noticed some of you bending the rules slightly to nerf 2 perks on 1 role 😉 it's ok 👍 I only added that rule because I didn't want someone doing 3/4/5 nerfs to perks on one role (I.e Nerf Ds, Bt, Boil Over, Dead Hard and CoH).

    Once again thanks for participating 👍 hope you had fun

  • jesterkind
    jesterkind Member Posts: 7,966

    Honestly, it wasn't the small number of changes, it was the restriction on how to change them that got me- I didn't include any addons because I genuinely can't think of any that'd benefit from a number tweak, the problem ones in either direction need more substantial changes.

    Also, Tinkerer is pretty much the only problematic Killer perk lmao, not too surprising it got nominated the most.

    Hopefully this exercise helps people show a little more lenience towards the devs in future, eh?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,016

    You're welcome!

    Yes I absolutely wanted to do a lot more than what I listed but the rules dictated that I couldn't include all of it, so I kinda just arbitrarily chose a few perks that I wanted to be changed. I actually have a list of every perk in the game right now on both sides along with what changes I'd like them to get (if any). It would've been way too much for one mid-chapter patch, but perhaps I'll talk about some more of them that I didn't list here some other time!

    I thought about Tinkerer as well, and while I don't think I'd go as far as to say it can only trigger once per generator, I would be okay with something like "Tinkerer can only trigger on the same generator once every X number of seconds (maybe around 45?)" so as to mainly target its synergy with ruin/undying and/or other slowdown perks, but not really act as too much of a nerf if used alone, since I don't think it's a problem at all by itself, only when combined with certain other perks.

    As for the "4 buffs 1 nerf" rule, I wasn't really sure whether to count my boil over change as a nerf or a buff since I made part of it stronger but also took away the drop effect - mainly I just wanted to remove the exploitable part of it while still leaving it in a better spot than it was pre-5.5.0.

    Dead Hard was something I didn't even want to bother including for the purposes of this exercise since it gets discussed all the time anyways. DS I don't think needs any more changes.

  • anarchy753
    anarchy753 Member Posts: 4,212

    It wasn't 'time constraints' that got me so much as strange rules on how we were allowed to change things. I think a lot more of the balance at the moment should lean towards nerfing perks brought every match, not trying to buff things to match up to them. That's how we end up with broken ######### like Boil Over.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Threads like this never fail to make me apreciate the devs we have now

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    Honestly no. I wanted to do a lot more on the perk front but thought that Legion in general took priority here. But not being able to rework a bunch of perks and add snazzy new effects was a genuine tragedy.

    But hey I managed to sneak in my skillcheck change so that's all that matters

  • CashelP14
    CashelP14 Member Posts: 5,564

    Yes I can understand that changing add-ons with those restrictions was difficult but I didn't want people making them too different. Was afraid people would nearly create a new power within an add-on lol

    I was surprised to see it the most. I was expecting to see Noed or Dead Mans Switch instead lol

    That's the point of the exercise. It's meant to be difficult to get a lot done in one patch. I'm hoping people who gives the devs trouble will try this for themselves and see how tough it is. It was difficult for me to even post this due to the fact I was afraid people would ######### all over the rules. Thankfully everyone that tried it so far has done a great job 👍

    I think your change to Boil Over was a fair one. Either way I didn't mind anyone bending the rules slightly on that one, just as long as they didn't go over board (like what I said when I tagged everyone).

    Dead hard will take too much time to rework that I actually added the "rework perk" condition to the top paragraph purely for it. If someone made a slight change to it then I was happy putting it in the perk changes part but a massive rework (like some want for Dead Hard) I think would've taken too much time.

    Yes we got Boil Over, which was a terrible change, but it succeeded in the meta being used less. If they buff more perks to be not broken, but a lot better to use I think the game will be better for it.

    Honestly I was surprised no one mentioned Twins for the rework. I was really expecting someone to come in and say "Twins feel like #########, let's fix her". I'm happy though someone gave Legion some love. Maybe I was too tight on perk restrictions but I was afraid of people going to far one way and redesigning 10 perks lol

    You did 👍 honestly was going to add in a "new mechanic" part by itself but I thought that would've been too much for one patch.

  • anarchy753
    anarchy753 Member Posts: 4,212

    The only perks which change the survivor meta are ones which are equivalent to extra health states in the match, the general meta is always DS, DH, UB, BT because they translate directly into an extra health state. CoH is super efficient healing for a fraction of the perk slots for the team, and BO is so broken that it translates to an extra state or two just by running to the right place.

    Buffing perks or making them new in a state that is broken enough for survivors to consider them over normal meta perks just makes killer feel more miserable to play and cements that killers have to bring slowdown and stalling to compensate for the time those perks buy.

    Nerfing what's broken on both sides would be a better path to balance than just powercreeping the ######### out of the game.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Minor killer changes:

    Trapper: all bear traps start the trial set

    Pig: successfully booping the snoot now has a confetti effect

    Doctor: illusory doctors now move around when spawned, can attack survivors (obviously will not injure the survivor)

    Ghostface: fixed the reveal mechanic

    Perk reworks:

    Iron will: (nerf) now only takes into effect when not running, if running, it works at 50%

    Head on: effect reworked: now instead of rushing out of the locker, instead stay inside the locker for 3 seconds then press the activate ability button to activate this perk, while active, when the killer grabs you out of the locker, they get stunned for 3 seconds and you become broken for 80s and exhausted for 40s, head on deactivates when broken, exhausted, or affected by idle crows

    Lithe: vault 15% faster when fast vaulting while active

    Aftercare: now also lets you see the aura of survivors you've taken a protection hit for, or those that have taken a protection hit for you, also doesn't lose the aura reading when hooked

    Hope: permanently activates when the exit gates are powered

    No one left behind: activates when the exit gates are powered

    Brutal strength: break speed increased to 60%

    Blood warden: perk rework, if a survivor is hooked after the exit gates are powered, blood warden activates the next time an exit gate is opened, both exits are blocked for 80s, you no longer see the auras of survivors in exit areas

    Coulraphobia: survivors in your terror radius recover from negative status effects 50% slower and heal 50% slower

    Lethal pursuer: lasts until you start a chase

    Bloodhound: you see the aura of bloodstains, and they glow brightly

    Franklins demise: (nerf) the affected survivor also sees the items aura

    Addon changes:

    Pig: video tape: does not take from your stock of reverse bear traps (hat party everyone)

    General changes: additional healing speed has a cap of +100%

    Since i couldn't really think of any major killer rework, aside from twins with ai, i just went with 1 major perk rework, 1 perk nerf and 4 perk buffs/minor reworks per side mainly

  • oreoslurpee
    oreoslurpee Member Posts: 288
    edited February 2022

    (pretend it says 5.6.0 or something)

    Cosmetics

    • Sets that are green are no longer sets

    Content

    The Cenobite:

    • Lament Configuration solve time increased from 6 seconds to 7 seconds.

    • He now says his VO’s more often.

    The Shape

    • When The Shape stalks, there’s no stalk cap on the survivor

    The Ghostface

    • Whenever The Ghostface stalks a survivor and he’s not stalking them anymore, their stalk rate slowly decreases after 4 seconds (like The Tricksters)

    ADD-ON UPDATES

    Killers

    The Cenobite

    • Iridescent Lament Configuration: Reduced range to 20 meters down from 24

    • Engineers Fang: This add-on has been proven to be both annoying and super powerful, so reworking it is the best decision. When The Cenobite solves the Lament Configuration himself, all survivors are exposed for 20 seconds with a 10 second delay.

    • Original Pain: Instead of inflicting the Deep Wound status, it now inflicts a 10% movement penalty for the survivor and makes them bleed more for 6 seconds


    The Twins

    • Baby Teeth: This add-on has proven to be too weak for The Twins, so we’re slightly reworking it. Baby Teeth is switched to a green add-on. Now gives the survivor a 6% penalty to healing, repair speeds and sabotaging speeds for 25 seconds

    • Madeleine’s Scarf: Increased Victor movement speed buff to 0.45 mp/s up from 0.3 mp/s

    • Stale Biscuit: Increased Pounce cooldown modifier to 0.5 seconds (up from 0.4)

    PERK UPDATES

    Survivor

    • Sole Survivor: Instead of reducing your aura to the killer, you now gain a bonus generator repair speed and healing speed. Each token increases it by 15/20/33.5%

    • Decisive Strike: No longer has a timer but can still be deactivated by actions.

    • Boon Totems: No longer stack on the same totem

    • Buckle Up: Now also grants the Endurance status effect for 6/7/8 seconds (only for the picked up survivor)

    • Boil Over: Reduced extra wiggle progress to 19% down from 25%

    Post edited by oreoslurpee on
  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    No i quite liked yours, especially the Legion changes

    There is one issue i spotted where with your new grim embrace that a doctor could hold the game hostage for a very long time to infinitly if a ruin totem is close to the one gen. Just shock the gen over and over again without actually hitting anyone.

    I'm not trying to shoot anyone's ideas down. The ideas are good. It's just funny how quickly you find problematic stuff or loopholes in these first drafts. I'm 100% sure if i made a list someone would find atleast one big issue or oversight.

    So it makes me apreciatte the devs as they have to go through the trouble of making cool ideas into reality while trying to find and remove those loopholes. I bet it's not easy with how much stuff there is in the game now

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108
    edited February 2022

    Of all the things to buff, you chose circle of healing?

    I am shook

    Edit: no longer shook because they changed it

  • oreoslurpee
    oreoslurpee Member Posts: 288

    yeah? i couldn’t think of anything else and i have no idea what to do with a rework for Buckle Up, i would replace Buckle Up over CoH anyway

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    It could always give the slugged survivor you pick up endurance for 8s

  • oreoslurpee
    oreoslurpee Member Posts: 288

    that’s actually a really great idea, i thought about it though and i thought it would be too strong but it could always go 6/7/8, i’ll replace that tysm

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Imo that's all buckle up needs to be viable, especially as an anti slugging perk

    Also i find it funny that nobody changed this is not happening

  • Kira4Evr
    Kira4Evr Member Posts: 2,025

    Quality of life:

    Grunts of Pain: As it is now, grunts of pain and breathing is the same sound file. This means that you don’t hear survivors breathe when they are injured while using the perk Iron Will. Now it's two separate sound files, so you'll hear the breathing of survivors using Iron Will.

    Totem Counter: Without the perk Small Game, it can be difficult to know how many Totems are left. To make it easier, we've added a little Totem counter in the HUD beside the Generator counter.

    Hex: Totems: Many people have had issues with the Hex spawns. It can either spawn right beside a survivor or it can spawn in a god spot. But now, Hex Totems can’t spawn on the same side on the map as survivors.

    Killer changes:

    Deathslinger: There have been many complaints about his nerf, so we decided to give him some buffs to compensate for his nerfs. His base movement speed is increased from 4.4m/s to 4.6m/s and his Terror Radius is back to 24 meters. But he now has a 30 meters Lullaby.


    The Shape: Micahel Myers power has been outdated for a really long time now. So it's time we show him some love by giving him some buffs and Quality of Life changes. We change the stalking distance from “2.5 - 39.85 meters” to “2.5 - 40 meters”. While in Tier 1, He moves at 4.4m/s instead of 4.2m/s and his Lunge Attack is 0.3 seconds instead of 0.2 seconds. And when he's in Tier 3, he has a 10% increase in the breaking action and his stun duration is decreased by 10%.


    The Nightmare: Poor Freddy has been pretty underwhelming for a while now and it's time we make him more interesting to play as and play against. The Nightmare can now manually pull survivors into the Dream World. It takes 3 seconds to put a survivor to sleep, and you’ll move at 4.4m/s while putting survivors to sleep. But don't worry, survivors will still passively fall asleep after 50 seconds(was 60). His Dream Projection cool-down is also reduced from 45 seconds to 40 seconds.

    Perk changes:

    There are many perks that has not been as much used as other perks. So we wanted to bring some of the weaker and underused perks closer to the stronger and more used ones.

    Jolt: It now activates with Special Attacks as well and the cooldown is reduce to 20/15/10 seconds.

    Stridor: Increase the breathing sound by 50/75/100 %.

    Trail of Torment: Survivors can no longer see the Aura of the gen you kicked and reduce the cooldown from 40/35/30 seconds.

    Hex: Huntress Lullaby: The Token system is completely removed, survivors won't hear the Skill-Check sounds at all.

    Thrill Of The Hunt: Thrill Of The Hunt is no longer bound to a Hex Totem.

    Sloppy Butcher: Now works with Special Attacks.

    Knockout: Now works with Special Attacks.

    Dark Devotion: Now works with Special Attacks.


    Autodidact: While healing with autodidact, you’ll have a higher chance of getting Skill-Checks.

    Up The Ante: Increase luck by a stack-able 4% for each survivor that is alive including yourself, up to a maximum of 16% for all survivors.

    Mettle Of Man: The killer can’t see your Aura anymore.

    Self-Care: Increased to 60% of the normal healing speed and you have a higher chance of triggering a Skill Check.

    Add-on changes:

    Brand New Part: Installing the Brand New Part will complete 10% of a Generator over 5 seconds.

    Alchemist's Ring: Hitting a Survivor with a Lethal Rush will instantly recharge 2 Rush Tokens.

    Red Moss: Survivors no longer hear when you interact with your portals and increases the duration of the Undetectable by 8 seconds.

    Iridescent Head: Decrease the maximum amount of hatchets by 3. The hatchets will immediately put survivors into the Dying State if they are hit from at least 20 meters.