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Glyphs can be in the Main Game (Here's How)

The Red Glyph

"An orb of dark energy gathered from the countless tortured masses of people taken by The Entity. You can feel the burning sensation of each individual cry trickling down your very veins as you try to destroy this Glyph's influence."

The Red Glyph is a powerful artefact that now becomes a main objective for the Survivors to call upon.

  • Seven Red Glyphs are spread around the Trial and each require five moderately difficult Skill Checks to be completed in order to disperse them.
  • Upon attempting to disperse the Red Glyph, one rotation of the Skill Check wheel will play out per attempt. Each skill check that is completed in this rotation will be removed for the next rotation.
  • If all Skill Checks are not completed within three attempts to disperse of the Red Glyph, the Skill Checks will reset and the Aura of the Survivor will be revealed to the Killer for 3 seconds.

The Red Glyph's main purpose is to completely block off Generators, windows and gaps to Survivors; these areas of the map are specifically designed to have generators within them and can be seen via a crimson barrier surrounding the doorways and windows to these areas. Upon completing a Red Glyph, this area will disperse and you can access the Generator.

This will make the game's pacing longer, but at the same time providing a new and exciting method of playing the game. This gives Killers more power in the early game, and less in the mid-to-late game.

As a result of this, Corrupt Intervention will be retired as a Perk since its effects would prove either too strong or far too redundant with the addition of the Red Glyph main objective.

The Blue Glyph

"An orb of pure spiritual energy gathered from the hopes of those ensnared by The Entity's grasp. You can feel the warm vibrations of the emotional energy coursing through your body as you try and utilize the Glyph's influence."

The Blue Glyph is a powerful boon that now becomes a side objective for both the Survivor and the Killer.

  • Blue Glyphs will spawn at random once every 60 seconds, and can be found by either Survivors or Killers.
  • Only one Blue Glyph will be present at a time, preventing multiple instances of the Glyph.
  • Upon attempting to commune with the Blue Glyph, the Survivor or Killer in question are granted a powerful Boon that lasts for approximately 120 seconds.
  • Survivors within a 16 meter range of the user, if a Survivor uses it, will be granted the same power for only 60 seconds.

The power that the Blue Glyph grants Survivors is an immunity to all of the status effects inflicted upon them via Perks, Add-Ons or Killer Powers. This does not include the Sleep Penalty, Contamination, Laceration or other various Killer-specific status effects.

The power that the Blue Glyph grants Killers is the ability to completely block off a Generator from being repaired with the help of The Entity for 120 seconds upon kicking it, during which time, the regression speed is increased by 100%.

The Golden Glyph

"An orb of bright energy that pierces the darkness of The Entity's realm. You can feel the illuminating feeling of courage and wisdom that circulates in your soul, granting you infinite power upon using the Glyph's influence."

The Golden Glyph is a special orb of energy that now becomes a side objective for both the Survivor and the Killer.

  • The Golden Glyph spawns only once per Trial and only one person may obtain it.
  • Upon attempting to commune with the Golden Glyph, both sides are presented with a series of Skill Checks in succession to one another, which all need to be completed in order to gain its impressive power. This action takes 5 seconds to complete entirely.
  • Failing to commune with the Golden Glyph will result in the Survivor or Killer being stunned for 5 seconds and the Glyph moving into a different part of the map entirely.
  • The Golden Glyph only appears after 120 seconds have passed.
  • The Golden Glyph will relocate every 30 seconds if no one manages to locate it.

For Survivor

The power that the Golden Glyph grants for the Survivor is a golden barrier that protects them for 5 seconds per activation.

  • While it is activated, any Killer that attempts to strike you will cause the barrier to explode in a brilliant flash of light, stunning the Killer for 3 seconds and preventing you from being damaged.
  • This barrier can only be activated once every 120 seconds.
  • This ability will no longer be activatable when the Endgame Collapse starts.

Due to the power of this ability, any Perks or add-ons that grant the Endurance status effect will be negated.

For Killer

The power of the Golden Glyph grants for the Killer is a crimson aura that surrounds them for 30 seconds.

  • While it is activated, any Survivor that attempts to stun you will cause your aura to burst, preventing you from being stunned whatsoever and eclipsing the nearby Survivors into total darkness for 30 seconds.
  • This aura erupts when a Survivor attempts to stun you with a pallet, flashlight, flash grenade, firecracker or a Perk that allows them to stun you by any other means.
  • This ability can be activated while using a basic attack, lunge attack, special attack, power, vaulting, damaging a generator, hooking or picking up a Survivor.
  • This ability can only be activated once every 120 seconds.

Due to the power of this ability, both Lightborn and Spirit Fury will be changed to accommodate the Golden Glyph's ability.

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The Glyphs from the Rift are an interesting and exciting thing to do, a cool little side objective that can be done, but once they're over, that's basically it. However, I see potential in Glyphs as part of the main game itself rather than being relegated to the Rift challenges.

I've designed these Glyphs in ways that can really change up the game and add new, unique methods to play altogether, while providing some tidbits for fun and variance between them.

The Red Glyph being a main objective would work well since it would give Survivors more urgency than ever before to try and get Generators completed, while making it so that you can't complete Generators so quickly; it now takes time in order to properly get Generators going.

The Blue Glyph being a side objective would also work quite well since it gives things very unique to both sides, granting them abilities never before seen in the game before.

And the Golden Glyph (formerly Yellow Glyph) being a side objective to give you infinite power would just be one of the single most unique aspects of the game, granting one person to have the ability to better fight back against their adversaries, while only being limited to one side and one side only, giving Survivors and Killers a sense of need to get this ability or possibly be left in the dust.

These could be the future of Dead by Daylight, and I firmly believe this is the future it needs. Unique, skillful gameplay with great variance to it.

Thoughts?

Comments

  • Firellius
    Firellius Member Posts: 4,392

    These would be -very- sweeping buffs to killers, massively extending the duration of matches without giving the survivors any way to draw the match out for themselves. Killers would probably get about four to five extra minutes to wipe everyone out.

    I'm mostly talking about the blue glyph. It's absurd to give the killer the ability to set a gen to 0%, AND lock it for two whole minutes.

    This is an extremely killer-sided suggestion and would probably move the average kill rate from somewhere around 60% to 80%, if not higher.

  • Top_Secret_117
    Top_Secret_117 Member Posts: 154
    edited August 2021

    I actually like some of these ideas and it just inspired me to make a new game mode post 😀

    Post edited by Top_Secret_117 on
  • Vulgun
    Vulgun Member Posts: 439

    Do you genuinely feel the need to come into basically every damn thread I make to try and criticize it?

    Fine, I'll humor this post.

    The Blue Glyph sounds Killer-sided at first, and it was intended to be that way simply because Killers need something that can help them control the match and take the power of the match away from the Survivor, even for the time being. You also got to consider that the Killer has to go out of their way to find a Blue Glyph, earn it, then go back to a generator within a 120 second timeframe and kick it, praying that there's not a single Survivor on it that's running Blast Mine or Repressed Alliance, or heaven forbid both Perks. Hell, speaking of Perks, Ruin would immediately make the Blue Glyph useless since if it's doing the work, the Blue Glyph can't use its own ability for Killer, meaning there's a trade-off to what you want to run as Killer.

    So there's time that it takes to even earn the ability, then there's counters to it and even restrictions based on other, very powerful things in the Killers' kits. That's how the game works; you can find ways to actually manage to get around this powerful boon if you play it smart against the Killer, and you can make new builds as Killer to revolve around getting this Glyph.

    The Red and Blue Glyphs are meant to make the Killer feel more powerful early and mid-game. Survivors do not deserve to be powerful practically all the time in the game. What these do is balance out the dynamic, if not lean it more toward Killer, which should be how the game should be designed (again, the Killer is meant to be the "power role" and you can't achieve it without giving them power).

    My ideas factor in the potential of spawn locations and the time it takes to get to these things, hence why they are so damn powerful in the first place; they take time and effort to get. They deserve to be rewarding.

    And what the hell is wrong with extending the length of the match by a few minutes when there's new and exciting gameplay to be had? It would be much better than the alternative (Ruin + Undying, which can extend games by over 20 minutes).

    So yeah, it'd be sweeping buffs, but it'd be a step in the right direction for the design of this game.

  • Dino7281
    Dino7281 Member Posts: 3,294
    edited August 2021

    Some things there are definetly not balanced at all, but I like the idea behind it.

    People asked for side objectives for long time and glyphs might be easiest solution.


    Some of those effects are super broken and I don't think would be good to implement them from start. It might be good to test them later, but I would start small.

    As first version I would give probably only one version of glyphs, maybe two. You can have 5 Red glyphs (for each survivor and 1 for killer) and 1 yellow glyph that changes location (like crown).

    So there should be reward and punishment, if you fail. So possible effects:

    Survivor: Succesfull

    -refill charges on item

    -show two random totems

    -clear you from all negatives effects

    -heal you


    Survivor: Failed

    -causes the Exhausted Status Effect for 80 seconds.

    -causes the Blind Status Effect for 60 seconds.

    -causes the Broken Status Effect for 40 seconds.

    -you get injured and have to mend.


    Killer: Succesfull

    -show aura of random survivor for 10 seconds.

    -random cleansed hex, it will replace random dull totem on map.

    -your next attack has exposed effect.

    -all gens explode.

    Killer: Failed

    -all survivors see killer's aura for 5 seconds.

    -killer gets stunned for 5 seconds.

    -your next attack will only apply mending.

    -survivors Action speeds in Repairing, Healing, and Cleansing are increased by 5 % for 10 seconds.


    Some stronger effects should be only on red one, because it is one time only and random effects on yellow.

    Problem is, how to get killer to fail? They don't have skill checks...

  • Firellius
    Firellius Member Posts: 4,392

    Do you genuinely feel the need to come into basically every damn thread I make to try and criticize it?

    There's a suggestion for expanding base gameplay with glyphs and I'm interested, so I click.

    Then the suggestion devolves into a horribly unbalanced idea, so I critique.

    I don't even know who you are.

    The Blue Glyph sounds Killer-sided at first, and it was intended to be that way simply because Killers need something that can help them control the match and take the power of the match away from the Survivor, even for the time being. You also got to consider that the Killer has to go out of their way to find a Blue Glyph, earn it, then go back to a generator within a 120 second timeframe and kick it, praying that there's not a single Survivor on it that's running Blast Mine or Repressed Alliance, or heaven forbid both Perks. Hell, speaking of Perks, Ruin would immediately make the Blue Glyph useless since if it's doing the work, the Blue Glyph can't use its own ability for Killer, meaning there's a trade-off to what you want to run as Killer.

    The only thing that's any kind of relevant usage requirement is finding the blue glyph, which can just happen on accident as the killer is chasing or moving between gens. A 120 second timeframe is insanely generous. Just try out We'll Make It to see what you can get out of the 90 second timer that that gives you.

    Blast Mine would not counter this in the slightest. It'd just slow the killer down a tiny bit, since they can just reinitiate the kick once the stun wears off. It works against PGTW, somewhat, because that actually has a non-negligible time constraint. Even Repressed Alliance would be too short lived to put a real dent in the 120 second timeframe you gave here.

    But even if RA WOULD work against it completely, it'll still be terrible design because it would be yet another perk survivors are expected to bring to patch up another game design hole. This on top of UB for slugging, BT for camping, IW for Spirit, DS for tunnelling, and DetHunch/SG for NOED. We can't keep putting holes in the gameplay and then fix it with 'just bring X perk', because there's only 4 perk slots and we already have five holes. Legitimately, over half of the oft-complained-about 'survivor meta' is just spent on making the game playable.

    So there's time that it takes to even earn the ability, then there's counters to it and even restrictions based on other, very powerful things in the Killers' kits. That's how the game works; you can find ways to actually manage to get around this powerful boon if you play it smart against the Killer, and you can make new builds as Killer to revolve around getting this Glyph.

    You can't keep dumping more and more crap on the survivors' plate over and over and keep saying 'just play around it'. What are you going to do against a blue glyph'd killer with Tinkerer, hm? Because once that perk pops, you lose ALL progress on that gen with no recourse. Best you can do is get a stay of execution by locking it with Repressed Alliance, which, again, is yet another mandatory perk at that point.

    The Red and Blue Glyphs are meant to make the Killer feel more powerful early and mid-game. Survivors do not deserve to be powerful practically all the time in the game. What these do is balance out the dynamic, if not lean it more toward Killer, which should be how the game should be designed (again, the Killer is meant to be the "power role" and you can't achieve it without giving them power).

    The killer SHOULDN'T be powerful early game because they are already powerful in mid and lategame. Survivors aren't powerful 'practically all the time', as soon as someone goes up on the hook, the game shifts to a neutral ground, and as the game progresses, the killer has a tendency to snowball on.

    And NO, the game shouldn't be balanced in favour of the killer, the game should just be balanced, period. Killer isn't meant to be the 'power role', the game is meant to be balanced. And given BHVR's stats, it appears that it is better balanced than people like to portray it as.

    Yes, swat team swiffers will ruin a killer's day. But casual swiffers are on level footing, and solo players tend to get stomped. On average, survivors and killers are fairly evenly matched.

    My ideas factor in the potential of spawn locations and the time it takes to get to these things, hence why they are so damn powerful in the first place; they take time and effort to get. They deserve to be rewarding.

    Yeah, their effort-reward ratios are balanced for the survivors, who get almost nothing out of them, but they're not for the killers, who get to reset a gen and disable it for two whole minutes. Who have to do nothing to get free slowdown.

    And with the spawn algorithm for these glyphs, there's another problem with making them powerful: RNG. You don't know where they'll spawn, they might just spawn right on top of the killer. A lucky killer might get four blue glyphs in a match.

    And what the hell is wrong with extending the length of the match by a few minutes when there's new and exciting gameplay to be had? It would be much better than the alternative (Ruin + Undying, which can extend games by over 20 minutes).

    Ruin Undying is never going to extend a game by any more than 2 minutes. Either the survivors die by that point, or both hexes are gone. 20 minutes is an absolutely ridiculous assertion and assumes that the killer is woefully incompetent and/or the survivors just aren't playing.

    Lengthening the match is a problem because you did nothing to weaken the killer to give the survivors the ability to last those extra minutes. You just heaped all of the slowdown onto the survivors, but if finding and downing survivors still takes the same amount of time, you just make escape almost impossible.

    And that's ignoring how devastating those extra minutes would be when facing a facecamper. Your only option against that is genrushing, so if you slow that down that badly, camping is just going to be a guaranteed win.

    So yeah, it'd be sweeping buffs, but it'd be a step in the right direction for the design of this game.

    For killer mains, maybe. Until they get tired of effortlessly stomping every match.

    The only thing I can sort of get into is the red glyphs as an early game slowdown option (Not preferred though, there's a better way of handling this) and the killer's gold glyph, ONLY if the killer's been stunned out of a pick-up multiple times, as a swat swiffer counter.