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Every Change I Would Make To DBD If I Was That Person In Charge

GoodBoyKaru
GoodBoyKaru Member Posts: 22,819
edited September 2022 in General Discussions

So, we all know that due to programming and time constraints the developers cannot implement a major change to several killers and perks and maps all in one update. But this is just my happy little dream land where I control fate, so here is a list of every single change I would make if I was in charge of, well, making those changes. Feel free to let me know what you think of them (and devs I would love for these ideas to at least be considered).

This was made as of Patch 6.2.0, before any information about 6.3.0 came out. If there's any overlapping, that's why.

This post has been spurred on because of my absolute distain for the state of the game at the moment.

This post is Part One. There will be the remainder of the post in the comments. Please note that technical limitations prevented me from posting it all together. If you notice any formatting errors, they will be edited out swiftly, and simply exist to give me time to claim the top comment.

Oh, and before anyone accuses me of copying Kizu then I need you to know she copied me actually </3

accessibility

Accessibility is something we don't talk about much, but we will be making an overhaul to a lot of our gameplay systems to allow for a more accessible gameplay experience. BHVR Interactive as a company believes that everyone should have the chance to play whatever game they like, and so we aim to make out game far more accessible in the future. Our goal is to even the playing field and allow everyone an even chance.

hard of hearing

Players who are hard of hearing have often struggled with Dead By Daylight, as a lot of the gameplay is audio focused. While we can't solve everything, we have a few changes aimed to relieve HOH players of some of these difficulties:

  • Option for Mono or Directional audio in the settings. Previously players would have to rely on third party software or hope their hardware understood, and it could cause audio bugs and sound effects being missed entirely. Partially deaf players should find this easier to deal with.
  • A visual Heart appears within Survivor Models to represent the Terror Radius, and the visual intensity and physical beating of the heart will increase as the Terror Radius becomes more intense. This can be disabled in Settings.
  • -The perk Spine Chill has now had it's Terror Radius indicator removed. It should now function as we intended during the 6.1.0 Update.
  • When within 16m of the killer, when they begin breaking a pallet, generator, breakable wall, or begin to open a locker, their location is revealed for 0.8s. Revealing locations for Killers not through our Aura system is something brand new, but hopefully we'll be able to implement it into perks soon. Think of it as a reveal similar to Rancor or Infectious Fright. This is something that a player would be able to easily tell has happened via sound, but cannot do so if they are hard of hearing. We do not feel it would be too much of a buff to survivors to implement this, although there may be minor number tweaks later on, and if necessary killers will be buffed later.
  • -The perk Alert is not being changed, as it does not follow the same system. Alert will still grant Aura reading.

photosensitivity

Photosensitivity is a topic that's come up very frequently recently, and we'd like to reassure you that we understand. While in the past we've attempted to help rectify this issue, we can now see that our efforts weren't enough. We are therefore proud to present a new "Photosensitivity Mode", which is an optional extra in the in-game settings. This mode:

  • Changes the VFX on The Doctor and The Onryō to be more photosensitive friendly. Instead of simply decreasing the intensity, we have replaced their VFX to have far smoother, slower, and less jarring transitions.
  • Flickering lights will now flicker substantially slower, or in some cases simply be permanently dark. This is to reduce the possibility of a seizure hazard. Affected lights include those found on Midwich Elementary School, Haddonfield, Badham Preschool, and Léry's Memorial Institute.

Moreover, we are making the following changes to the base game, for everyone:

  • Fixed a bug where the menu would speed up and cause issues for those with photosensitivity.
  • Standardised flickering lights. Some lights would flicker far quicker and others far slower than we intended- this should now be fixed and flicker speeds will be far more consistent across the board.
  • Flashlights now have a three-click policy before they cannot be used against for 1 second. We know that sometimes clicking is necessary, to greet a fellow survivor or to adjust the timing used for a flashlight blind, however excessive clicking can cause issues. We will monitor this on the PTB and implement feedback on if these measures aren't tough enough in the first hotfix.
  • The photosensitivity warning is now present upon every boot up of the game.

phobia mode

We don't want to be limited in our killer designs- after all, this is a horror game, and if we don't want our characters to get stale then we will eventually need to cross into territory that can be potentially difficult to deal with. We already have this with The Clown and The Plague, but a few of our upcoming killers (no spoilers here, sorry folks) may also pose this issue. Therefore, we are making the choice to implement a "Phobia Mode" into settings. Currently, this mode will only be available for The Clown, The Plague, and The Artist, however if there is demand for more then we shall comply.

Phobia Mode, to put it simply, will disadvantage the player slightly by turning the related killer into an animationless, textureless blob. It will be around the same height and width of the related killer, but will have no animations and look more like their capsule hitbox with a weapon attached. It will have generic SFX and VFX and will essentially remove any and all trace of issue from the character while providing no tangible benefit to the player.

This will, hopefully, allow us to get far more creative with killer designs and create a more horrifying experience than ever before, delving into more horror tropes and fresh ideas, however we can always keep this optional mode in mind for players who find it too much, particularly when phobias are involved.

motion sickness

Motion sickness has been a common cause for complaint for killers, as it can give players headaches, nausea, and in some cases prevent them from playing certain killers, or the role entirely. Therefore, we are adding an FOV slider into the settings menu.

Currently, the default killer FOV is set to 87°, and with Shadowborn can be increased to 102°. The slider will now come with the option to set the FOV anywhere between 60° and 120°.

  • The perk Shadowborn has been completely removed and replaced with a new perk: "Sympathetic Torture", which we feel still fits The Wraith thematically. This perk allows the killer to unhook any survivor up to 4 times per trial, and upon doing so will cut their remaining Bleedout TImer in half and slow their generator progression by 10/15/20%, but will double the duration of their post-unhook Endurance and Haste.

Moreover, eye strain has been another cause for concern, so we are also adding in the option of a gamma slider. This will allow players to adjust their in-game brightness to suit them and their monitor.

While we are aware some players will use these to gain an advantage, we feel that this is something we are willing to sacrifice for the better health of our players and to enable more people to play the killer role.

skill checks

As you will see later into this post, we are making the decision to touch upon skill checks, at last. In addition to the changes we are making later into this post, we are also adjusting them like this:

  • Skill Checks will now have a visual que as well as an audio que.
  • There will be an option in Settings to bind all 4 Skill Check bindings to a single button.
  • There will be an option in Settings to remove the randomisation on Great Skill Check success zone placement, and instead force it to remain in a consistent spot randomly chosen at the start of the Trial.

Gameplay changes

generators

So, generators! Everyone loves them, right? Except, well, they don't- there have been many complaints that generators are boring and uninteractive, and skill checks in particular are a poor attempt at a quick time event. Therefore, the following changes will be made to help improve gameplay interactivity:

  • Generators will now take 85 seconds to complete.
  • Upon reaching 90% completion, continuous Skill Checks will appear to the survivors, similarly to how Merciless Storm currently works. Failing a Skill Check will not block the generator, however this effect is not limited to once per generator. Moreover, these Skill Checks will begin large, however will become smaller with every successful consecutive Skill Check.
  • -The perk "Merciless Storm" causes this effect to trigger at 80% completion, and will block the generator if a survivor is interrupted by any means. The generator being blocked by The Entity can only be triggered once per Generator.
  • Once completed, a generator must be connected to an Exit Gate. The survivor who repaired the generator (the first survivor who began repairs if multiple survivors repaired the generator) receives the Power Cord, a new limited item which does not replace the currently held item. Holding a Power Cord grants the survivor the Electrified status effect, which we'll discuss more later.
  • A Power Cord can be connected to an exit gate via a short interaction, at which point a survivor may decide to continue to hold the Power Cord or drop it using the Drop Item button. Dropping a Power Cord will always take priority to dropping a held item. Upon losing a Health State, a Survivor will always drop the Power Cord.
  • Power Cords can be connected to one, or both, exit gates. An exit gate can have a maximum of 5 Power Cords, and for each connected Power Cord it will increase Exit Gate opening speed by 2%, up to a maximum of 10%. An Exit Gate must have a minimum of 3 Power Cords connected to it, or else it will not be powered when all Generators are completed.
  • If a generator has an attached Power Cord, a survivor is able to return to that generator to collect another Power Cord.

skill checks

  • Skill Checks will now have 4 button bindings in the menu. A Skill Check could use any of these 4 buttons as the required success button.
  • The Great Skill Check success zone will now be randomised. It can be anywhere on the Skill Check bar, though will always be connected to the Good Skill Check success zone.
  • Continuous Skill Checks will always use the same key binding as the first.

We hope these changes will help keep the gameplay feel interactive and allow survivors to do more in a trial. While holding one button for 85 seconds isn't ideal, we hope the new Skill Checks will improve upon the experience, and shall be monitoring feedback closely.

regression

The regression speed in Dead By Daylight has often been a point of contention, and we have been listening! We will be making the following changes:

  • Generators now regress at a speed of 0.5c/s, an increase of 100%.
  • Overcharge now causes generators to begin regressing at 50% of the initial speed (0.25c/s) and increase until regression is at 150% speed (0.75c/s).
  • Call of Brine now causes generators to begin regressing at 150% speed (0.75c/s). When combined, Call of Brine and Overcharge can cause generators to reach a maximum of 200% speed (1c/s).
  • Hex: Ruin now causes generators to regress at 100% across the board automatically, and no longer is removed upon a survivor dying. Instead, Hex: Ruin will only activate when there are 3/4/5 generators remaining on the map (or 1/2/3 generators left to complete). If there is no available Dull Totem to bind Hex: Ruin to, then a Reanimated Totem is spawned at random.
  • Kicking a generator now removes 2% of the maximum progress (down from 2.5%)- we feel that improving the speed of subsequent regression has lowered the need for the initial burst just a smidge.

choice restrictions

Perk combinations can be incredibly powerful in the right hands, sometimes even too powerful. We want to continue to make fun, interesting perks that synergise well with each other, but also want a system in place that can quickly react to overbearing combinations. As such, we are implementing a new Choice Restriction system, that is controlled on our end similarly to the Killswitch and so won't require installing a new version to update.

For example, recently we wanted to nerf Scourge Hook: Pain Resonance, as we found the combination with Dead Man's Switch to be a bit much. But in doing so, we created an interaction with Merciless Storm that wasn't at all what we wanted, so partially reverted the nerf and instead nerfed Dead Man's Switch also. Under this new system, we would instead be able to simply disable the choice of using both perks in combination with each other, and allow both to retain their initial strength.

With that in mind, we will only be implementing only one perk Choice Restrictions on launch. This is because we're still not sure on the best course of action to take, as we really like the design of the perk involved but recognise just how out of hand it has gotten:

  • Hyperfocus can no longer be used with the perks: Stake Out, This Is Not Happening, Spine Chill, Fast Track, Overzealous, or Prove Thyself.

Choice Restrictions are simply there to allow us to quickly hit a combination that feels too strong, even if just on certain killers, until we can find a way to nerf it that works best in a following update.

This system should enable us to have more creativity and freedom with new perks and their numbers, without worrying about breaking anything.

maps

Maps are... an issue, to say the least. Some maps are incredibly survivor sided and others massively favour the killer. To put it simply, maps cause a major imbalance in average kill rates per player, so we're aiming to standardise maps and make the experience more consistent and balanced across Realms.

general changes

This section will cover the changes being made to all maps, where applicable:

  • Tiles which usually spawn around the edge of the map, including Z-Walls and Log Tiles, will now be able to spawn on the inside of the map too.
  • Similarly, tiles which usually spawn inside of the map may now spawn around the outside.
  • We have adjusted our tile generation system to now split areas of the map into "chunks" and ensure that no one chunk of the map is too powerful, while other chunks are too weak. This means that there should be far less Jungle Gyms that players can chain together, but similarly far fewer dead zones where there's nothing for players to utilise.
  • We have consulted our Fog Whisperers and greatly improved Totem spawn locations.

specific changes

This section will cover changes being made to specific Realms and maps:

  • Autohaven Wreckers: Added in new tile layouts, similar to those that can be found on other maps.
  • -Azarov's Resting Place: Widened the middle section.
  • -Wrecker's Yard: Increased map size.
  • Coldwind Farm: Added in new tile layouts, similar to those that can be found on other maps.
  • Coldwind Farm: Changed layout of all maps to spread out corn and tiles better.
  • -Fractured Cowshed: Reduced the amount of strong loops this map can spawn.
  • The Macmillain Estate:
  • -Groaning Storehouse: Rebalanced map layout to make it more balanced.
  • -Shelter Woods: Increased the amount of loops this map can spawn.
  • -Shelter Woods: Decreased map size.
  • -Suffocation Pit: Weakened middle of map significantly.
  • -Suffocation Pit: Strengthened edge of map significantly.
  • Crotus Press Asylumn: Added in new tile layouts, similar to those that can be found on other maps.
  • -Disturbed Ward: Removed Breakable Walls in the main building.
  • -Disturbed Ward: Decreased map size significantly.
  • -Father Campbell's Chapel: Removed Breakable Walls in the main building.
  • Haddonfield:
  • -Lampkin Lane: Weakened windows of many houses.
  • -Lampkin Lane: Added in more pallets in-between houses.
  • Backwater Swamp: Added in new tile layouts, similar to those that can be found on other maps.
  • Backwater Swamp: Increased minimum and maximum tile count.
  • Backwater Swamp: Massively increased tile spawns at centre of map.
  • -Grim Pantry: Weakened upstairs main building significantly.
  • Red Forest:
  • -Mother's Dwelling: Massively decreased map size.
  • -Mother's Dwelling: Prevented strong window variations from spawning.
  • Springwood: Combined all map varients into one map: Badham Preschool
  • -Badham Preschool: Weakened main building.
  • -Badham Preschool: Removed breakable walls around main building.
  • -Badham Preschool: Removed the house with the basement. This will instead spawn another multi-story house.
  • Gideon Meat Packing Plant:
  • -The Game: Increased amount of windows that can spawn.
  • -The Game: Massively decreased amount of pallets that can spawn.
  • -The Game: Weakened a lot of pallets.
  • -The Game: Added more opportunity for Jungle Gyms to spawn.
  • Yamaoka Estate:
  • -Family Residence: Reduced map size.
  • Ormond:
  • -Mount Ormond Resort: Weakened main building significantly.
  • Grave of Glenvale:
  • -Dead Dawg Saloon: Reduced Breakable Wall count.
  • -Dead Dawg Saloon: Massively weakened main building.
  • -Dead Dawg Saloon: Increased amount of pallets that can spawn.
  • -Dead Dawg Saloon: Increased strength of pallets that can spawn.
  • -Dead Dawg Saloon: Reduced amount of platform Generators that can spawn.
  • Raccoon City:
  • -Raccoon City Police Station East Wing: Added more windows that can spawn.
  • -Raccoon City Police Station West Wing: Reduced size significantly, cutting out a lot of the outside area and East Wing.
  • Forsaken Boneyard: Darkened the map
  • Forsaken Boneyard: Added in new tile layouts, similar to those that can be found on other maps.
  • -Eyrie of Crows: Massively weakened main building.
  • -Eyrie of Crows: Massively weakened filler tiles.
  • -Eyrie of Crows: Massively lowered maximum pallet amount.
  • -Eyrie of Crows: Shrunk map significantly.
  • Withered Isle:
  • -Garden of Joy: Reduced map size.
  • -Garden of Joy: Weakened main building.

killers

  • After hooking a survivor, all survivors outside of a 40m range have their aura revealed for 4 seconds.

We've found that providing a reason for killers to leave the hook did, in fact, assist in the reduction of camping. Therefore, we are adding back an incentive for killers to leave the hook.

  • Bloodlust has been removed

Having seriously hit map sizes, pallet strength, and hopefully most of the connected tile spawns in the game to make them substantially more fair to the killer, we feel that we can finally remove Bloodlust as it's an archaeic system around from the earliest days of Dead By Daylight.

  • The furthest 3 generators from your location are blocked at the beginning of the map for 40 seconds, or until a survivor is placed into the Dying State, whichever comes first.

Corrupt Intervention is a great help for killers who need the time to help set up an area to lock down, so we're giving a small amount of breathing room at the very start to help prevent the survivor snowball from happening quite so fast.

The Trapper | bear trap

  • Traps now spawn closer to the centre of the map and already is well-hidden places specifically chosen by our Fog Whisperers.
  • The Trapper can carry up to 6 Bear Traps by default.
  • An injured survivor who steps into a Bear Trap will be affected by the Deep Wound status effect.
  • Serrated Jaws now applies to anyone caught in a Bear Trap.
  • Trapper Bag allows carrying up to 7 Bear Traps.
  • Rusted Jaws now applies to anyone caught in a Bear Trap.

The Wraith | wailing bell

  • Removed Lightburn.
  • Increased post-uncloak Speed Boost duration to 1.25 seconds.
  • Stunning The Wraith with a pallet no longer has an increased stun time.
  • Increased Action Speed while cloaked by 20%.
  • "Shadow Dance"- White and "Shadow Dance"- Blood now also affect the time to search Lockers.

The Hillbilly | Chainsaw

  • Fixed bugs relating to his animations.
  • Once the Chainsaw has overheated, increase the charge time of the Chainsaw by 30%. This replaces the previous effect, which would prevent the Chainsaw from being used.
  • The Chainsaw now cools while a Chainsaw Sprint is active, instead of increaing Overheat.
  • Punctured Muffler now decreases the Charge Speed penalty to 20%.
  • Big Buckle now decreases Chainsaw charge time by 5%.
  • Mother's Helpers now decreases Chainsaw charge time by 8%.
  • Leafy Mash now increases movement speed by 0.2m/s while the Chainsaw is Overheated.
  • Black Grease now increases movement speed while charging the Chainsaw by 0.3m/s
  • Tuned Carburettor now decreases Chainsaw charge time by 11%, and no longer has a movement speed penalty.
  • Pighouse Gloves now prevents The Hillbilly from being affected by Overheat.
  • Fixed a bug with Apex Muffler where a Chainsaw Sprint started outside of the Terror Radius would remain silent even when in the Terror Radius, and vice-versa.

The nurse | spencer's last breath

  • Increased base movement speed to 4.4m/s.
  • Reduced Terror Radius to 24m.
  • Reduced initial Blink distance to 12m.
  • Reduced Chain Blink distance to 8m.
  • The effect of the Add-On "Jenner's Last Breath" is now basekit.
  • Blink charge time has been reduced accordingly.
  • Removed Lightburn.
  • Lunges made during the Chain Blink window are now consistent with all other lunges. Previously, these would be slightly shorter than usual due to being made with no momentum.
  • Blinking into the middle of an object will now cause The Nurse to blink through the object where applicable, instead of stopping in front of it.
  • Pocket Watch now also increases the distance that a Chain Blink can travel.
  • Dull Bracelet now increases the distance that the Chain Blink can travel to 12m, but reduces the distance that the initial Blink can travel to 8m. Charge times are adjusted accordingly.
  • Catatonic Boy's Treasure now reduces Fatigue duration by 0.25s.
  • Bad Man Keepsake now reveals the aura of any Survivor hit after the initial Blink for 4s.
  • Spasmodic Breath now increases the Movement speed of The Nurse to 4.8m/s.
  • Ataxic Respiration now reduces Fatigue from all sources by 0.25s.
  • Anxious Gasp now causes survivors within 4m of The Nurse's Blink destination and initial location to scream.
  • Jenner's Last Breath now increases the distance of the initial Blink to 20m, but reduces the distance of the Chain Blink to 4m. Charge times are adjusted accordingly.
  • Campbell's Last Breath's effect is now optional, and pressing the Power Button during the Blink will activate it's effects. It now can be used even without a fully-charged Blink, and will cause the Chain Blink to be the same charge rate as the initial Blink.
  • Torn Bookmark now reduces The Nurse's movement speed to 3.5m/s, increases the initial Blink distance to 20m, increases the Chain Blink distance to 12m, and adjusts charge times accordingly. Trumps all other add-ons.
  • Matchbox now increases The Nurse's movement speed to 4.6m/s, removes one Chain Blink, and increases the initial blink distance to 20m. Trumps all other add-ons, except for Torn Bookmark.
  • Achievement "From the void she kills" has been changed to "From the void she stalks".
  • -In a public match, chain 2 blinks and hit a Survivor 30 times while Undetectable.

The shape | evil within

  • Removed Tier 1 of Evil Within entirely. Formerly Tier 2 is now known as original and formerly Tier 3 is now known as "Risen".
  • The Shape begins the trial with the Undetectable effect, which lasts for 60 seconds. This will be cut short if The Shape is Risen.
  • Increased Terror Radius to 32m.
  • After the Undetectable effect wears off, The Shape's Terror Radius will slowly expand to the 32m range over the course of another 60 seconds. This will be cut short if The Shape is Risen.
  • The Shape can now stalk a fully-drained survivor at 50% the regular speed.
  • Survivors will slowly regenerate Stalk at 0.25% each second. This begins after they haven't been stalked for 10 seconds and are not in a chase. This is paused while The Shape is Risen.
  • When not stalking, the Power Meter will slowly drain back down until it is half filled at a rate of 0.25c/s.
  • Boyfriend's Memo now prevents The Shape from receiving Undetectable. Gain 100% bonus bloodpoints in the Deviousness Category.
  • Blond Hair: Updated wording to reflect new terminology.
  • Glass Fragment: Increases the effect of the Undetectable effect at the start of the trial by 60s. The Shape's Terror Radius no longer slowly expands. Undetectable is still cancelled if The Shape is Risen.
  • Hair Brush: Updated wording to reflect new terminology.
  • Dead Rabbit: Decreases The Shape's Terror Radius to 24m. While The Shape is Risen, increase the Terror Radius to 40m.
  • Mirror Shard: Updated wording to reflect new terminology.
  • Judith's Journal: Increases the rate Survivors regenerate stalk to 0.5c/s.
  • Hair Bow: Updated wording to reflect new terminology.
  • Vanity Mirror: Updated wording to reflect new terminology.
  • Tombstone Piece: Fully-drained Survivors can be stalked at 75% rate.
  • Lock of Hair: Updated wording to reflect new terminology.
  • Scratched Mirror: Reduces the speed of the Power drain by 0.125c/s.
  • Judith's Tombstone: Fully-drained Survivors can be stalked at 100% rate.
  • Fragrant Tuft of hair: The Shape no longer begins the Trial Undetectable. The Shape's Terror Radius no longer expands. The Shape begins the Trial Risen. The Shape is permanently Risen.
  • Achievement "Evil Incarnate" has been changed to "Evil Never Rests".
  • -"In a public match, have The Shape rise, and then kill a survivor by your own hand within 60 seconds."
  • Added a new Judith's Tombstone charm, only unlockable to players who already achieved "Evil Incarnate" prior to the change. These players will also be compensated 100,000 Bloodpoints. This charm will only return if any of The Shape's achievements change again.

the hag | blackened catalyst

  • Prevents The Hag from placing a trap within 8m of a hooked survivor. Traps already placed will be instantly triggered.

the doctor | carter's spark

  • Survivors who are shocked by Shock Therapy or Static Blast suffer from the Electrified status effect for 30 seconds.

the huntress | hunting hatchet

  • Soldier's Puttee now increases movement speed for every missing Hatchet by 0.04m/s, up to a maximum of 0.2m/s.
  • Iridescent Head now reduces maximum Hatchets to 1, which can be increased up to 3 with add-ons. Survivors hit by Hatchets outside of a 24m range are automatically put into the Dying State.
  • Adjusted Hitbox shape to be more cylindrical instead of spherical.

The nightmare | dream demon

These changes have the official @GeneralV seal of approval.

  • Awake survivors do not see or hear The Nightmare.
  • Once targeted by Dream Demon, survivors enter the Dream Transition, which lasts for 5 seconds.
  • During the Dream Transition, survivors will intermittently see The Nightmare, getting a glimpse every 1s for 0.5s.
  • A survivor will automatically enter the Dream Transition after 90 seconds has passed.
  • After the Dream Transition, a survivor falls asleep.
  • A sleeping survivor:
  • -Has their aura revealed to The Nightmare when further than 60m away.
  • -Suffer an Action Speed penalty of 30%.
  • -Sees the aura of all Alarm Clocks.
  • Sleeping survivors can get hooked or interact with an Alarm clock to wake themselves up.
  • Awake survivors can also wake up sleeping survivors.
  • Awake survivors can interact with any Alarm Clock to reset their Microsleep timer.
  • Survivors who wake up via the Alarm Clock are protected from Microsleep for 30 seconds. They can still be manually entered into the Dream Transition.
  • Retains the Dream Projection and Dream Snare abilities.
  • The Nightmare's movement speed is only reduced when placing a Dream Snare after it has been fully charged.
  • Sheep Block now reduces the Dream Transition time to 4.5s. Trumps all other add-ons, except for Unicorn Block.
  • Garden Rake now increases the range at which The Nightmare can pull survivors to sleep by 2.5m.
  • Prototype Claws now increases the range at which The Nightmare can pull survivors to sleep by 5m.
  • Outdoor Rope now grants an additional 4% Action Speed penalty.
  • Cat Block reduces the Dream Transition time by 0.5s.
  • Unicorn Block reduces the Dream Transition time to 3.5s. Trumps all other add-ons.
  • Paint Thinner now increases the range at which The Nightmare can pull survivors to sleep by 7.5m.
  • Jump Rope now adds an additional 6% Action Speed penalty.
  • Pill Bottle now prevents sleeping survivors seeing The Nightmare until he is within 32m.
  • Swing Chains now adds an additional 2% Action Speed penalty per sleeping Survivor.
  • "Z" Block now reduces the Dream Transition time by 1.5s.
  • Red Paint Brush now reduces Microsleep timer to 60s, and removes Microsleep protection from Alarm Clocks.
  • Black Box now causes all survivors who were unhooked, or who unhooked themselves, to enter into the Dream Transition. Increases duration of Dream Transition by 2s.

The pig | jigsaw's baptism

  • Reverse Bear Traps placed after the Exit Gates have been powered will automatically activate.
  • While a Reverse Bear Trap is on a survivor, the Endgame Collapse will permanently move at 50% speed.
  • Updated Reverse Bear Trap UI to properly reflect the length of the timer. This will change if the timer length changes.
  • Amanda's Secret now causes Reverse Bear Traps to be automatically activated regardless of generator completion.

The clown | the afterpiece tonic

  • Split ammunition count of the Afterpiece Tonic and the Afterpiece Antidote. The Afterpiece Tonic has a maximum of 4 bottles and the Afterpiece Antidote has a maximum of 2 bottles.
  • Reloading will reload both pools simultaniously.

The spirit | yamaoka's haunting

  • Exiting Phase-Walk will always reduce power to 0%.
  • Increased recharge rate of Yamaoka's Haunting to 0.5c/s, meaning it now takes 10 seconds to fully recharge.
  • While Phase-Walking, all sound effects are played as mono sound instead of directionally.
  • Reworked Passive Phasing to be a controlled action and has been renamed to Distorted Phase. Press the Active Ability button while Yamaoka's Haunting is fully charged to consume 50% of the power bar and begin phasing in and out of view for 2 seconds.
  • Increased the rarity of Origami Crane to Uncommon.
  • Juniper Bonsai now extends the duration of Distorted Phase by 1 seconds and reduces the consumption to 35% of Yamaoka's Haunting.
  • Increased the rarity of Rin's Broken Watch to Rare.
  • Increased the rarity of Rusty Flute to Very Rare.
  • Extended the range of Senko Hanabi to 8m and it's duration to 15 seconds.
  • Uchiwa now has a new effect:
  • -Reveals the aura of any survivors within 16m of your Husk when you exit a Phase-Walk for 3 seconds.
  • Reduced the rarity of Dried Cherry Blossom to Common. Dried Cherry Blossom allows The Spirit to still see Scratch Marks and shows pools of blood while Phase Walking, however reduces all sound made to 0%. No longer shows Killer Instinct while phasing.
  • Combined the effects of Uchiwa and and Kintsugi Teacup into the Kintsugi Teacup add-on.
  • Mother-Daughter Ring no longer removes Scratch Marks, but only increases Movement speed during Phase-Walk by 10%. Mother-Daughter Ring now allows Yamaoka's Haunting to be used, even when not fully charged.


Post edited by GoodBoyKaru on
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Comments

  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,049
    edited September 2022

    One other thing I would add for Deep Wound is when being in Tier 3 madness when versing the Doctor, the Deep Wound timer doesn't run out when snapping out of it, I died many times from that happening when facing him.

    Overall, good ideas!

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    Thank you! I really appreciate the time you took to read this monster

  • ohheyitsbobcat
    ohheyitsbobcat Member Posts: 1,761

    There is way too much to go over so I'll just say there were things I loved, liked, were meh about, disliked and vehemently disliked.

    The power cords on gens was the thing I found most interesting. I don't know for sure if I like it or dislike it, but I found it the most interesting and something I wouldn't mind seeing in-game so I could form a better opinion.

    Though them needing 3 cords to power a gate seems redundant with the 2% bonus per cord. That would mean every gate always has a minimum of 6% increase. I'd have it as every cord after 3 offer a bonus of 5% up to 10% that way it's all the same.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819
    edited September 2022

    out of sheer, morbid curiosity what were the bits you vehemently disliked (if there's not too many to mention)? For no reason other than I'm wondering lmao

  • DoritoHead
    DoritoHead Member Posts: 3,546

    Wow, this is a ton of stuff!

    loving the accessibility features. I think there could be better solutions than turning the killer into an amorphous blob in phobia mode, though it’d require the phobia mode to be tailored uniquely to killers that it’s activated on.

    By the way, what kind of phobia would Artist trigger? I’m just curious because I don’t hear her mentioned in conversations concerning killers and phobias.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    I believe it's called ornithophobia, though I could be wrong. Definitely not one of the more common phobias, and though I'm pretty sure Jane (the streamer) has it I could be wrong.

    It's just one I know can cause an issue, so I mentioned it. If I knew of any others I'd mention them too

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    I have read some part of it, I haven't read all the killer Perks (I play survivor atm).


    About deep wounds, I would prefer it when they are self-inflicted they give you a different screen effect (as in from dead-hard or borrowed time). Sometimes if I'm playing on a dark map, deep wounds make it very hard to see where to go next after dead hard. Which I don't think should be the case.


    For killers inflicting you with deep wounds due to their ability or their perk, the screen effect should stay as it is currently. Making it harder to see until you mend.


    Vigil sounds strong. I mean I really wanna run it anyway but I don't have Quentin atm. But it would be really strong reworked. And like the proposed change to Clairvoyance. I'd really like it if could show totem auras, but I'm not sure why one would choose Small Game over Clairvoyance in that case. Maybe it should offer a secondary effect?


    I like the Wiretap and Repressed Alliance perk. I guess with the slowdown increasing, it would be better to be more in control of when gens unlock.

    Excited for the removal of Bloodlust.


    I just wanted to add, what is the thought of removing or reducing breakable doors/walls from buildings?


    I'm a bit confused over NOED. So to get tokens you need to hook before exit gates are powered. When do you gain the movement speed, after gens are done or everytime you hook? What about the Exposed status. Can it happen at any point in the game now? How can you get a maximum of 8 stacks? If I am getting this right, you start at 0. Then you put a survivor at a dying state and hook them. You gain a stack. Then you down another survivor now you lose 2? Or do you stack before gens are finished and lose stacks after gens are done? Or do you slug everyone first and then hook to get all the stacks?

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    Had to keep these changes realistic after all, why else do you think there's no optimisation mentions either.

    They'll be here in about 2070, and that's an early estimate

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    Okay with the less pallets, it isn't necessarily less pallets, just weaker ones (and then on maps such as Eyrie of Crows or The Game, where there's more pallets than I can shake a stick at, actual reduced pallets too). With the less breakable walls it's because 99% of them are boring and uninspired and simply create a god window if left unbroken. A few of them (ie quite a lot on Midwich actually) are pretty nifty but most of them serve no purpose so they can go.

    With NOED, you gain Tokens before the Exit Gates are powered and the Totem spawns. Then, the Exit Gates become powered and a Totem spawns, either by binding itself to a random Dull Totem or creating a Reanimated Totem out of the remains. You cannot gain any more Tokens at this point, however this is when the Exposed and Haste Status Effects come into play.

    Hope that cleared it up ✨

  • ohheyitsbobcat
    ohheyitsbobcat Member Posts: 1,761

    Vehemently was probably way too strong a word but the thing I disagreed with the most or at least had the most internal emotional backlash too was the Phobia mode.

    I'll be the first to admit DBD is more a hide and seek with horror themes game then an actual horror experience but having a mode where you can just turn off common phobias just doesn't sit right with me for some reason. Like, if anything it's a good thing people are scared of certain things since it'll keep the horror aspect longer for them and being able to just turn off doesn't seem right.

    Not the best comparison but it's like if you could just turn off all jumpscare animations in a FNAF game. It would turn it into something it's not. It's hard to put into words what I mean but I really dislike the idea of a horror-themed game having a way to turn off the horror themes.

    I'll skim through it again quick, there was another one I didn't care for. For the record, I'm very impressed with the amount of work you must of put in this. I attempted something like this once after watching Otz's Killer change video a while back and I got to Nurse and just gave up.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819
    edited September 2022

    Thank you !! I really appreciate it.

    And I kind of get what you mean about phobia mode, but at the same time I know that if they ever implemented a spider killer then without a phobia mode I'd have to quit. It's not so much the enjoyable horror as the I feel like there's spiders in my room on my arms under my skin etc, and I really couldn't cope with it.

    To me, at least, horror is good when it can make you deathly afraid but at the same time you're still having fun. Your heart is racing and you're on the edge of your seat, tension has been building and you just know something will be around that corner, but then it isn't and you relax and that's when it gets you. And with some things related to dbd, ie claustrophobic corridors on Lerys/Midwich, or the suspense as you repair an inside gen vs a Stealth killer, you can never get rid of them but I'm also not sure anyone would want to. But a serious phobia isn't one of those things that either integral to horror (how can it succeed so broadly if phobias are subjective to everyone) so I don't feel that bad about the phobia mode

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    So basically it's the haste effect that has been nerfed? Because if someone has not been doing well, like say, they have only 2 hooks so far therefore 2 tokens they don't gain that much movement speed right? Since currently they gain like 4%. But at the same time it got buffed cause it always activates.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    They'd only get a small amount if haste and, crucially, a single down.

    Each time a survivor is hit with a Basic Attack, 4/3/2 Tokens are consumed from the perk based on the level it's at (level 1, 2, or 3). When all Tokens have been removed, NOED automatically deactivates.

    So with your example, they would have 2 hooks and so 2 Tokens, giving them +0.05m/s movement speed. Also, they'd only be able to down one survivor before NOED automatically deactivates itself.

    Meanwhile, if someone got 6 hooks and had NOED tier 3, they'd be able to get 3 separate instant downs before NOED deactivated itself, and would begin with +0.15m/s movement speed (going down to +0.1m/s, then +0.05m/s, then 0 when they run out of Tokens).

    I think it's an objective nerf? I'm not 100% on movement speed but I think it's more than 2%, but at the same time if you played well it's guaranteed value since the survivors cannot stop NOED from activating now.

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    Couldn't someone with 5 hooks be able to get 3 instant downs too?

  • ohheyitsbobcat
    ohheyitsbobcat Member Posts: 1,761

    Yeah, I mean, it's not something I'd rage quit the game over or anything but it just wouldn't sit right with me is all. I have globophobia, not to the point I'm deathly afraid but enough that I get very uncomfortable and nauseous in the worst case but it's never really stopped me dead from doing something or powering on. Maybe if I had a more common or severe fear I might feel differently about it. If a spider killer ever does get added, I wish you the best.

    The other thing was the Choice Restrictions but I misread that. I thought you meant it as a permanent thing with some perks never being allowed together but I see you meant it more as an alternative to kill-switching until they get fixed. I wouldn't mind something like that, could be used with add-ons/items as well.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819
  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    With some of them it honestly kinda depends on the situation. Some combinations would be permanent (like if you look at the Nurse, her iridescent addons can't be used together. Not because it would be imbalanced but because they physically couldn't ever work together, so a choice restriction is best). Others wouldn't be- say if Oppression applying PGTW and Overbrine to 3 different gens was a bit much then, say, Oppression could be taken from the combination until a more permanent solution is found. If that solution is just leaving Oppression as-is because it's actually really cool and just leaving the restriction in place then that's the outcome, but if there's actually an even cooler solution that hadn't been tried yet but worked even better than that would be the case instead.

    I hope this makes sense?? It's 2am and my phone keyboard hates me.

    (I didn't pick oppression because that's the one idea that wasn't mine here but that's also a funny coincidence lmao).

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    Well you did make base Gen regression .50

    I'm happy... but I'll be honest I didn't read it all... so yea sorry

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    Thank you !! That's honestly one of my favourite things from this list so I'm glad someone else enjoys the concept of it! ✨

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    What about Small Game and Clairvoyance? I feel Clairvoyance offers better info than Small Game and outclasses it. The only time Small game is better is at the start of the game with finding your first totem. Why would someone run Small Game and not Clairvoyance? I would assume Clairvoyance also reveals auras of reanimated totems.


    Would small game need a secondary effect maybe?

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    Small Game helpfully functions as a totem counter (that I honestly forgot to slap into the solo improvements but with my NOED change I don't think it matters), but also that Small Game exists exclusively as a totem hunter and is very good at it, whereas Clairvoyance is a much better general aura reading perk but requires the first Totem to be found manually, requires your teammates to not cleanse any totems, and while Small Game users may want to demolish any totems on sight ASAP Clairvoyance users would likely want to pace themselves to get consistent aura reading all game

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    I would assume that if someone has a general idea of where totems spawn then they can find the first one relatively easily. And afterwards you can find the next ones with Clairvoyance and reset it. At least that's how I'd use it personally.


    The good thing about Small Game is that unlike Clairvoyance, it's free.


    I wouldn't use Small Game over Clarevoyance if I was a good totem Hunter, unless Small Game offered something a bit different, like the ability to permanently destroy totems, or something beneficial to boons. Like everytime a boon is destroyed it's effects linger a bit longer. Or maybe a boon needs to be snuffed 2 times to buy sometime.


    Of course I am talking from a solo survivor perspective. A general object aura perk seems more useful. Maybe if I knew that the killer I was going up against was implementing a strategy involving hexes that needed to be removed ASAP maybe I'd go for small game. But you cannot know who and what strategy you're up against.

  • Pulsar
    Pulsar Member Posts: 20,969

    Well, I have to say, you've got me interested. You've gotten me up from my fever-induced 20 hour nap.


    There's a lot here that I like, a lot that I'm indifferent towards and a bit that I dislike.


    There's an absolute mountain of information here and it took me like 3 minutes to read which is insane, so I'm not really sure how to best respond to it in a clear and concise manner.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    Well it's 2:30am so I'm gonna go sacrifice an offering to David King and then go to bed so you have plenty of time to digest the abomination that was my depression getting so genuinely horrific that it accidentally made me productive again

  • Pulsar
    Pulsar Member Posts: 20,969

    oh god you're leaving me with my thoughts?!

    You're either gonna wake up to absolutely nothing from me or another essay. No in-between.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    I'm hoping it's an essay just because that'd be funny but if there isn't one then I also don't mind ✨

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    I have a few criticisms of the survivor perks

    Adrenaline: doesn't need a change it is fine as is.

    Aftercare: fine as it. I think it would be overpowered if it was change this way and overshadow other survivor perks

    Blood Pact: should have A lingering effect

    Boon: Circle of Healing: fine as is now and doesn't need too much of a change except it can't work with Healing items

    Boon: Dark Theory: is still bad. It needs s secondary effect. I say just increase vault speeds by a good amount

    Boon: Exponential: the linger effect should be longer. Like 5 or 6 seconds.

    Breakdown: would be too overpowered if it was permanent just increase the total time to 200 or more seconds.

    Dance With Me: Should lower the cooldown to 20 seconds along with thr suggestion.

    Diversion: the time in the terror radius should increase in chase to see more use.

    Mettle of man: should just remove the aura reading in general it makes it so weak

    Open Handed doesn't need any changes

    Premonition: cooldown is still way too long for a lack luster effect. The cooldown should be 10 or 8 seconds

    Residual Manifest: increase blindness effect to 45 seconds

    Resilience. Is fine and doesn't need changes

    Situational awareness: doesn't need any changes. Just make the aura red instead of yellow to prevent other survivors from confusing it with killer perks.

    Renewal and Camaraderie should be reworked too.

    Imo these are the only survivor perk changes I disagree with but overall good

  • Huge_Bush
    Huge_Bush Member Posts: 5,425

    I wish I had your patience and devotion to write this. I was surprise you didn’t completely gut the Nurse like so many on here would, then again, you do have a brain!

    I am sad you had no mention of increasing Pyramid Heads dump truck with more cake.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819
    edited September 2022

    To be fair I haven't had a Nurse main stop by yet to let me know if I have or haven't massacred her yet. Time will tell ✨

    (though honestly I think I may have gotten a bit happy with the QOL and buffed her a smidge in places 🕳️👩🏻‍🦯)

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Most of this is just power creep. Not every perk needs to be a game-defining event.

    You're taking all the guesswork and mistakes out of survivor communication. This affects solos very strongly, but gives swf incredible tools as well. Only the sweatiest swf is constantly updating everyone about the location of the gen they're working on, where they are in chase or what the killer is doing. You've made any sort of miscommunication impossible. You've buffed solo and made every swf a try hard sweat squad.

    At this point you may as well give the survivors limitless aura reading on their allies at all times and also constant aura reading on the killer. That's essentially what you've done, with extra steps.

    People think they want this, but in if it were actually implemented the game would die a quick death. Communication punctuates the actions you do in game. Hearing your friends be surprised or being tilted cuz another friend miscommunicated is the biggest part of fun in the game. Your version of DBD would just be watching auras while making small talk. A sterile experience.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389
    edited September 2022

    Other stuff while I'm thinking about it: why change the zones great skill checks appear in.... And then add an option to disable it? Everyone would simply disable it. Pointless.

    Making it so certain perk synergies are outright disabled is inelegant and frankly boring game design.

    You just juggled stuff around on nurse. She'd still be the best killer in the game by far.

    Merciless storm on every gen is trivially countered by bringing a toolbox and only using it on the last 10% of the gen, dramatically reducing the duration of the skill checks. Pointless.

    Overall incredible survivor buffs for the sake of BBQ base and nebulous map changes we both know wouldn't actually solve any problems.

    Edit: oh yeah, blindness is now pointless. A neutered version of nightfall? Doesn't counter Windows, which is the primary utility of the status effect? In fact windows now counters it. Lol. Making a bad status effect worse for vague solo queue reasons.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    There's one key word you're missing: fun.

    People have complained about skill checks being boring. They've been completely changed, but some people will (namely controller players or those with reflex issues, because shockingly the dbd fan base isn't entirely 3 years old) be unable to deal with it. That's the point of accessibility.

    And if people turn it off, they suddenly have no right to complain that gens are uninteractive or boring because they're not playing them like they should.

  • Mooks
    Mooks Member Posts: 14,847

    Oh well. I have to work Karu!

    reading this in chunks at a time and probably give some feedback on the way. Am up to Skill Checks now and I am mostly agreeing.

    Anything accessibility related I guess you already know I am on board with. small thing on the phobia mode: for Coulrophobia/killer models, I would prefer a set cosmetic only being viewed for those with the mode turned on over some abstract model. Also in Artists and Plagues cases it’s not the killers themselves but the powers that are the main problems - i guess making those more neutral/amorphous would work.

    Controller settings should be listed as well - they are more likely than specific phobia modes ;)


    power cords I actually don’t like the way you proposed it. I like the idea of limited items as part of the base game but overall.. not a fan of this. But I would love to try this in a playtest nonetheless. (Still like my idea of collecting metal scraps/herbs around the map for some more not-sitting-in-one-place-most-of-the-time while not making it a hard requirement for those that find this too complex -something the devs stated about internal playtests-)


    Skill checks - sure, making them more interactive while staying true to the base. though I guess 4 different buttons that don’t already have a function aren’t available on regular controllers?


    Regression - nothing to add or complain about


    Choice restrictions - as a lesser version of killswitch with the intention to fix the broken stuff and remove the restrictions later on? Hell yeah! As a permanent solution that would be too confusing and restrictive.


    will give more later on.


  • SMitchell8
    SMitchell8 Member Posts: 3,302

    A dam site load of effort went into this post, well played. Too much to actually reply too though.

    For perks, I think it would be cool (not liked) if they were categorise into perk groups and you may only select 1 perk from each group. Group 1 contains the exhaustion perks, Group 2, information perks, Group 3 healing perks and group 4 say miscellaneous such as end game/start game. Same goes for the killer, slowdown - info - status inflicting - Miscellaneous

    Think a pick 10 system would also be hated by many, but again, it would spread out the meta perks and balance player load outs.

    Map wise id rework Rotten fields and Shelter woods by actually putting obstacles in them and basically, remaking them both. Id add night time variants to cold wind or even make it so it starts dark, and gets lighter as the match goes on

    Id also create a realm that required assembling parts for collection to rebuild something, instead of just repairing gens, such as finding parts for a kayak etc

    Got tonnes of wacky ideas but not enough time to write them all down 😅

  • sulaiman
    sulaiman Member Posts: 3,219

    While i appreciate your work on this, and you have several good ideas, i think i might actually leave this version of the game, because stealth play other than hidding as soon as you hear a terror radius seem to be dead in this version. Better brightness, better fov, less optical distraction, and map changes seem to resolve around looping first and foremost.

    thats simply not the game i want to play.

  • scenicpickle
    scenicpickle Member Posts: 265

    i honestly thought oh brother another god complex trying to place his botched opinion on how the game should be but honestly i like or/and agree with alot of this. nice job let hope the devs read this and improve the game

  • Mooks
    Mooks Member Posts: 14,847

    another god complex trying to place his botched opinion on how the game should be

    …?! another? I haven’t seen those around. Keeping in mind these are the official forums and the devs are encouraging giving feedback and suggestions here..

  • scenicpickle
    scenicpickle Member Posts: 265
    edited September 2022

    i'm just referring to the players who think they are better than the dev and propose biased changes based on lack of experience and are using the proposal as a way of venting then actually improving the experience, its toned down on the forums but these people i'm referring to are more likely to be found on reddit and YouTube (sometime in endgame chat) just nice to see someone whos changes seem unbiased and helpful. some parts of the community are toxic i was just surprised to see someone put in so much effort to actually improve the game. for a split second before actual reading this post that's what i thought, that's all no hate

    EVERY CHANGE I WOULD MAKE TO DBD IF I WAS THAT PERSON IN CHARGE

    I just saw this and rolled my eyes thats all but after reading i was mistaken

    just thought it was another get rid of this perk or that perk kinda post

  • Mooks
    Mooks Member Posts: 14,847

    alright that makes more sense then. I was just thinking that this is not that common here on the forums but yeah, outside of it (and especially on the side of content creators) this is far more common

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    If it's any consolation I tried keeping stealth play in mind with the perk changed, but clearly I didn't do a good enough job on it lol. As for the brightness settings, that's already possible on PC through GeForce Filters and Reshade (which have been specifically whitelisted by the devs) or even monitor settings alone, so I honestly didn't think it was that bad.

    As for the map changes... yeah no I see your point.

    I think stealth is great and I've started using it a hell of a lot more recently ever since I started using Shadow Step.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819
    edited September 2022

    So I've taken some feedback from the initial comments and re-read the post with an adequate amount of sleep, and made the following changes to my main post, but I'm putting them here too because good luck finding what changed in that monstrosity:

    • Map Offerings have now been reversed. They will instead reduce the chance of going to a particular Realm by 100%!
    • A Totem Counter has been added to the HUD.
    • Small Game has been changed. It no longer has a Totem Counter, but instead will grant 1% Haste for every destroyed Totem on the map when not in a chase. This Haste does not stack with other effects, and Haste will be removed upon Totems Reanimating through any means.
    • Adjusted the wording of some add-ons for The Nightmare and The Nurse to remove Choice Restrictions.
    • Adjusted effects of some add-ons for The Nightmare to remove Choice Restrictions.
    • Adjusted the effect of Dried Cherry Blossom to remove Choice Restricton.
    • Mother-Daughter Ring has now been changed instead:
    • -Mother-Daughter Ring no longer removes Scratch Marks, but only increases Movement speed during Phase-Walk by 10%.
    • -Mother-Daughter Ring now allows Yamaoka's Haunting to be used, even when not fully charged.
    • An actual effect has been given to Uchiwa, which I previously forgot to do!
    • -Reveals the aura of any survivors within 16m of your Husk when you exit a Phase-Walk.
    • Removed Choice Restriction for the following perk combinations:
    • -New perk Sympathetic Torture with many hook-related perks.
    • -Unrelenting and Save The Best For Last.
    • -No Way Out and Remember Me.
    • Hex: No One Escapes Death has received a buff. It now increases Movement Speed by 0.05% per Token, instead of 0.025m/s. This should be more in-line with the current wording and current effect, so it doesn't look like an objective nerf overall. NOED also now cannot be prevented from spawning as, similar to Hex: Ruin, if there are no available Dull Totems on the map but there are destroyed ones, NOED will Reanimate one Totem at random.

    Choice Restrictions clearly weren't very popular, so while I liked them, a lot of other people didn't and thought they looked unprofessional and a way of lazy balancing. However, the Restriction has stayed with the perk "Hyperfocus" and it's many Restrictions quite simply because I don't actually know what to do with the perk without instantly making it useless except a full rework, and I also don't know what to rework it to since I've never played RE0 or RE1 and don't know the character of Rebecca all too well. If anyone has any suggestions I would love to hear them!

    Thank you to everyone who's given feedback so far, and while I can't change everything I will gladly hear you out and change what people have greivances with (so long as there's, like, an actual way for me to change things without completely upending the entire post).

  • kizuati
    kizuati Member Posts: 1,386

    that's a great post. I ain't reading all of it because I read half of it already

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    Thank you for suffering through everything I sent you lmao

  • kizuati
    kizuati Member Posts: 1,386

    counterpoint: BHVR will make this game run on a toaster before buffing No Mither

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207

    I feel like this is one of the first posts about changing the entire game that I don't entirely disagree with. A lot of these changes are pretty good, with the only change I actively dislike being breakdown.

    As one of the 4 artist enjoyers I gotta comment on her. :)

    Birds can already go up sloped given they're on the flight path (when not colliding and when within 8m). Birds going down drops sounds like it could pull off some funny plays, but it would make her more map dependant as hitting elevated gens from another elevated position would be impossible. Such as hitting main gen from hangman on dead dawg.

    Repelling not cancelling and increasing the repel time is bad for both sides IMHO. Firstly it buffs her pressure by like, a lot, and considering there's lots of map size reductions and call of brine (arguably one of her best perks) base kit this would make her far too annoying. Plus it removes part of her skill cap knowing when it's okay to use 2 birds due to repel being reset.

    A buff to her repel isn't really needed, I would've personally went down the route of making festering carrion basekit (0.5s reduced cooldown) or reworking carrion and doing a flat 1s cooldown reduction on all times. Carrion is her "why would I use any other add on" add on similar to toy sword so something should be done to stop that.

    The reduced burn time isn't a gamechanger but I wouldn't say its needed. The self burn is interesting and I wouldn't mind it tbh as long as you couldn't do it while running.

    Also you can already burn crows off of other people, unless I'm dumb and just read it wrong.

    Overall really good post. Love the accessibility changes.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819
    edited September 2022

    I'm gonna be honest most of these things I didn't know because I really dislike playing her and none of the Artists I face know any of that stuff. Thank you for your input on all of these, I really appreciate it since with her I'm very in the dark and so my changes were more focused on finding the things I genuinely despise about her and tweaking them slightly to make it slightly more tolerable for me.

    Honestly that's one of the reasons there's nothing for Deathslinger. I just don't know enough about his kit, but unlike Artist I've never tried to learn more either, so didn't feel at all comfortable making any changes (and sadly I will not ever willingly revert the nerfs without changing a lot because that version of Slinger made me want to tear my hair out in frustration).

    Edit: Oh, and as for that comment on the Saloon gen, if you think in my dream patch I'm leaving anything about that hellscape untouched then you're wrong. Platform gens are being nuked, tiles completely reworked, and that main building is losing essentially all of it's strength. Me and that map do not get along.

  • johnlikesguns2
    johnlikesguns2 Member Posts: 82
    edited September 2022

    I didin't even bother reading the whole thing. But reducing the the gens to 85 seconds and even buffing prove thyself is beyond stupidity since gens are still pretty fast with Proves and hyperfocus. Anything prove deserves is nerfs, not buffs.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,819

    ...where did I buff Prove Thyself? Like I literally nerfed it later in the post lol

    Also if you literally read any further you'd see why gens were reduced by 5 seconds. Like imagine willingly admitting that you're purposefully misinformed and yet still make claims lmfaoo