Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
Just make them usable or a weaker form that’s a base mechanic of the game.
http://www.twitch.tv/ScottJund
source
Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
Just make them usable or a weaker form that’s a base mechanic of the game.
http://www.twitch.tv/ScottJund
source
Weaving Spiders*
Speaking as a Killer Main, yeah I think Weaving Spiders having a BMP effect would be fair enough buff to it. If they do go that route I think extending the broken penalty to whoever helps with the invocation would be a fair addition if it worked like that.
Beyond that, assuming it stays regressable they really could just ditch the broken effect altogether. 15 charges really isn’t all that bad if it’s done 1 time and takes the length of 2 generators to pull off… plus it’s all the way in the back corner of the basement, that’s a death sentence if the right killer finds them down there
Easy fix, take away the broken effect of the perk. That’s what kills it for me
3:18 Vile Scott unable to resist an upskirt shot
I like the idea of an invocation that makes the killer hear footsteps or breathing near them at random intervals. So basically paranoid schizophrenia: The Perk.
I think making it a base mechanic would be fun. You could add a few of them that do different things and you choose them by like sacrficing an item or something. Like putting a toolbox in the circle gives you the charges on gens, or a medkit gives everyone a buff to healing speeds. The drawback being it deletes the item like old franklins did. Something like that would be cool. If you wanred to give it some more depth you could also tie the power of the innvocation into the rarity of the item as well.
I think making it basekit the way it is now and just adding skill checks that can boost or decrease the progress is a cool idea, i’d much rather have that over BNP’s on every gen, plus it gives territorial imperative an actual use without needing to be reworked
2:52 Whatcha doing onii chan?
I just hope they don't completely trash the mechanic like the teamwork perks
Maybe they could also introduce a new item, like a candle, that you can find in chests, that either speeds up invocations or enhances the effect. There could even be different kinds of candles, like two that do what I said earlier, and some with other effects (off the top of my head: one makes it that gens cant regress while the invocation is going on, one gives survivors on hook a better chance of unhooking while invocation is going on, one gives survivors aura reading around basement while invocation is going on etc.) that might sound overpowered, but survivors would also need to take time to get candles and actually do invocations. some of these effects could tip of the killer that someone is in basement.
The second I saw her perks I knew I wasn't wasting iridescent shards on F tier perks 💀
In my opinion the issue of making "this type of perk" basekit is that you'd need to make every other following invocation basekit at the same time then. Otherwise people would go "why weaving spiders basekit but perk xyz not ermagerd" and then you might end up with something that IS too powerful. Unless you make a completely different interaction basekit for invocation and then have every invocation perk stack on top of that, similar to boon totems.
Though I think the concept will be dead after the next 3 chapters anyway, also just like boons lol.
I said this the moment I saw it, "one minor buff and it's broken". I don't think there is any way these are fair for both sides. It's either going to be too weak or too strong. Also, I think you really forget why the gameplay loop of TCM essentially failed. Victims have it so easy because there are multiple ways of doing things which makes it very hard for family to defend them all. Seeing as how it's already extremely difficult for M1 killers to patrol most maps in this game because most of them are massive, giving survivors another means to escaping isn't what I'd call a healthy design choice at this point.
5:53 sick dead hard there, btw.
Solid ideas all around
Def needs to be a perk.
If it's like boons when they add other perks into game that also invocations I'm assuming all their effects will stack.
No idea how strong those will be so I don't want that base kit :p
The moment I saw the selfcare one I thought I have a feeling this is gonna be good
Make invocations a base mechanic and you could make the salt used to create the circle a new survivor item with its own add ons
As much as I'd love to see an alternative way to play survivor and complete objectives, I don't think the invocation can really fill that role. Personally, I think it'd be better to have something else that can be done to aid generators like as many people have suggested before: finding items around the maps that can remove total charges from a gen (make it require less charges like a BNP) or give a speed boost to all gens.
The invocations are a novel concept though, as were boons upon their introduction to the fog. I think thats a big reason they played it so safe with the perk, they didn't want to create another CoH on accident. To me, at launch CoH didn't really sound like it was that great. 16 seconds to setup a specific area to heal in 8 seconds was still on paper a waste of time when killers could quickly remove it but it ended up being extremely strong in practice because of totem RNG since totems are meant to be easy to find for survivors but hard for killers to "defend". I think weaving spiders can just be buffed to be a BNP for each gen and it'd be a usable perk. Definitely not meta and still rather gimmicky but not a detriment as it is rn with it applying broken for the entire trial.
Tbh I think bhvr released it with fairly safe numbers just to enduryit doesn't get out of hand but I'm curious to see what future invocation perks they release
It's the broken part that's killing me personally
"This should be a base mechanic" being afk for 2 minutes in solo queue is way ahead of you
I think you forgot that finishing an invocation makes the person that started it broken permanently which means you definitely don't want to do it at the beginning of the match no matter what, with weaving spiders not only you loose gen time but also make your chases a lot shorter, even with bnp effect instead I think the loss in chase time is not worth the time it potentially saves.
Not only that, but I think that makes issues with future invocations because that would mean everyone would have to do their unique invocation on their own, as opposed to trigger all invocation perks when one is finished.
Scott really looking up her skirt in the middle of the video. Lol
I like the idea of invocations being a sort of "high-risk high-reward" type of perk. It doesn't need to "win you the game" but something that can feel meaningful, while also having drawbacks
Example could be giving all players aura reading for things like other survivors/chests/totems/gens within 30m, but the killer gets occasional aura reading within 20m as well (1s reading every 20s)
Im fine with everything but the idea of making it like a BNP. The main reason why I dont like that as a killer is the potential of the perk stacking with BNP toolboxs. You spend the time to remove 15 charges from every gens and then the survivors can remove another 15 with BNP. That means 4 gens would have 30 charges removed and I think that just to powerful even if the perk cost them 2mins to do. Also how many killers you know who take the time to even check basement? Honest I hate basement as killer, I never go there unless Im force to.
Im fine with the other ideas but I think making the perk a global BNP will be to strong when stacked with BNPs themselves.
Given the time commitment and perma broken status I think this perk should just complete a random gen.
well, boons had too…
If this is the only invocation we ever get, it does need a buff to be of much use. Otherwise, the only thing needed for this invocation perk to suddenly be amazing is to have another invocation perk added that stacks. Having a second that stacks like two boon totem perks could easily make the invocations well worthwhile.
Ideas for new invocations: seeing the killer's aura while they are in a chase, rebuild broken pallets, heal all other survivors one state, remove a hook state from each survivor that is on death hook, hide gen auras from killer, create a boon totem in the basement that slowly progresses all generators until broken (reverse ruin), demon trap that locks the killer in the basement if they go in there for a time (great idea if they ever add Supernatural IP)…
It would only be worth doing if it was a burst option. That either means it needs to be much faster, or it needs to give fewer gens MUCH more progress. Perks like pain res and pop simply existing, entirely negate any reason to use this perk in its current form, basekit or not.
Can each survivor do an invocation separately? Meg1 does her invocation for two minutes and cuts 15 seconds, then Meg2 does her invocation for two minutes progressing all gens for a total of 30 seconds, etc?
Another basekit perk for survivors? lol alright bro
Nah you can give the killer's head with it that is the best use of it