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Community Effort : Iridescent Offering Ideas

RDQ_TheRedFox
RDQ_TheRedFox Member Posts: 60

Oi, fresh minds. Let's come up with some iridescent offerings that either side of the fight can use. Survivors don't have one anymore, so c'mon Survivors and Killers. Let's see what can make each other cry. I'll go first for the Survivors. Nothing too OP to start us off.

Iridescent Wood] Iridescent Rarity, Survivors

SECRET

Calls upon the Entity to remove 1 sacrificial hook from the trial. The Basement Hooks are unaffected.

That's all. That's my offering. What are some of your ideas?

Comments

  • DoritoHead
    DoritoHead Member Posts: 3,546
    Iridescent Party hat: Both sides, Iridescent rarity (obviously)
    • -When a survivor is hooked, the hook produces explosions of confetti and the sounds of party kazoos that sure are loud, but not as loud as the fun screams of your victims. (Killers)
    • -When a generator is completed, it shoots confetti and the sounds of cheer can be heard in the distance. Unfortunately, this joy can only last so long... (Survivors)
    • -Gain more bloodpoints for every hook, survivor downed, and sacrifice. Bloodpoint bonuses are awarded only after the trial is complete. (Killers)
    • -Gain more bloodpoints for every generator complete, escaping, and each time you stun or blind the killer. Bloodpoint bonuses are awarded only after the trial is complete. (Survivors)

    "This bloody, glass like party hat produced by the fog itself appears to be a cruel jest by the entity, a reminder of the joy that survivors and killers alike have been forced to abandon."

  • RDQ_TheRedFox
    RDQ_TheRedFox Member Posts: 60

    Super fun, but it should probably convert a set number of hooks/generators. Perhaps 4 gens and 8 hooks?

  • SuzuKR
    SuzuKR Member Posts: 3,910

    Just in case you didn't know, those used to be what the Oak offerings for Survivor were. They got removed for being OP.

  • RDQ_TheRedFox
    RDQ_TheRedFox Member Posts: 60

    I did not, but I don't fully see how it would be OP as long as they don't be stupid and make it so the 3 hooks nearest to the first removed hook have a reduced chance of being removed as well.

  • RDQ_TheRedFox
    RDQ_TheRedFox Member Posts: 60

    To counteract my Iridescent Wood (which should be iridescent oak, sorry about that), here's something for Killers.

    Decayed Oak] Iridescent Rarity, Killers

    SECRET

    Calls upon the Entity to form 2 random hooks that ignore hook distance rules if there are no viable places to put them.

  • SuzuKR
    SuzuKR Member Posts: 3,910

    This was basically the old killer’s version. It was +3 for Killer and -1 for Survivors.

    The reason it was busted was cause it completely screws the balance and makes areas that are literally impossible to hook in. Also on top of that already massive problem, 4 survivors could all burn them. Most maps have 6-13 or so hooks. Getting rid of even 1 permanently was a major issue, let alone 4.

  • RDQ_TheRedFox
    RDQ_TheRedFox Member Posts: 60

    All right! Whole new brainstorm then. This is good, it's helping me out. And although I still see less issues with it (mostly due to the fact that there is a system that can be used to directly counteract said iridescent oak stacking by simply having duplicates cancel each other out thus meaning only 1 hook can ever be removed) I am willing to change things up to make it work BETTER.

    So, basic idea: forget about Decayed Oak and think about a whole new way for Petrified Oak to work & for the Iridescent Oak to be its more powerful variant.

    Petrified Oak] Calms the Entity to increase the distance between sacrificial hooks by 0.75 meters (Max stack = 3 meter increase which is 0.5 meters less than Killers can push them closer together, flipping that script backwards)

    Iridescent Oak] Calms the Entity to increase the distance between sacrificial hooks by 1.5 meters (Max stack = 6 meter increase which is then 2.5 meters more than Killers can push them closer together)

    Is this better since the Iridescent Oak would be harder to get, thus meaning it can have slightly more power? Or would Decayed Oak have to be included and have itself a "Calls upon the Entity to decrease the distance between sacrificial hooks by 5 meters" so the max Survivors get is +1 meter if they are well coordinated? Or should it be changed to 1.25 instead? That one's max stack would be 5 meters, and I think you can do the math on it well enough. You seem smart.

  • RDQ_TheRedFox
    RDQ_TheRedFox Member Posts: 60

    *performs a necromatic ritual on this post out of a desire to get Survivors an Iridescent Offering*