Roots Of Dread: Endless Night (A "Comeback" of Roots of Dread)

Well, here we go again! I've done three of these now (I've actually done 4, but I'm POSTING my third one here)! I choose Roots Of Dread because A) Dredge has been sidelined horrifically, B) Haddie's Perks… exist, and C) I'll gladly take any chance to suplex Garden of Joy with zero hesistation!

Garden of Joy

GoJ1.png GoJ2.png

Right out the starting gate, I've messed around with the location of the landmarks. This was done to encourage more line of sight blockers for all you Stealthy Survivors and Stealthier Killers out there! Additionally, I've taken the rather weird train that's been embedded in the dirt and wrapped it around the main house! It goes outside the confines of the map and wraps around the (currently) very empty backside of the house.

The main house itself has received a glorious rework so it's less awful to chase through! The funny Dining Room Window has been executed and in its place, more of the house is usable! The second floor especially doesn't get used a lot, and because I've placed the Generator in a different place that ISN'T right next to a window, it's a bit harder to get done.

Dredge Rework

Dre1.png Dre2.png Dre3.png Dre4.png Dre5.png Dre6.png Dre7.png Dre8.png

Alright! Basically, I made it so Dredge can use the Remnant to prevent holding W. Holding W is literally the only thing people do against Dredge because, well, it's really good! Dredge can't do anything if you do, and being in the chase with the Remnant is EXTREMELY risky!

Additionally, I made Nightfall spookier! It's now like you're in Silent Hill or Resident Evil! By making these Flashlights one of your only sources of hope and removing the "glowing" that appears on Survivors and The Dredge, it should hopefully make Nightfall actually terrifying again! Additionally, it should also help with glare since not everybody plays in straight darkness.

Dredge Perks

DredgePerks.png

Dissolution is very annoying. I'm just gonna say it. Sometimes it does nothing, sometimes it does everything. With this change, it is nerfed, but it also technically makes it activate more often. The Survivor knows the Pallet will come back, so they may just pop it. Also, it's no longer Terror Radius required!
Darkness Revealed has had the cooldown reduced. Simple, but effective for you Huntresses and Trickster out there!
Septic Touch, I had to rework. It is NOT a good Perk by any means! Now, I've made it spread Negative Status Effects. This makes it very unique since no other Perk really does this. It's previous effects have been… relocated.

Haddie Perks

HaddiePerks.png

So, right out the gate, you may say "Hey, what'd you do with Inner Focus!?" I killed it… kinda! Its effects you'll see later, but right now, may I introduce you to Invocation: Overlap! Invocation absolutely fits Haddie, after all! Basically, it makes those weird Haunts from Halloween Events show up for you in the Trial and if you get close, you either get something good or something bad. The downside to this Invocation is a gamble.
Residual Manifest was a simple change. I just made it so it can't be applied to the Killer multiple times by different Survivors.
Overzealous was also simple as I added that last part. If you lose Overzealous, you know where to go next to get it back up and running.

Misc Perks

RoDChanges.png

Fixated and Genetic Limits, if you've been paying attention, no have the effects of Inner Focus and Septic Touch, respectively! Don't know why there were two separate Perks for seeing Scratch Marks, but there was! Same kinda goes with Genetic Limits. Septic Touch's original effects got stapled onto it, but to make it worth your while, it makes it so ALL instances of Exhaustion go down 50% slower on Generator. This is for Sprint Burst and Lithe, which usually activate before the Survivor gets hit. Even if they bolt, they're still gonna feel the burn from their SIMPLY INFERIOR GENES.

End

And that's it! I've already have the next one locked and loaded for a rainy day. Once again, this is the THIRD Chapter I've made a Comeback for, with the previous two being Tools of Torment and Of Flesh And Mud, both of which you can find on my profile!
Stay frosty!

Comments

  • pidgeon
    pidgeon Member Posts: 341
    edited June 11

    I love these comebacks chapters that you make they're really fun and interesting. I wish BHVR would do more of them as sort of mini bonus chapters when we just get a original survivor/killer and nothing else. I don't know if we'll get one tho because it took years for Tricksters

  • esarraf
    esarraf Member Posts: 136

    Yeah septic touch is broken as hell, you need to look at other perks that exist. Forced hesitation for 40 seconds alone would be insanely broken and make slugging even stronger. The invocation is awful, sorry but there should not be sandbag perks to this extent. Just imagine you are in chase and after someone wastes 60 seconds setting up an invocation you are forced to run into a haunt that makes you exposed or hurts you. Survivor perks should not be able to actively harm your team. Like it's one thing if it's yourself but making things worse for others is just a bad idea always. Also seriously who nerfs residual manifest, a sixty second cooldown? Who was saying this perk is too strong? I mean for goodness sake if the killer brings lightborn it's just a dead perk or if they are one of the many killers who you can't blind in chase because their powers allow them to ignore pallets or have special breaks where they aren't locked into the animation. Overzealous also runs into the same problem of it just fundamentally does not work with those values. You spend significantly more time cleansing totems than you save repairing gens. And boons work best when your build is nothing but boons. And sure, I guess you can say what about hexes but that's assuming you find it before another survivor and everyone wants to cleans a hex.

    The map rework also has some glaring issues like making the entire top floor pointless by removing the generator up there but also it just doesn't really work putting in potential redesigns of maps without labeling where stuff like pallets and windows spawn at. If you make more of these would recommend you label them so people know if what you are proposing is balanced or not. Also did you do anything to help with the fact the balcony is just an inverted basement? I can't tell if the train is suppose to connect to the balcony or ground floor.

    Good formatting as always though.

  • IareRubberDucky
    IareRubberDucky Member Posts: 61

    First things first, Septic Touch will transfer the effects if ONE of them have it first. If someone with Forced Hesitation heals another (for some reason), then the other guy will get 30 seconds of Hindered because the Status Effect spread. It's a Perk that's spreads negative Status Effects.

    Invocation: Overlap ONLY affects the person who performed it. That's why the final section of the Perk is there. Only the Survivor who started it can see the Haunts.

    Residual Manifest simply got changed so bully squads can't abuse it and chain the Blindness multiple times between each other. Only one instance of 30s of Blindness every 60s.

    As for Overzealous, yeah, that's point. Game isn't gonna just hand a 10% bonus to Repair on a whim, you're gonna have to earn it. The higher the values, the harder it should be to achieve.

    As for the map, the Generator is upstairs as indicated by the Generator Room, and I don't put Pallets or Windows in because the LAST thing I want is consistency when it comes to maps. Maps are supposed to randomly generated, and everything you see right now is supposed to what IS consistent. It's why there's so many empty spaces as well, it's for the game to fill in the blanks. Also, the train crashes into the ground floor porch. The part on the 2nd floor balcony is just to prevent people from getting onto the train.