Underwhelming Status Effects | Suggestions
Prologue
Hello, if you been playing Dead by Daylight for a while now, you may have familiarized yourself with all the various status effects in the game.
As you may notice, some are very good and others, laughably weak. Therefore, my goal is to make the weaker status effects not OP, but to make them more interactive for the victim.
Target List
- Blindness
- Hemorrhage
- Exhaustion
Blindness
This status effect is terribly unhealthy for the game due to the fact this status effect takes advantage of solo survivors. However, this status effect is made into a laughing stock once you attempt to use it against a decent SWF.
This status effect is not good for the balance of the game, especially when it's dependent on what group of survivors you're facing. Therefore, let's make the status effect more fun and have equal strength against both groups of survivors.
Blindness: Tier I/Tier II/Tier III
When inflicted by Blindness, the victim is shrouded by darkness and cannot see any further than 24/20/16 meters around them.
This now changes Blindness into a chase tool for the killer since the survivor won't be able to determine where the killer is coming from. Think of this as a reverse Oblivious effect where you can't see where the killer is coming from instead of hearing.
Hemorrhage
The problem with this status effect is that you need to combo this with a perk or hope the ground doesn't blend in with the blood on the ground. This is why many players refer Hemorrhage as the most useless status effect in the game.
Therefore, let's give this status effect a rightfully earned buff since it has been in the dust forever.
Hemorrhage: Tier I/Tier II/Tier III
When inflicted by Hemorrhage, the victim will bleed 50%/75%/100% faster than normal while injured.
The victim's blood is considerably more discernable and can be tracked 1/2/3 seconds longer than normal.
Hemorrhage will now become the killer's ultimate way of tracking injured survivors once they escape the killer. This should make healing more important since if you're inflicted by the Hemorrhage status effect, the killer can find you very easily, even with you using Iron Will.
Exhaustion
The main problem of this status effect is it doesn't have an effect on survivors who don't have exhaustion perks — it's just there.
Therefore, let's give this status effect a boost against survivors who don't use exhaustion perks!
Exhaustion: Tier I/Tier II/Tier III
When inflicted by Exhaustion, the victim cannot use their exhaustion perks.
While exhausted, you will breathe 50%/75%/100% faster than normal and they are 50%/100%/150% more audible.
This now makes exhaustion a threat to survivors who don't have exhaustion perks because hiding will be very difficult when the killer is near.
Epilogue
Hopefully, these changes will give other status effects more capabilities and see use by more killer players. Keep in mind that numbers for tiers are just placeholders and can be changed where see fit. 😁🤗
Comments
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I'm all for it. The changes are surprisingly simple and not so OP that it should be seen as a joke. I like em.
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The problem with Haemorrhage as you've outlined it is that it then maked Bloodhound redundant... what point is making blood marks more visible, if you can just take Sloppy Butcher which makes them take longer to heal AND makes blood marks more visible (because Haemo).
In my own recent "fun buffs for trash perks" post I posited a suggestion the the Haemo status effect makes healing progress degrade when you're not actively healing (much like a 'kicked generator' effect. So if a killer interrupts you mid-heal they can actually undo your progress even if they wind up letting you get away. Even that I think might make Sloppy even more OP and meta than it is (maybe making medkit heals automatically cure Haemo after 2s or something might help counter that, IDK).
Exhaustion I don't think needs a buff, yes, it only affects like 4 perks, but using at least ONE of those perks is super common for survivors. That said, if the only additional benefit is breathing heavy, I can get behind it.
Blindness I kind of like how it is, and honestly worry whatever the 'blindness effect' they use will be headache inducing, considering the dream-world effect and the clown's bottles all kind of bother me if I have to deal with them too often. Plus, it would screw with lockers and their blindness effect (would we need a new "can't see auras" effect?). Even if SWF can defeat the current Blindness, it still has an effect on SWF, they have to spend more time and effort describing where they are.
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