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Invocation: WS change and 4 new Invocation concepts

SoGo
SoGo Member Posts: 1,535
edited October 30 in Feedback and Suggestions

The Invocations are a concept that many people, possibly including BHVR, have given up on because of how hard the first one - Invocation: WS - flopped. But, I didn't and I've decided to offer some changes to the existing one, as well as creating 4 new ones. As usual, feedback is very appreciated and I would like to know what changes would you, the people reading this, do. Enjoy.

Invocation: Weaving Spiders

The place where fear festers and terror treads is also where those with the gift can reach across the veil.

When in the basement near the circle, press the Ability Button to begin the Invocation.

Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

Once the Invocation is completed:

• You become Exposed for the rest of the trial.
• The amount of charges needed to repair a generator is reduced by 5/7/10.

If a survivor joins the Invocation process for more than 10 seconds, the resulting effect is increased by 3 charges.

Completing the invocation disables the perk for all survivors.

(Note: Right now, this whole Invocation can get completely wasted because of gens getting blocked. This shouldn't happen. So, I'd also make it so the the effect of this perk applies regardless of the gen being blocked.)

Invocation: Dark Theory (former Boon: Dark Theory)

Your obsessive study of the paranormal has given you unprecedented knowledge of other realms and planes of existence.

When in the basement near the circle, press the Ability Button to begin the Invocation.

Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

Once the Invocation is completed:

• You lose one Hook Stage.
• The timer of everyone's Hook Stages is increased by 9/12/15 seconds.

If a survivor joins the Invocation process for more than 15 seconds, the resulting effect is increased by 3 seconds.

Completing the invocation disables the perk for all survivors.
Getting hooked for a second time disables the perk.

Invocation: Cursed Passage

Where others see a dead end, you see an opportunity to show your talent to everyone.

When in the basement near the circle, press the Ability Button to begin the Invocation.

Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

Once the Invocation is completed:

• You reveal your aura for 20/15/10 seconds and become Exposed until hooked by the killer.
• All lockers in the basement change into Portal lockers.

If a survivor joins the Invocation process for more than 20 seconds, one of the lockers becomes usable twice.

Completing the invocation disables the perk for all survivors.

Portal Lockers teleport the survivor who enters them into a random locker that is between 12 to 36 meters away from the entered locker and reveal the survivor with Killer Instinct. Using it will turn the Portal Locker back to normal.

Invocation: Dying Energy

Being on the brink of death fills you with energy unlike anything else.

When in the basement near the circle, press the Ability Button to begin the Invocation.

Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

Once the Invocation is completed:

• The killer gains the ability to kill you by their own hands after hooking you at least once.
• The running speed of all survivors is increased by 1/2/3% while not affected by the Haste status effect.

If a survivor joins the Invocation process for more than 15 seconds, the running speed bonus is increased by 0.5%.

Completing the invocation disables the perk for all survivors.
Getting hooked for a second time disables the perk.

Invocation: Fragile Recreation

By channeling the power of the Entity itself, you can recreate some of the tools it provided to you.

When in the basement near the circle, press the Ability Button to begin the Invocation.

Invocations take 60 seconds. Other Survivors will see your aura during this and can join the ongoing interaction.

Once the Invocation is completed:

• You become Injured and Broken for the rest of the trial.
• You gain 2 charges of Fragile Recreation.

If a survivor joins the Invocation process for more than 20 seconds, they will get a charge of Fragile Recreation once the Invocation is finished.

Fragile Recreation becomes active when near a broken pallet or breakable wall . Pressing the Active Abillity Button causes the pallet/breakable wall to rebuild itself. Fragile Recreation has a 45 second cooldown.

Post edited by SoGo on

Comments

  • SleepyH
    SleepyH Member Posts: 31

    Dark theory could just be a new perk why would it replace the boon?

    Cursed passage might be my favofite out of these since it would help getting out of basement. It could be problematic since you can easily escape chase with a locker but the idea is fun and it can be balanced to work.

    Ws and dying energy would probably be a bit too good for swf. Imagine a team with a constant 6% haste or all gens losing 22 charges. If those were removed/nerfed they could be interesting.

    I personally want to see more invocation, boons and teamwork perks since they have a fun idea but theyre just too weak. I think they should make a strong looking perk and change it from there according to feedback instead of just giving up on them.

  • SoGo
    SoGo Member Posts: 1,535

    About Dark Theory, the current effect is quite useless and bit unfitting. At first, I wanted to just make Dark Theory an Invocation since a permanent effect would be more useful, but then decided to move the effect to another perk.

    As for Weaving Spiders, an earlier version of it that I had would be 3 charges per joining, but it would only need 10 seconds. I decided to make it more like the rest of them.

    And Dying Energy could maybe have the joining effect decreased to 0.5%

    Anyway, I'm glad that someone cares.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,097

    i don't think they have given up on mechanic. it is new mechanic still relative to the game lifespan. I don't think they'll give you a continuous haste perk without making it an pseudo exhaustion perk.

    That being said, Dying energy would be good rework for Made for this. You gain 3% haste. Cannot be used while exhausted. the killer can mori you.

  • SoGo
    SoGo Member Posts: 1,535

    You may be right, but I'm not sure.

    It's too bad all these perk are just concepts that likely won't get in the game, because the best way to see whether the speed boost given by Dying Energy is good, bad or op, would be to try it out.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,097

    I think it is too strong because you can stack it with exhaustion. The other issue is that the survivor can use it on death hook. voiding entire drawback.

  • fussy
    fussy Member Posts: 1,721

    I hope they given up on invocation concept, because it doesn't belong in this game. Flopped concept from the start, because it extremely abusable in swf and not great in solo. That's why this type of perks never will be too good, as most survivors expect.
    Dying Energy concept is beyond stupid, you don't need to have even 100 hours in this game to understand it.

  • SoGo
    SoGo Member Posts: 1,535

    What option would be better, in your opinion:

    • Permanent exhaustion

    OR

    • Not working while exhausted

  • Devil_hit11
    Devil_hit11 Member Posts: 9,097
    edited July 2

    I am not sure. Both condition achieve similar results . the dev tried Exposed drawback. it was too little of a drawback for Made For This. The perk needs drawback where it is good enough for a player to select it but not to make super powerful where everyone uses it. Dev had similar problem with Dead hard where the perk was universally the best perk for looping in every situation so it took a few iterations until the perk was usable but not always the best option in every situation.

    The current deep wound drawback is bad because it removed the consistency of the perk making it a dead perk.

    They need keep consistency of the perk where it is very frequently active but not make ambiguous the best exhaustion to select every time.

    I would tried one of two conditions:

    1. Healthy condition
    2. When the haste is active, your vaulting speed is reduced by -30%.

    Maybe both at the same time. I hope the dev do give a another try to revive Made For This as a perk. I like using the perk but the perk doesn't provide any value in the average game for selecting it. The effect is too infrequent.

    Other drawback ideas could be

    1. You start the game with -1 hook state.
    2. The killer can see your footsteps in the chase (Similar to how Survivor can see Chucky footsteps).

    Current made for this requires you to bring a styptic agent med-kit, Dead hard and Off the record. a 3 perk combo and item. Your 4th perk implies decisive strike to reset deep wound. too much investment.

  • SoGo
    SoGo Member Posts: 1,535

    Hello again!

    After reading the feedback you all gave me, I decided to change the most problematic perk - Invocation: Dying Energy. The changes are:

    • Replaced the extra Haste with a mechanic which makes the new downside of this perk - permanent Exhaustion - not permanent.
    • This perk also now permanently exhausts all survivors (if no one joins the invocation)
    • The perk now disables when on death hook.

  • BubblegumDot
    BubblegumDot Member Posts: 8

    if I load into a game and after one minute I lose the ability to use exhaustion perks I'm DC'ing. some sable is going to spawn in shack and get it done before anyone has a chance to join.

  • SoGo
    SoGo Member Posts: 1,535

    The invocation is 60 seconds long, and survivors don't usually spawn at the opposite sides of the map. Plus, you can see it happening.

  • Langweilg
    Langweilg Member Posts: 1,465
    edited August 21

    The only problem I have with weaving spiders is the broken for the rest of the match, otherwise I would play it. The negative should be loosing one hook state. The rest of your idea is nice tho.

    Your dark theory should be a new perk and not replace the current one.

    Cursed passage is very cool.

    Dying energy is cool too, but getting permanent exhausted could be very annoying, because it could basically make teammates perks completely useless.


    I got a idea for deception type invocation some time ago, maybe you wana say what you think of it.

  • SoGo
    SoGo Member Posts: 1,535
    edited August 21

    Ok, I love your idea, it's really good and funny. The lack of a drawback may make it a bit too strong, but not that much. Maybe a small one, for example showing your aura for a certain period of time would be at place.

    Overall, a really nice idea. Would like to see it in game.

    Also yeah, Dying Energy is a problem no matter what. Maybe i'll consider adjusting it (again...).

  • Boons123
    Boons123 Member Posts: 966

    I don't think it's a failed or abandoned concept , It can be said that there are easy and free alternatives that players prefer

    according to my years of playing this game, I have only seen a handful of survivors using support perks.

    Does this necessarily mean it is a failure? No, but the reason it is rarely used is that the player cannot see the benefit of using it regardless of whether his team benefits or not.

  • SoGo
    SoGo Member Posts: 1,535

    Another edit was made to Invocation: Dying Energy. The changes are:

    • Removed the permanent Exhausted downside and all effects connected to it. Instead, the speed bonus gained from this perk no longer stacks with any other Haste perk.

    • Changed the reward for joining the Invocation to increasing the speed bonus by 0,5% per survivor.

  • SoGo
    SoGo Member Posts: 1,535

    Edit: Made some changes to Invocation: Weaving Spiders and added an another Invocation idea.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,326

    Honestly I feel being in basement for like 60 seconds is enough of a downside for what in turn would be 50 seconds of gen progress, a health state for the whole trial is overkill, just give broken until next hook/duration. if need be

  • SoGo
    SoGo Member Posts: 1,535

    I feel like the risk can be large, but the reward has to also be really large to make the perk worth it.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,326

    The risk is too large which is the issue, it's like a teamwork perk situation, even if it was easier it'd still not be a meta perk IMO. It takes too much effort on your own for too much of a price.

    I really want to see these perks come into play I just think, they need a teamwork style buff. Your ideas are wonderful btw <3 I'm just saying the broken is what puts me off using them, if it was like for the people it'd probably be a lot more enticing.