Status Effect Add-ons Should Be Removed

These should be removed. What add-ons should soley be is a boost/gameplay alteration to the killer's power. Status Effect add-ons are essentially 5th and even 6th perks for the killer. If the killer wants to inflict status effects on a survivor, they should need to equip the perk that contains said status effect onto their loadout. That being said, here's ideas for what status effect add-ons could become on each individual killer:

Trapper:

Rusted Jaws - (Mangle) A Survivor that frees themself from the Bear Trap has their aura revealed to you for 3 seconds.

Serrated Jaws - (Hemorrhage) A survivor that frees a teammate from a Bear Trap has their aura revealed to you for 3 seconds.


Wraith:

Blind Warrior 'White' - (Mangle) Resistance to Burns is Slightly increased.

Recovery from Burns is Slightly increased.

Blind Warrior 'Mud' - (Blindness) Resistance to Burns is Slightly increased.


Huntress:

Begrimed Head - (Mangles + repair debuff) Hitting a survivor with a Hatchet causes your next Hatchet to charge Considerably faster.

Rusty Head - (repair debuff) hitting a survivor with a Hatchet causes your next Hatchet to charge Moderately faster.

Venomous Concoction - (Exhaustion) Hitting a survivor with a fully charged Hatchet gains you the Undetectable status effect for 10 seconds.

Yew Seed Concoction - (Hindered) A survivor hit by a fully charged Hatchet experiences no Skill-Check audio for 60 seconds.

Fine Stone - (Hemorrhage) Hatchet hits grants a 100% bonus to Deviousness; Charge speed of the Hatchet is Moderately decreased.

Yew Seed Brew - (Hindered) A Survivor hit by a fully charged Hatchet experiences delayed Skill-Check audio for 60 seconds.

Amanita Toxin - (Blindness) A survivor hit by a Hatchet has their aura revealed to you for 2 seconds.

Berus Toxin - (Exhaustion) Hitting a survivor with a fully charged Hatchet gains you Undetectable for 6 seconds.

Coarse Stone - (Hemorrhage) Hatchet hits grant an additional 50% bonus to Deviousness; Charge speed of the Hatchet is Slightly decreased.


Freddy:

Z Block - (Hemorrhage) A survivor hit while under the effects of a Snare become the Obsession.

Unicorn Block - (Blindness) Considerably decreases skill-check trigger odds.

Cat Block - (Hemorrhage) Moderately decreases skill-check trigger odds.

Sheep Block - (Blindness) Slightly decreases skill-check triggers odds.


Pig:

Rusty Attachment - (Mangle) Ambush Attack duration is Slightly increased.

Slow-Release Toxin - (Exhaustion) Survivor noises caused by searching a Jigsaw-Box are heard from 8m further.

Face Mask - (Blindness) Grants 1 additional Reverse Bear Trap; Slightly increases Jigsaw Box search speed.

Utility Blades - (Hemorrhage) Hitting a survivor with an Ambush Attack grants a bonus 100% to Deviousness; Crouching speed is Slightly decresed.


Clown:

Flask Of Bleach - (Hindered) An Intoxicated survivor coughs 50% louder.

Sulfuric Acid Vial - (Mangle) Survivors hit directly by a bottle cannot perform interactions for 2 seconds.

Kerosene Can - (Blindness) Gas radius is Slightly increased.

Solvent Jug - (Exhaustion) Slightly increased intoxicated survivors blurred vision.


Legion:

Legion Pin - (Broken) Hitting a Survivor with Killer Instinct highlights the next generator they repair within 60 seconds.

Defaced Smiley Pin - (Mangle) Hitting a survivor with Feral Frenzy with less than 10% remaining causes your next missed attack to have zero cooldown.

Smiley Face Pin - (Blindness) Grants 100% increase point for hits in Deviousness; Moderately decreases Feral Frenzy duration.


Demogorgon:

Lifeguard Whistle - (Exhaustion) Considerably increased Traverse movement speed.

Brass Case Lighter - (Blindness) Hitting a survivor with a fully charged Shred grants 100% bonus to Deviousness. Traverse speed is Slightly decreased.


Deathslinger:

Honey Locust Thorns - (Mangle) Moderately increases charges required for the survivor to break free.

Rusted Spike - (Mangle) Slightly increases charges required for the survivor to break free.


Pyramid Head:

Crimson Ceremony Book - (Hemorrhage) A survivor freeing a teammate from a Cage Of Torment becomes Injured.

Lost Memories Book - (Oblivious) Hitting a survivor with Punishment Of The Damned from further than 6m away reveals their location via Killer Instinct for 3 seconds.

Rust-Coloured Egg - (Blindness) Survivors under the effects of Torment leave an extended trail behind them.


*i've deliberately left out Hillbilly and Leatherface since I haven't seen what all of their new/changed add-ons are*

Comments

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @SurpriseSurprise yep, was more referring to status effects that debuff survivors.

    Not really, they allow for perk synergisation, which in turn, is an extension to their perk slots. That's not what add-ons should be. Add-ons should be a dynamic shift in their powers gameplay, boosting their efficiency, altering how tiles are played etc. If a killer wants a status effect, slap the perk on that achieves that. These changes I would want to see happen when add-ons no longer stack.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @SurpriseSurprise well, OP is out of the question really, it's more to do with the stale slowdown meta. Status Effects sre part of the problem with that. Also, look at this fact: Huntress has 9 status effect add-ons.

    And on an alternate line of discussion, what's your opinion on my add-on changes?

  • Kees_T
    Kees_T Member Posts: 811

    What about this: Generally, survivor can only heal with the help of another survivor. If they want to heal, they need to slap a perk that does that. But with med-kits, they have free heals. "What items should soley be is a boost/gameplay alteration to the survivor gamelay", and not a basic game mechanic changer.

    Why do you want to remove one the best ways for Killer's to reduce gen time(which is kinda bad depending on what Killer you're using).

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @SurpriseSurprise yeah the Charge time refers to wind up, and I can also see how they would be weaker lol I really struggled to come up with 9 brand new add-ons XD however, my logic behind those two were that it would catch survivors off guard. They see your 1st hatchet is base wind up time, they get hit, then all a sudden the next hatchet is wound up way quicker and hits them before they get out of range of the 2nd tap.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @Kees_T well, equipping an Item as survivor is kinda like the mirror of the killer power. The Flashlight gives them the ability to blind killers, the Map gives them the ability to track objectives, the Medkit gives them an ability to heal faster than normal. The add-ons for Items shouldn't stack, just like Killer add-ons shouldn't stack.

    Gen time really isn't as big of an issue as people parrot it to be. Pressure isn't some meme; it is an actual thing in the game that good players can achieve easily. So having loads of slowdown functions in the game are just overkill. When you have strong killers like Freddy, Spirit and Doc (and PTB Leatherface) being as braindead as they are, and also being able to slap loads of obnoxious slowdowns on them, my god is that a snooze fest. For as long as killers don't need to be high skilled at the game, they shouldn't need slowdowns. If people struggle at defending gens and having pressure, they are bad at the game or are playing badly that round. It is not a direct correlation to chase time vs gen speed is too unbalanced; because the game isn't that simple. You can have pressure, outplay survivors, win chases quickly and survivors can get things done, why? Because the game is not designed to allow killers to dominate a 5-gen match consistently. That would be boring for survivors, if you want to win a truly fun match as killer, you need to understand you better play good. Otherwise, you don't deserve to get 12 hooks while preventing gens getting done. Playing scummy with slugging and oppressive slowdowns is not a fun game for anyone. So, yeah, Status Effect add-ons should be removed purely on the basis of aiding in shifting the dynamic away from 'encouraging' oppresive gameplay and, instead, promoting healthy usage of multiple killer power outplays.

  • Kees_T
    Kees_T Member Posts: 811

    Playing Killer doesn't rely only on your skills, it depends so much of how the survivors will play. Honestly any good survivor can loop and abuse the ######### out of some loops.

    Theres so much potatos at rank 1 that the game feels easy, then you face a team of good survivors who knows what they're doing, and the balance chances to their favor.

    You victory condition is: What Killer you're using + Are they good survivors? + RNG.

    Yes you need slowdown somehow because good survivor knows how to max their time efficiency, which ends with the Killers to do some dirty decisions. Depending which Killer you're using, its hard to put pressure on good survivors.

    "Its not fun to be slugged" Yes but also it's not fun for the Killer if you finish 5 gens in 3 minutes.

    Fun is subjective for the Killer and the Survivor. Do you care about Killers fun when playing survivor? With your friends? I guess not, why would you? Killers who are tired of the same treatment go to the next match and play the way they can have fun. Since fun is different for the two sides, one will always complain when their fun gets spoiled.

    It's the chase mechanic that make this game fun, if you want to avoid the Killer all the time and just do gens, whats the point of playing DBD?

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    Pyramid head's latest add-ons are a joke. Honestly, who cares about hemmhorage?

  • Nay! Status effects should be buffed to be more meaningful.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @Kees_T 5 gens being done in 3/4mins is a reflection of the killer playing terribly. The fact gens can get done in that time is not a reflection of the game being unfair for killers, because you, and everyone else, seems to overlook the fact that killers can absolutely batter teams if they outplay them well enough. Gens taking longer or additional objectives would cripple survivors from gaining any semblence of momentum.

    The argument of "fun is subjective" is such a politicians bs statement. If someone plays in a way they know that the vast majority of the playerbase hate and don't enjoy, then they are not playing for fun. Fun is a general term, where in games, playing for the fun of everyone is the the FUN thing.

    Vs good survivor teams does not mean it's an near unwinnable battle, it means you need to play good; know how to juggle, rotate and pressure the important survivors. Chasing someone in a loop they are outplaying you in is dumb, pressuring survivors doing nothing productive is dumb. Wasting time in areas ourside of chase, searching and tracking w-key gamers is dumb. These are all things players do then complain about genrush being real. It's those rubbish players that use slowdown builds frequently, play scummy frequently etc.

    The 'Slowdown vs Second-chance' meta needs to change; meaning Status Effect add-ons need removing too. Anyone who cannot see that playing killer should be pure skill/strategy based is an idiot. The new meta should be 'Rotation Pressure vs Chase Outplay'. Rewarding good, fun gameplay from both sides, rewarding healthy interaction between both roles. Not how it is now, rewarding killers for playing scummy, meaning survivors playing ultra-safe (and vice versa).