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New/Improved Status Effects

Blueberry
Blueberry Member Posts: 14,459
edited April 7 in General Discussions

What's everyone think about some new status effects we could introduce for perks or killers? If you've got any great ideas, please share! Can be survivor or killer ones.

On a related note, how's everyone feel about Deafened? A status effect that's barely been used in the game. Would we want to see more of it?

Is there a current status effect you think hasn't been utilized enough and we should see more of it, or one that needs improvements/changes?

Other than Deafened I feel like Blindness is a very under represented status effect as far as perks go. I personally wouldn't mind seeing both show up more in perks or killers.

Comments

  • WolfePhD
    WolfePhD Member Posts: 397

    hypnosis - the character I control on screen doesn’t always respond to my commands.

    hallucinations, but not the kind that make you want to puke (clown) or look silly (doctor), think hallucination as in the screen is tearing apart, or you have the drunk goggles they use to teach you not to drink and drive

    black and white vision (no color)

    reverse directions (move joystick left, character moves right)

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Blindness needs a nerf. If shouldn't hide teammate auras, that only hurts solo queue and it does nothing to swfs

  • Blueberry
    Blueberry Member Posts: 14,459

    Weaker vs swf, yeah, but does nothing? Definitely not, still a strong effect even against them. How would you buff Blindness to compensate for that heavy of a nerf?

  • Blueberry
    Blueberry Member Posts: 14,459

    Wouldn't Silence just be what Deafened already is +visual heartbeat removal?

    How would you implement Fog as a perk? Or do you mean part of some new killer?

  • XtremeDBD
    XtremeDBD Member Posts: 449

    You wouldn't buff it, just help the solo queue experience by not allowing survivor auras to be hidden. A good SWF is completely unharmed from being blind, which makrs the feature useless

  • ManOMaker
    ManOMaker Member Posts: 368

    quick thoughts could be that with Blindness you could no longer see notifications (e.g. the circle that appears when a teammate is hooked) or that any aura reading perks are just straight up deactivated, so that you won't know that the trigger happened?

  • Blueberry
    Blueberry Member Posts: 14,459

    So nerf blindness for killers at higher mmr because of bad players? Yeah sorry don't agree at all. Also while blindness is much worse against swf it still has a lot of impact in my large sample size of games.

  • SoGo
    SoGo Member Posts: 4,233

    Deafened:

    • No longer makes a tinnitus like sounds.

    • Now completely blocks all in-game sounds.

    New status effect: Amnesia

    • Removes the entirety of the HUD of the player affected by it.

  • Blueberry
    Blueberry Member Posts: 14,459

    Appreciate the ideas.

    Could you give me an example of even one scenario where them not seeing the sound bubble would be a bad thing for them if the teammate aura part of Blindness was removed? That just doesn't sound like a negative for them in any way I can think of.

    What's an example of their aura perks straight up deactivating rather than being hidden that would be a buff? I can't think of any way that's an improvement.

  • Blueberry
    Blueberry Member Posts: 14,459

    The Deafened change sounds like a great idea. Less annoying, but still keeping its usefulness in tact. Would you like to see Deafened used more as a status in game?

    Amnesia - I thought about this idea as well, but I don't think they'd ever do it as it is literally a nerf to solo queue while not affecting swf. I think people would hate this.

  • Langweilig
    Langweilig Member Posts: 3,132
    edited April 7

    Deafened makes you hear a tinitus and muffles all kinds of sounds. Silence would remove all sound, basically making you hear nothing at all.

    It could be both (part of a power and addons/perks). You would see everything in a 24meters radius but everything outside of that would be blocked by a white fog wall.

    image.jpeg
  • ManOMaker
    ManOMaker Member Posts: 368

    The first part would be that you can't see where the teammate was hooked, but granted you'd have to be able to not see their aura for that so I suppose nevermind.

    And for the other one, idk like if Alert never triggers then you wouldn't know that the killer damaged anything (there's definitely a better example than Alert it's just the first that came to mind)

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 7

    Sounds great for Silence then. Just means it would retain the effect but be less annoying to players from the sound.

    I love the Fog idea. This would be really cool! I wonder if it would be an issue for lower end pc's or systems? I suppose to make it easier to implement and less hard on lower systems they could system use Dredges Darkness as the effect? Already created and less intense since it just blackens. I agree fog would be cool though lol

  • Blueberry
    Blueberry Member Posts: 14,459
    edited April 7

    Hmm I just don't see a scenario where a killer would care about that or as a survivor where that would matter to me much. Like technically it's less information, but nothing that realistically matters.

    Someone else mentioned a reduced field of view that might be something. Like think Dredges Darkness, so now they couldn't see further than 24meters or something, it was just black past that point.

  • Langweilig
    Langweilig Member Posts: 3,132

    Why would you want to remove the tinitus sound completely and not make it a new status effect?

    The current deafened is used forexplosions and maybe other stuff, but there it makes sense.

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Essentially it would be unchanged for high mmr, but stronger for solo queue/low mmr. Players know how to determine gen spawns, their teammates positions anyway in high mmr, swfs being on calls and using clock gives them alot more resources with more useful perks to use over aura perks

    Blindness in itself just promotes slugging against solo queue survivors, its a pretty overtuned effect that does alot for no reason

    If blindness were to be changed, it should have a complete rework, something that makes you actually blinded or impaired. Only concept i can think of is making objectives invisible at a certain distance, WHICH in turn makes auras of gens, totems, etc unreadable

  • Blueberry
    Blueberry Member Posts: 14,459

    ""Essentially it would be unchanged for high mmr, but stronger for solo queue/low mmr. Players know how to determine gen spawns, their teammates positions anyway in high mmr, swfs being on calls and using clock gives them alot more resources with more useful perks to use over aura perks"

    You think most swf are literally doing clock call outs? Let's be real, that is a very small fraction. It would not be unchanged for swf at all. Also you gave only a nerf, how would it be stronger for solo queue/low mmr?

    "Blindness in itself just promotes slugging against solo queue survivors, its a pretty overtuned effect that does alot for no reason"

    There's nothing inherently wrong with slugging at all. You're trading gen slow down for hopes that the time spent finding teammates will waste a similar amount of time. How is it a lot, "for no reason". You don't get Blindness for free. Just like literally every other status effect it requires you to run a perk, addon, and/or do something to activate it.

    "If blindness were to be changed, it should have a complete rework, something that makes you actually blinded or impaired. Only concept i can think of is making objectives invisible at a certain distance, WHICH in turn makes auras of gens, totems, etc unreadable"

    That's why I asked what other changes we could do to it and you said nothing, just nerf it. Also, a reduced sight distance as you're suggesting would cause the exact problem you currently say the perk has, it effects solo queue more than swf.

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Because they now have the ability to see their teammates still? Location being something swfs can generally tell to their on call teammates anyway, making blindness useless

    The third seal applies blindness the second you get hit, which on most maps wouldn't be a problem, but on some finding a totem is really hard without auras. Fearmonger applies blindness for doing a gen, the literal objective punishes you. only in solo queue of course

    Nerfing it is a change and a really needed one. The status effect is super outdated. Besides its not like thats going to hurt the status effect too much, newer players will still be dying since they don't know any spawn logics or location logic anyway, and high mmr will be left unaffected

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091
    edited April 7

    I always thought the game could be cool with a sanity status effect akin to some horror games ie add a fear metre and filling it up results in hallucinations maybe your character becomes lethargic (exhausted) or low vision I know it’s already a thing with doc shocks pretty much but eh

  • Blueberry
    Blueberry Member Posts: 14,459

    "Location being something swfs can generally tell to their on call teammates anyway, making blindness useless"

    While much weaker, it's not useless against swf, even on coms. This is an exaggeration.

    "The third seal applies blindness the second you get hit, which on most maps wouldn't be a problem, but on some finding a totem is really hard without auras. Fearmonger applies blindness for doing a gen, the literal objective punishes you. only in solo queue of course"

    Hexes are generally bad because of how bad totem spawns are. Fearmonger is also basically only while on the gen..you literally let go and now you see everything.

    "Nerfing it is a change and a really needed one. The status effect is super outdated. Besides its not like thats going to hurt the status effect too much, newer players will still be dying since they don't know any spawn logics or location logic anyway, and high mmr will be left unaffected "

    Hardly anyone uses Blindness already, and you want to nerf it. That makes no sense. High mmr is very affected and if low mmr people are going to die anyway then it's a skill issue, not a Blindness one.

  • Langweilig
    Langweilig Member Posts: 3,132
    edited April 7

    It would probably not be an issue for lower end pcs. In the past fog was used a lot in games to make them look better and so they don’t have to render as much distance.

    Yeah they could use dredges nightfall, paint it white or the color of the realm and remove the smaller field of view decrease and it’s done.

    For status effect changes I would like to see:

    • Mangled and hemorrhage’s times is paused or runs down slower while in chase, running and on hook. Those nerfs made these status effect so bad.
    • Hemorrhage leaving trails of blood behind.
    • Blindness removing killer object auras or only making them appear in a limited range. Very unlikely to happen tho.
    Post edited by Langweilig on
  • Blueberry
    Blueberry Member Posts: 14,459

    I agree on Mangle/Hemorr, the nerfs they did were completely unnecessary, especially after they walked back the heal speed nerfs on allies.

    That Blindness buff is actually something I've wanted for a long time. This would give it more of a stronger niche use on certain killers which would be a nice change as realistically the "best build" is nearly the same on every killer. Sad. As you said though this would never happen unfortunately, they would deem it too much for bad players.

  • not_Queef
    not_Queef Member Posts: 943

    One thing that I sometimes find frustrating is how different survivor perks have similar combinations of effects but not always the same ones. For example:

    • Lucky Star - hides grunts of pain and pools of blood
    • Lucky Break - hides scratch marks and pools of blood
    • Distortion - hides aura and scratch marks
    • Low Profile - hides scratch marks, grunts of pain and pools of blood
    • Dance with Me - hides scratch marks

    There are many other examples.

    Would it not be simpler to add a status effect called Hidden or something like that which just hides all of the above?

    Obviously this would buff some perks so maybe their numbers could be tweaked to compensate.

    I'm also aware that some perks might be problematic, such as Iron Will. There could just be some exceptions.

    I just think these kinds of perks can be really confusing, especially to newer players.

  • Blueberry
    Blueberry Member Posts: 14,459

    That's actually a very good point. For simplification consolidating some of those effects into status keywords would make more sense.