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Luck/chests/items/perk update

Langweilg
Langweilg Member Posts: 1,249
edited October 21 in Feedback and Suggestions

Hello folks,

here are some of my ideas, how to make chests better. What are your thoughts? Constructive feedback is very welcome.

Chests

  • 6 chests spawn outside of the basement per trial without offerings (was 3)

Ace in the hole is now basekit

  • allows you to find addons in chests and to keep your addons if you escape a trial

That allone would make chests a lot more interesting. I think it is wasted potential to not make it basekit.

Luck affects chests

  • influences/increases the rarity of addons and items you get from chests

Luck as a mechanic is barely used (at least in my matches) and this would be a way to make it more useful.

Basement

  • There spawn 2-3 chests with at least green or better items/addons
  • There spawns a vault, which requires you to find a special key on the map. This key can be found at corpses on each map.

Both aspects would make the basement a bigger part of gameplay for both sides and it would reward survivors for the risk of going down there.

The vault on the other hand would give you something to look out or even to search for on maps, which rewards you with a great price.

Items

Flashlight

  • Blinding the killer while he is moving is 50-100% more efficient, which blinds him faster

Blinding the killer is only really possible, when he is stuck in animations and very difficult when he is moving since he can just look down. This change would make them more useful outside of saves.

Medkits

  • They should have a different amount of charges/self healing speed/altruistic healing speeds (Basically just revert the medkit rework/nerfs)

Ever since the rework there was no point in having variants since there is barely any difference between them. The self healing is the main part of them and only being able to do it once is not enough. My idea for medkits: The purple one should have multiple heals for example 3, fast self healing speed and fast altruistic healing speed. The green one should have 2 heals and fast self healing speed. The yellow one should have two heals, but with a penalty to self healing and it makes altruistic healing very fast. The grey stays like it is.

Toolboxes

  • Sabotaging a hook requires 4 charges (was 6)
  • Grey toolbox: 18charges (was 16)
  • Yellow toolbox: 20 charges (was 16), hooks need an additional 20s to respawn (new)
  • Commodious stays like it is
  • Mechanic’s toolbox: 20 charges (was 16)
  • Alex’s: 20 charges (was 16), the aura of a sabotaged hook remains highlighted for 15s for the killer after it got sabotaged (new)
  • Engineer’s: 22charges (was 16)

Keys

  • Charging the power button fully to see the auras is faster.

To allow the aura reading faster.

New features:

  • Charging the key hides your scar tech marks and pools of blood (new)

To give it a nice little useful effect.

  • You can open chests almost instantly, which costs the keys duration (new) and you see the aura of chests

This way you could search through chests faster and get your desired item faster to replace the key you got out of a chest.

  • Closed Doors with black locks 🔐 (new)

There spawn locked doors on maps that can be opened up by purple and iri keys. Opening them can make loops stronger or allow you to enter new rooms, that were closed before. It could even open up some secret passages. The opened doors can either be used to slam the door on the killer or be locked again.

  • Closed Windows with black locks 🔒 (new)

You can open those windows with the purple and iri keys, which unlocks a stronger window loop.

Addon ideas (keys)

  • Opening a chest guarantees an purple item with minimum green addons, which consumes 40% of the keys duration
  • Windows of opportunity as addon (shows window and pallet locations for those who don’t know)

Maps

  • They work without charges all the time, this can be activated or deactivated by pressing the power button

This limited them very much.

  • Iri map: Shows the aura of generators/hatch/exit gates/killer belongings map wide
  • Green map: Shows the aura of generators/hatch/exit gate/killer belongings in a radius of 32m around you

Firecrackers/smoke bomb/flaslight addon ideas

  • Increases the amount of firecrackers/smoke bombs by 2 (smoke bomb/firecrackers)
  • Increases the smoke bombs radius by 3m (works for smoke bomb)
  • After leaving the smoke bomb or blinding the killer, you leave no scratch marks and polls of blood for 3s (works for all)
  • After blinding the killer, he gets the deafened status effect for the duration of the blind or when being inside the smoke bomb the killer gets the deafened status effect (works for all)

New items

  • Smoke bomb (I want one available as item)
  • Ax 🪓

You can open up blocked/locked windows/doors and breakable walls. Breakable walls would become a window or if you damage it further it opens up completly. You can only slow vault the new created windows, because it is spiky and when fast vaulting them you get injured. Killers have to distroy the breakable wall-window to get through.

  • Bottle with a sticky or slippery substance

You Could throw it like a flasbang or smoke bomb on the ground and either the ground gets sticky and slows the person down, that wants to walk over it or it makes the person slide there.

  • Bush suit/placeable bushes/placeable cobwebs

To give some more places to hide in.

  • Placable totems

They can either be placed manually or at the totem spawn locations, but they don’t have a hitbox to not serve as a blocking mechanic. They don’t spawn in chests and are not spawning very much in the bloodweb.

Potions/Serums 🍾💉

They spawn randomly on the map and can be found next to the items in chests. They can be used by either side. They work for a limited time depending on the effect. They have colors for the effects, that can happen. Not all effects are beneficial. The potions can be picked up and used later also when running.

  • Luck/Anti luck potion 🟡

Increase luck for the survivor, who drinks it, by 30% for 80s. Decrease luck for all survivors, when the killer drinks it by 30% for 80s.

  • Haste potion 🔵

Increases the haste for the one, who drinks it, by 5% for 20s.

  • Hindered potion 🔵

Decreases the speed of the person, who drinks it, by 5% for 20s.

  • Vault speed potion 🔵

After drinking it, survivors vault 10% faster and the killer vaults 30% faster for 30s.

  • Undetectable potion ⚪️

The Killer gains undetectable for 20s. Survivors don’t leave scratch marks or pools of blood for 20s.

  • Blindness potion ⚪️

After drinking it either side gets blindness for 20s.

  • Oblivious potion (survivors)⚪️

The survivor, who drinks it, becomes oblivious for 30s.

  • Silent potion (survivors)⚪️

Survivors breathing sounds, grunts of pain and footsteps are silent for 30s.

There are probably a lot more ideas, but for now, this is enough to show what I mean.

Perks

Ace in the hole

  • Allow’s you to equip items with 3 addons
  • Items spawn with 3 addons inside of chests (affects for all survivors in a match)
  • Increases the chance of getting higher rarity addons

Post edited by Langweilg on

Comments

  • UndeddJester
    UndeddJester Member Posts: 3,328

    Chests

    These have implications for certain killer power spawns such as Plague fountains and Pig Jigsaw Boxes so I wouldn't recommend going too nuts... however 4 chests seems reasonable since there are 4 survivors, with an extra one in basement. That sounds kinda cool.

    Ace in the Hole basekit isn't the worst idea ever, as looter builds are pretty woefully underwhelming, though if we're reworking luck for better items the details in how luck is implemented is quite tricky. I attempted hit here:

    Basement

    There are 2 chest spawn locations in basement, I don't see why both couldn't be there.

    The vault idea is interesting, but in terms of what it actually gives you, that is the real question. Survivors need a reason to do it that is meaningful, and I think you're gonna be hard pushed to come up with something balanced/valuable enough to warrant the time investement.

    Items

    Flashlights

    I get what you're saying for these, though it sounds a little like the old instablind flashlights, which were quite miserable for killers to face. A lot of the time you simply couldn't react fast enough to avoid blinds, and console killers especially would be very susceptible to this change. Killers would have to constantly look down to have a chance to react, which would just be annoying, and with Iron Will being the way it is this opens the door on some potential really nasty and punishing scenarios. For example pre-beaming a killer who has to break a god pallet would get the bonus blind speed as they move towards pallet, and the distance lost as they then still have to break the pallet iwpuld be insane, especially for less mobile killers. So while I understand the sentiment, I think it does more harm than good.

    Medkits

    I do think altruistic healing speeds and charges should be different. For example I don't understand why you couldn't have a purple medkit with 32 charges, but -50% self heal efficiency, so that it's better for altruistic healing for example. Self healing though is a powerful tool that should not really be buffed. The survivors are meant to work together for the most part and having medkits able to heal yourself while your teammates run off to do gens is certainly a strong buff to have that has had to be repeatedly nerfes for how fundamentally game altering it is.

    Toolboxes

    I think are mostly fine for sabos. Reducing the cost to sabo would be a change I'm a little indifferent to, would be happy either way.

    The only thing that irks me is that Commodius the best toolbox for everything. It should have crap Sabo speed to compensate for how good it is at repairing gens. I'd also like to see Alex's toolbox get a small boost to repairs, in case you never get a chance to sabo, you can still use the toolbox to get some value from repairs.

    I'd be reluctant to grant extra charges though because that makes them even more gen rushier than they already are.

    Keys

    I think they'd benefit from a base aura to read chests, since that makes sense for a key that would unlock chests. I'm not sure being able to spend the key to instant open a chest for an unknown item would be too valuable though, considering keys have some powerful auras if you use them properly. I'd probably just open the chest personally.

    For the secret passages, can the killer interact with these? A bit like breakable walls, their use seems very niche and potentially difficult to account for in map design. My main issue with maps and keys is they are add-on dependent and it's pretty much use the iri or bust.

    I'd like the common version to have similar value to the iri, but have slower hatch opening times.

    Maps

    Similar to keys, maps are actually quite decent if you use them to their fullest. They would help out newer players a lot if they were more available. I'd like your WoO ability on maps.

    Firecrackers / Smoke Bombs / Axe

    I'd like to see these as usable items, though the drop flashbang inside the killers model needs to be fixed.

    There is potential in a smoke bomb. The event shows them to be pretty cool. I would however ask for a shorter duration, I've had a few smoke bombs that straight up have had me lost and stuck in terrain before, and really struggle to get out.

    Axe is funny idea... still has that certain maps have problematic breakable walls issue, but assuming that wasn't a problem, that'd be fun... if not as items, as a perk 😅

  • Langweilg
    Langweilg Member Posts: 1,249
    edited October 21

    6 Chests

    Of course there should be added more chest spawns and the killer belongings should be prioritized to not mess up with them.

    The vault in the basement

    They are meant to work like the keycard on nostromo, which you can search for and doing so grants you a purple or better item. I think it would also be cool if there were special items findable inside.

    Flashlights

    I can’t say whether or not my suggested numbers are too high, but blinding the killer while he is moving is almost impossible and with the buff the killer can still just look away.

    Medkits

    I think medkits are for both healing others and yourself. I really despise the nerf they did to medkits. The old ones were so much cooler and more fun and they just nuked them.

    Survivors are meant to work together

    That’s not how soloq works 90% of the time, but I’m also not a fan of being forced to use them for teammates. If I want to heal teammates faster, then I bring perks. Therefore I suggested having the purple one that does heal (you and mates) fast and has many charges, green that is for (self) healing 2times fast and yellow one to heal others fast since this is the lesser wanted effect.

    Toolboxes

    The only thing that irks me is that Commodius the best toolbox for everything

    Well my idea was to make the other toolboxes better, so commodious isn’t the obvious choice anymore. It would still have many charges and be a bit of an allrounder, but not the best for either repairing or saboing.

    I gave the yellow one a unique effect to not make it just a worse variant of the others and I gave Alex’s a new unique effect to give it a real advantage over commodious. I also increased the charges a bit since 16 is literally nothing.

    Keys

    “Base aura reading for chests” I think that is a good idea and I add it up there.

    I'm not sure being able to spend the key to instant open a chest for an unknown item would be too valuable though

    We all know the feeling of finding a key in a chest and most of the time we just want to get rid of it, which is basically my suggestion; Getting rid of the key fast to get a different potentially better item and if you got not what you wanted the first time, you can just use the key for the next chest to get a quick look into them.

    Passages

    My idea was to open up some Easter egg rooms or to unlock a STONG window for survivors or to get a beneficial shortcut for survivors. I haven’t added an interaction for the killer, because it should benefit the survivors and right now I have no idea why the killer would want to open them for example. Therefore I didn’t add an interaction for killers. Another reason for the idea with the black looks is that this could be way to integrate stronger windows/loops (not OP ones or infinites) into maps without making them always active. For example the window in the garden of joy main building window could be blocked that way, but be unlockable with the purple/iri key. Maybe the killer can do something to close it again and then you need to open it up again or so.

    I think keys are meant to be something, that you need to modify to get the effects you want, that’s why I’m fine with them having no base effect. Maybe a nice base effect could be; when holding the power button, your scratch marks and pools of blood are hidden. What do you think?

    I'd like the common version to have similar value to the iri, but have slower hatch opening times. 

    I’m not against that, but what would be the point of the purple key then?

    Flash bang

    I'd like to see these as usable items, though the drop flashbang inside the killers model needs to be fixed.

    Isn’t that the only purpose of flash bangs? Aren’t they meant to be able to be dropped in the killers face to blind them while they look at walls.

    Smoke bomb

    I love them so much, hopefully they integrate them to the normal items.

    Ax

    still has that certain maps have problematic breakable walls issue

    That’s why I made it only slow vaultable.


    What do you think about the potions, ace in the whole rework and the other items ?

    Post edited by Langweilg on
  • UndeddJester
    UndeddJester Member Posts: 3,328

    I had to jump off the train so couldn't finish xD

    Bottles/Glue/Oil Slick

    I'm not sure on this it sounds in essence effectively the same as Clown's power, which I would be reluctant to give to survivors... it seems something that would be far more punishing to m1 killers than mobile lethal killers.

    Bush suit

    Hard to say, how would it react to auras? Hiding is generally frowned upon as the survivor already has the advantage of a TR to warn them, and a thrid person camera to stay out of sight.

    If it could work, it sounds like it'd have the Trapper trap problem where it'd need to change to the map it's in to even have a chance of working.... and since we don't get that I don't see this being possible to work either sadly.

    Placable Totems

    Interesting, I'd actually kinda like to see somethimg like this in a greater Hex rework.

    Potions/Serums

    Sounds kinda wild... I'd be intrigues to see how this works out in a game mode or event first to get a grasp.

    Ace in the Hole

    I get the feeling this would be bug prone and hard to cleanly implement, and I suspect there would be some truly nasty combos to make this a gen rush nightmare.

    Can you imagine a commodius with max charges and a BNP? This would be pretty ridonkulous of a combo... and I have a feeling it would be a SWF hard rush dream.

    Kinda struggling for a better idea though, I guess Ace in the Hole is largely dependent of the wider rework of luck to find a place.

  • Mooks
    Mooks Member Posts: 14,795
    edited October 23

    Topic about survivor items… i have been summoned lol

    i will share some of my ideas/links with similar stuff

    Chests

    6 chests in total I think would be okay on base. the current 3 feel a bit too few with the current perks revolving around chests. This would also influence killer perks around chests and as mentioned killer power related objects.

    Addons being possible but not guaranteed could be basekit - especially if green maps and keys stay like they are.

    Luck not influencing chests has always been weird, its a common misconception already and just feels natural here.

    Basement

    3 chests seems too much, 2 I guess would be okay.

    The vault with special key making the basement more interesting is neat

    Items

    Flashlights: Not sure here, seems like espeically with coordinated survivors and multiple flashlights that would be too much.

    Medkits: Different types with different advantages need to return if we keep the current rarity system, currently they feel too same-y

    Toolbox: not too much into the charges/numbers of things so i leave that neutral. Having hooks be highlighted for killers would still show them they are broken, right?

    Keys: faster charging for aura reads and unlocking chests I fully support. not sure on the Scratchmarks/blood hiding.. seems a little bit much - i would first introduce the other changes and see how those play out and if keys remain underused/weak maybe add that later? with addons?

    Closed doors/windows: interesting ideas - though i wouldnt lock these behind keys tbh as that would be too dependent on survs bringing/finding them - maybe instead make it work like your basement vault with a special key found on the map? Then there would be more strategic use which one to open

    Maps: would definitley like to see this tested in a PTB - maybe adding some kind of cooldown of a few sec after use(?); as for green/iri ones, I think it would make most sense to just pile them together and rework add ons completely tbh.

    Firecrackers/smoke bomb/flaslight addon ideas: yes :)

    Ax

    imo, axes dont fit thematically because.. WHY wouldnt the survs use them on killers?

    i want to mention my idea of chalk working similar to the movie Pans Labyrinth - creating a door-way which may be limited time: Piece of Chalk

    Bottle with a sticky or slippery substance

    I had a similar idea with salt instead of a substance (as salt is used against evil spirits and such) - i like the idea and want it at least tested maybe like they are testing smoke bombs right now in an event

    Salt Pouch

    Bush suit/placeable bushes/placeable cobwebs

    not sure on this idea - I would rather see them add the Snowmen from the Winter event on every map as permanent new hiding spots (instead of snowmen these would be cardboard boxes)

    Cardboard boxes

    Placeable totem

    interesting idea - though probably a bit too abusable for boons on certain maps? there are already very killer unfriendly spawns and this could be too much. also i am gonna assume its one time use and if killer kicks it (as a boon) it would be destroyed regardless of killers perks?

    Potions/Serums

    I will just leave my vending machine suggestion here :) (i also added your effects with link to this thread - if you dont want that just let me know and i will edit them out again)

    Vending machines

    Ace in the hole

    Not sure on the third addon part as it might be bug prone as UndeddJester mentioned but also would need a UI overhaul- but having at least guaranteed 2 addons (instead of random 0-2 ones from chests normally) as well as affecting all survivors would be neat.

    Post edited by Mooks on
  • Seraphor
    Seraphor Member Posts: 9,399

    The 'secret vault in the basement' idea could be combined with 'more uses for keys'.

    You can spend key charges on opening the vault, which has a chest with a guaranteed purple item.

  • Emeal
    Emeal Member Posts: 5,158

    110% luck should effect chests, you sold me on it. bHVR implement it next patch pls.

  • Langweilg
    Langweilg Member Posts: 1,249

    Having hooks be highlighted for killers would still show them they are broken, right?

    Yes

    Closed doors/windows: interesting ideas - though i wouldnt lock these behind keys tbh as that would be too dependent on survs bringing/finding them - maybe instead make it work like your basement vault with a special key found on the map? Then there would be more strategic use which one to open

    I think both would be a good idea. Giving the iri and purple key this ability and have a special key, that you can find.

    I like your version of the “ax” more. I will comment there later on and on some of your other ideas.

    Placable Totems: I don´t think this would be very abusable, because boons as of right now aren´t good. Wether or not they should break, after the killer kicks them, I don´t know - boons are still super loud and the killer can just remeber the location to distroy them again.

  • Langweilg
    Langweilg Member Posts: 1,249
    edited November 16

    I have already posted a couple of times, that luck should affect chests. it´s probably one of those things, which will never happen. Sadly

  • Langweilg
    Langweilg Member Posts: 1,249

    Sorry for the late replies