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Ideas for Reworks

DrJohn
DrJohn Member Posts: 223
edited July 2020 in General Discussions

These are just some ideas I had for certain perk and killer reworks

No Mither: While in the dying state you can fully recover to the injured state without the need for another survivor to heal you. Once fully recovered you gain the broken status effect for however long the tier of the perk would require it. During this time if you are put into the dying state you cannot fully recover and the timer on the broken status is paused.

Adrenaline: When all generators are activated you instantly heal, and if you are not exhausted you break into a sprint of 150% movement speed while gaining the exhausted effect.

Sprint Burst: After 3 seconds of sprinting, break into a sprint of 150% movement speed while gaining the exhausted status effect.

Unbreakable: Recover from dying state at 55%/65%/75% speed. No longer picks you up from dying state to compensate for the reworked No Mither. Figure this will be the most controversial.

Decisive Strike: Has a 30 second timer instead of a minute. During this time if the killer slugs or starts a chase with the survivor, the timer is paused until either picked up by the killer, in which case it can be used, or the killer breaks chase. Deactivates if you are healed, start work on a generator or jump into a locker.

Hex: No One Escapes Death: For every survivor hooked, the killer gains a token. If the killer has 8/7/6 tokens, once the last generator has been activated, a random dull totem on the map will become a Hex Totem, granting the killer 3/4/5% movement speed, while causing survivors to suffer from the Exposed status effect.

Trail of Torment: Remove the yellow highlight, and extend the timer for the Undetectable status effect to 30 seconds

Minor Rework for Spirit power

Keep her power the same for the most part, give her a clear tell when she uses her power. Also halfway through the meter bar of her power she appears for 1 second, during this time both the survivor and Spirit can see each other, up for debate whether she can attack during this time.

Comments

  • DrJohn
    DrJohn Member Posts: 223

    Made one minor mistake in No Mither, Meant to say While in the Dying state

  • TimeMonster
    TimeMonster Member Posts: 152

    I got bad news for you - starting from NO MITHER - you get absolutly wrong idea bihind these perks

    And at the Trail of Torment - you just want to get a perk that would make you comfortable...

    So yeah - no good ideas...

  • DrJohn
    DrJohn Member Posts: 223

    How so? Why should I announce I'm going into stealth? Also why not buff No Mither it's practically useless in the current meta? Why not make these perks more balanced?

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    No

  • teamdehn
    teamdehn Member Posts: 222

    You want a hex totem that only works after 6+ hooks and all it gives is a 3% speed boost?

  • DrJohn
    DrJohn Member Posts: 223

    Only 3% on tier 1, Actually a buff in terms of movement speed as tier 3 is currently 4%, also my idea for a rework still keeps the exposed for Survivors. I have mixed opinion on Noed, and my idea was to make in somewhat more skill based rather than just a free exposed and movement buff, and that it's more to mop up survivor's after you've played well, although it could probably use some refinement.

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    I just can’t explained this in words and a think the emojis will get me in trouble. Good brainstorming but no

  • DrJohn
    DrJohn Member Posts: 223

    Honestly I just want feedback, I feel like maybe if people actually had concrete ideas for how things should be reworked/buffed/nerfed maybe it would prevent powers and perks from being absolutely gutted.

  • Mak0
    Mak0 Member Posts: 251

    Your unbreakable nerf is overkill tbh NO perk should ever have to rely on another perk in order to be useful

  • DrJohn
    DrJohn Member Posts: 223

    Fair enough. It's more of a reaction to the idea of No Mither essentially filling that role that it would have. Perhaps allowing one to recover to 99% would be a better trade off, or some other idea.

  • MrPeterPFL
    MrPeterPFL Member Posts: 636

    No Mither is basically Unbreakable with the Broken Status effect, why change it? Why can’t Unbreakable be the same and No Mither have increase Recovering time?

  • DrJohn
    DrJohn Member Posts: 223

    The idea is more that No Mither would allow you to recover to injured more than once, therefore the trade off of the broken status effect, while also trying to keep somewhat with the idea and spirit of the original perk. I agree that my idea for Unbreakable is far from the best, I just think that three recovery perks would be redundant.

  • bjorksnas
    bjorksnas Member Posts: 5,615

    noed not only requires, 6 hooks, but give up a perk slot, and make it to last gen popped with a dull totem remaining, trade off of 1% more speed boost across all tiers

    no

    noed is fine you just refuse to cleanse totems with your extra time you get from the killers lost pressure of not having a 4th perk

    do bones

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    These are interesting suggestions, but pardon me if I've heard alternate ones I like more for most of these perks:

    -No Mither: I don't really have any major qualms with this. Though having an infinite version of Unbreakable without any major drawbacks (temporarily being broken afterwards is not a huge detriment) might be a tad strong.

    -Adrenaline: If injured or dying when the gates are powered, heal one health state. If healthy, break into a sprint at 150% speed for 5 seconds. This sprint ignores the Exhausted status effect, but reapplies it afterwards. Alternatively, I actually don't think Adrenaline needs a big change due to its risk/reward nature. All I really think it deserves is a reduction in sprint time from 5 seconds down to 3 seconds. This makes it a situational Sprint Burst with a bonus healing effect.

    -Sprint Burst: I'm not sure what delaying its activation by a few seconds accomplishes? It doesn't really give survivors more control over it nor really make it weaker. IMO, it does not need to be changed.

    -Unbreakable: Another perk I don't think needs any big changes. All I want them to do is adjust its recovery speed bonus to deactivate if the entire perk deactivates (such as after it's main effect of recovering out of Dying State is used).

    -DS: Forces the perk into a purely anti-tunnel utility, so I don't really have any issue with your suggestion.

    -NOED: I'd actually been trying to consider a token system for NOED as well. The problem I have with your system is that it gives a big advantage to killers who play well (and therefore, don't need NOED). I'd actually rather it provided a variety of stackable bonuses, but where more bonuses are applied the FEWER tokens the killer has (basically to make it a proper second-chance perk for killers who got a bad map or were severely outplayed). Tokens should be gained any time a survivor advances one hook state (not each hook action specifically) with 2 provided for a kill/sacrifice/DC. This means a first-hook-suicide would count as 4 tokens, not 1. Lower token amounts (from a rough match) would activate stronger effects (like Exposed and improved movement speed) in addition to lesser abilities provided by having a bunch of tokens (like a reduction in terror radius size).

    -Trail of Torment: No longer highlights the gen or makes the killer Undetectable. Instead, all survivors suffer from the Oblivious status effect for 20 seconds after the killer kicks a generator while ToT is active. Cooldown should be reduced to 40 seconds (to make up for the 20 seconds it is now active).

    -Spirit's Phasewalk: I agree that Spirit needs a better "tell" that she's entered her power. However, I'd rather they just remove her husk: when Spirit charges phasewalk, her model would disappear (indicating that phasewalk is beginning). Her terror radius would remain where the husk would have stood. In addition, the ground under a phasing (invisible) Spirit would become a softly glowing blue circle. Survivors now have the indication that Spirit is entering phasewalk (her husk disappearing) and a method for partially tracking her during phasewalk (this slight glow on the ground). However, Spirit can still play mindgames by beginning phase while hiding her husk (preventing survivors from seeing her husk disappear), or moving through tall grass/foliage (to hide her underglow).

  • SCP_FOR_DBD
    SCP_FOR_DBD Member Posts: 2,416

    I like it, unbreakable got annihilated though. I think spirit just needs a straight nerf tbh.

  • DrJohn
    DrJohn Member Posts: 223


    Thank you for the feedback. I agree that my idea for Unbreakable was poorly thought out, and your's does seem better in my opinion. The idea behind sprint burst taking three seconds to activate instead of instantly is more to give the killer a chance to hit for having out positioned the survivor instead of them just getting a free escape. I like your suggestion for Adrenaline too as it rewards the survivor for staying uninjured. I feel like Noed is hard to balance, and my idea was to try and make everyone happy. I do like your idea of the rework to spirit's power except for the glowing blue circle, I think while in phase she should be almost unable to be tracked, but that is my opinion. As for trail of torment, I feel like undetectable is too weak, simply because survivors get a notification, which in my opinion shouldn't happen when entering stealth.

  • DrJohn
    DrJohn Member Posts: 223

    I've realised I've been harsh on Unbreakable. Personally I think Spirit just needs a few adjustments to allow survivors an ability to react rather than just nerfing her to the ground.

  • SCP_FOR_DBD
    SCP_FOR_DBD Member Posts: 2,416

    Thats fair, though I do see letting survivors track spirit easier as a nerf.

  • DrJohn
    DrJohn Member Posts: 223

    As she needs. I do want her to remain strong, as she's one of my favourite killers and has the potential to be a fairly high skill cap killer if the right adjustments are made.

  • SCP_FOR_DBD
    SCP_FOR_DBD Member Posts: 2,416
  • kitty_love
    kitty_love Member Posts: 6

    The main reason survivors don’t like noed is because it “rewards bad plays”. I don’t really care about the perk cause I don’t come across it too often (against high rank killers) however playing in solo que means you may not have the time to do gens, save teammates, get chased by the killer and do the totems. Indoor maps make it hard enough to find the objective let alone totems.


    And noed isn’t even exclusive to only bad players or low tier killers since there are good players out there that still use it. What about them? And yes I will admit they are rare but don’t you think a totem system would fix it for both killers and survivors?


    Baby killers shouldn’t pip if they’re relying on noed to get them kills that’s just going to screw them over at higher ranks. Ultimately low tier killers should be buffed to mid tier so the wouldn’t need to use it in the first place.

  • Dreamnomad
    Dreamnomad Member Posts: 3,949

    A lot of these are just unnecessary nerfs. Adrenaline, Unbreakable, Sprint Burst aren't very problematic and aren't in need of a nerf. I agree that No Mither needs help. Personally, I'd keep it almost entirely the same but make it so you aren't broken the entire game. Instead make it so the player gets the broken status for 150 seconds when injured and starts the game injured.

    The only thing Decisive Strike needs imho is for it to end prematurely if the player is fully healed or works on a generator. NOED is fine. Survivors already have a counter to it. They just need to use the tools available (Small Game or Maps) and break bones. If they aren't willing to take a time out from gens to do bones then they earned the one shot. I don't see any reason Spirit needs changed.

    Out of your entire post of ideas, the Trail of Torment change is the only one I agree with. 30 seconds might be a bit long of a duration though. But the yellow gen aura needs to go for sure. At the absolute minimum I think the aura should only be visible to survivors within 24 meters of the gen or something. There is no reason a survivor across the map should know for certain that the killer is on the other side of the map because they kick a gen.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Run for 2 seconds and then tap sprint to not use Sprint burst.

    This is a Sprint burst sidegrade not a nerf.

    Not complaining. Just noting this because I don't think most people noticed this use case.