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CL4P_TRAP_ER

CL4P_TRAP_ER

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CL4P_TRAP_ER
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  • I'm curious what the killer's terror radius and speed are.

    Heat Vision is a not bad ability. However, this ability with Insidious would be extremely broken. You could camp a hooked survivor watch another walk in front of you expose them then insta down them. I'd make the expose part one of you add-ons. Too strong to have base kit. Without the expose part, it'd still be strong with Insidious.

    Cannibal is the same as bloodhound. You can see blood highlighted as long as you can see them. Plus blood trails only last for 3 seconds. And the fact that you would be able to see blood trails through wall is too strong.

    Mountain Walker is too strong. Range is too far, the time it goes off is too soon. Plus you wouldn't know which gen it is.

    The Spirit of the Wendigo is also too strong. You could just use Surveillance which increase the hearing RANGE. The only time survivor would all be together would be fixing a gen which is loud enough. I'd adjust this so it's the range gets further not the sound getting louder. But still too strong.

    The add-ons that increase lunge range are way too strong. The reason DBD made all killer lunge ranges the same was because having a longer lunge meant killers had the advantage way too often. Myer's has a long lunge in his Evil Within III because you had to work for it by getting through the other two tiers.

    All the other add-ons are pretty good.

    Hannah's Diary is too weak thou. Hannah's Glasses should be the one that gives the expose status effect instead of having it base kit.

    Careful and Cautious is Lightweight and Technician put together. You can just use Lightweight instead and the quieter noise is strong but not overpowered. If the perk was 50%/60%/75% less noise then this would be a good perk.

    Get a Move on is the most op of them all. Sorry but it is. Not the throw pallets faster part, the speed burst part. I'm assuming by haste you mean Hope's haste where it's only 5% more speed. Even then that's extremely strong. If it's sprint burst's speed then it's the most OP perk in the game.

    Devs actually won't let Free Form Climbing to be a perk. The devs keep the vault distance the way it is because of fast vaults and slow vaults. With fast vaults, the killer can't hit the survivor afterwards. With slow vaults, they can for a brief moment. The devs made it this way to be more fair to killers.

    I actually really love the idea of Mental breakdown. I like the idea of giving yourself benefits for other survivors dying. I'd change the first and third token effects because the first is the same as Solidarity and the third is too strong.

    Motivated is actually the opposite of Thanatophobia so I'm okay with it. Thanatophobia would be an easy counter to it but still a decent perk.

    Take this seriously is also a really good idea but the %'s are too low. Adjust them to something near 10% to 25%. P.S adjust the ranges to 20/26/32. The devs/players like when the numbers add up to 32. It's weird I know.


    Overall you have some really good ideas here. I'm sorry I had to be harsh about some of the perks but some of them are a bit too strong. Just keep working on some of the perks and rework your killer ability a bit and you will have a really good chapter on your hands. Side note: I still really love Mental Breakdown and Take This Seriously so keep these perks around.

  • You can just use Breakdown then this. Breakdown has the same effect: When you are unhooked you see the killer's aura for 4 / 5 / 6 seconds throughout the map. Plus you break the hook.

    This perk gives too many handicaps for something you can already use. Change the last part. Make the handicap worth it like No Mither or Dying Light. But still not a bad idea for the first part.

  • Good but I could just use Unbreakable and preform these actions. The hatch part is good but very situational. Give more incentive to use this over Unbreakable and less situational.

  • The devs did release a survey asking people what they would think about crossplay. Honestly I would be ok with it as long as you can transfer your stuff from one platform to the other. I want to transfer my stuff from Xbox to PC and I'm sure a lot of other people on console feel this way so crossplay does seem highly probable.

    It might take them a while thou.

  • Before I play a game I feel stressed and after. Now I mainly play killer. I'm not stressed about getting kills, I'm stressed out about doing something (like downing a survivor after hooking someone, finding someone who just got unhooked, getting 4ks, etc) and then the survivors message me after. Sort of why I stopped playing as much.

  • Let's be honest, Oni is really good but because of how good he is PTB, he'll probably receive a ability rework. Mainly also because of how similar he is to Hillbilly. Heck he's even better then Hillbilly. Might be wrong thou.

    Also Nemesis will probably be reworked too because of how good it is on Legion. Cause they hate Legion.

  • @anarchy753 said:

    1. Where is the "other" option for how weeby the chapter is?
    2. Kindred got buffed, it does exactly what it did before, but now when OTHER people are hooked the person running kindred gets the effect for themselves as well.

    Yeah sorry accidentally thought it got nerfed instead of buffed. I can't fix it because it's a poll answer.

  • I hooked someone in basement and then I immediately found they're friend upstairs so they tried looping me upstairs and I downed them, hooked them in basement too. While going upstairs I ran into a Dwight, insta-downed them and hooked them. Left to check gates and the last survivor escaped and then I got a message saying "I was a camper" Laughed then went back into my tent.

  • Wow, I can't believe they thought Legion getting a bit of a nerf would change the fact that they just nerfed the near worst killer in the game. By the way, love the name @RIP_Legion .

  • @Spartagone45 said:

    Kindred was an underrated perk. TBH it's a little better imo since they just added more to it.

    Wait did they add to it or rework it?

  • Community: Hey could you work on Legion?

    Devs: Sure! *Nerfs them.*

    Community: *Facepalms*

  • @thefallenloser said:

    Odd One Out sounds amazing!

    For clarification: this perk will increase your chances of being the obsession correct? And if you are not the obsession at the time, are you still exposed?

    Yes. This perk will increase the chances of you becoming the obsession. Forgot to put that part at the end sorry for the confusion. And when you are not the obsession you aren't exposed.

  • I could see Legion's movie being a scream type movie.

  • Legion without perks would be like playing a regular killer with no abilities. Just make it so legion's double deep wound hit lowers the timer without his add-ons. Or give him no stun if he ends Frenzy himself. There's unfortunately not much they can do for him.

  • EDIT: The bottom one is suppose to say: "When the killer is 48 / 32 / 24 meters away from you while hooked, the killer does not receive a notification of you becoming unhooked."

    Sorry for the confusion.

  • Killer

    • Skill Check Nightmare - Hex: Huntress's Lullaby, Overcharge, Unnerving Presence, Hex: Ruin
    • Chaser - Brutal Strength, Enduring, Fire up, Bamboozle
    • Evil Presence - Unnerving Presence, Overwhelming Presence, Coulrophobia, Distressing/Dark Devotion
    • Pallet Breaker - Brutal Strength, Spirit's Fury, Fire up, Enduring
    • Anti-Healing - Nurse's Calling, Coulrophobia, Sloppy butcher, Thanatophobia

    Survivor

    • Grace under Pressure - Resilience, This is not happening, Iron Will, Dead Hard/No mither
    • Support - Leader, Streetwise, Vigil, Bond
    • Linked - Bond, Empathy, Kindred/Open Handed, Aftercare
    • Now you see me, Now you don't - Object of Obsession/Mettle of Man, Sole survivor, Distortion, Dance with me/Quick and quite
    • Escape Artist - Lithe, Dance with me, Quick and quite, Lightweight


    / = or

  • I hope they rework No Mither either way

  • First, the Legion nerf. Then the Pig nerf. HILLBILLY NERF INCOMING. (please don't)

  • The hatch spawns and opens once there's one survivor left.

  • The main reason they are reworking Freddy is because his ability is too tunneling. They want to make Freddy not tunnel people as much. They'll most likely rework his ability to be radius based around himself. Easier to transition the add-ons and keep Freddy about the same.

    And to answer your question about when they might release the Freddy rework, it'll probably come out the same time the next killer does. Again, easier for them to release an update for Freddy the same time they release a big update for the next killer.

  • The main problem with No Mither is it doesn't help the survivor at all. You can't self revive yourself because the killer knows your running No Mither so he's not gonna leave you on the ground. You make it easier for the killer because he can one hit you at all times. And there's no benefit to running the perk. True it makes it hard mode but for what? You don't get extra bloodpoints for running No Mither and they won't make it give more bloodpoints because Prove Thyself 2.0 does that pretty well already. You can average making 36,000 bloodpoints with Prove Thyself. They won't give No Mither more bloodpoints because you'd make WAY to much from one match with those two together. No Mither is a meme perk and is bad in it's current state.

  • @Jim_Halpert said:
    Can you still get up unlimited times? But it always has to be at 25% recovery?

    You can only get up once but you'll be Broken. It would not effect Unbreakable.

    The main part of the perk I want to be is anti-bleeding. If they were to rework it this way, I wouldn't care if they left in the recovery thing or not. But I wanted to included a way people could still become Broken with No Mither and the insta-recovery at the cost of being broken sounded like a good addition. But people didn't like it so I adjusted my idea to 25% recovery progress. I want to focus on making No Mither being anti-bleeding without having to be broken to have this benefit.

  • @Damon22441 said:
    Yes, bleed negation is a good perk idea, but being able to instant revive is absolutely broken.

    We're changing it so you have to be at 25% recovery now to do it. I'm going to edit it right now.

  • The main part of this perk I want to focus on is the anti-bleeding part of it. I added the insta-up so No Mither could still get you up. How about you can use the insta up action once your recovery progress is at 25%?

    Rework: You no longer can receive hemorrhaging and bleed 50% / 75% / 100% less while injured.
    You can also instantly recover from the dying state by pressing the action button when recovered to 25% in the dying state. However, you will receive the Broken status effect for the rest of the trial. This effect can only be used once per trial

  • @Damon22441 said:
    This would make it OP. So many times you stun the killer with a pallet and get downed, and with this you can just continue the chase after? No. No instant ups from Dying State.

    You would only get one insta up. And after using the insta up you become Broken through out the trial so it's a double edged sword like Deliverance but for the rest of the trial. The anti-bleeding is the major perk of this idea. It sucks that you have to be Broken in order not to bleed. It makes the no bleeding part of the perk not important and it should be.

  • @NoShinyPony Alright fine, I'd be ok with No Mither giving extra bloodpoints for running it but I like the no bleeding part of the perk. They should make a separate perk like this one. And it doesn't have to have the stand back up effect.

    Except for the last thing about instantly getting up i think this would be an ok change, i always run Iron Will so not leaving blood would be kinda nice.

    That's the reason I like this idea. It would be nice to run an anti-bleeding and no painful sounds build. But with the Broken effect No Mither gives, we can't enjoy the no bleeding when injured because we're already broken.

  • @Jim_Halpert said:

    @NoShinyPony said:
    No Mither is fine as it currently is. It's simply hard mode, no need for adjustments.

    The only thing the devs could add was that this perk grants you bonus bloodpoints.

    Yeah, but that's the thing about No Mither. A perk is not suppose to make the game harder. A perk is suppose to help you win. This would be a WAY better concept.

    I have to agree. Perks are suppose to be benefits not handicaps. I could understand more bloodpoints for being broken but the no bleeding and recovery part are the most important parts about this perk.

  • @fluffybunny said:
    This idea could be interesting.

    Yeah I hope they do any idea similar to this for No Mither. Or something that makes No Mither not just a meme perk.

  • @perotx said:
    As I was typing up two paragraphs to respond as to why I think it's a nerf, I realized that I read the post wrong. You only get the broken effect after recovering instantly. Now it makes sense. I think the rework is good, but I would be sad to see the meme sabo squads go :(

    That's true. But maybe they'd make another meme sabo squad with the next survivor. You never know.

  • @TheEdgeGamer said:
    Ok. That was my major concern. Good idea, BTW.

    Thanks.

  • @TheEdgeGamer said:
    The instantly recover effect is a little...weird. Does this effect Unbreakable?

    No, it wouldn't. Unbreakable only works when you fully recover using the recover button. This one would work only when you press the action button. You could still run both of them without making the other useless.

  • @TheEdgeGamer said:
    To be honest, would be a good buff. It's true it would work better for dead survivors but we have Dying light for that. This buff would incentivize people to rescue their team-mates. Thanatophobia doesn't do much unless a lot of people are hurt. Plus if you ran Make your choice with it, then it would be an awesome circle of death. See what I did there. Lol.

    I'm glad you see it the way I want it. Make altruism more necessary against some perks.It's either save them or have to take longer to repair this gen.

  • I literally just played 5 games with my team running this perk. Out of the 5 games 2 of them were Legion so I won't count those. These were also all Rank 1 to 4 killers. At the beginning we had one person go into a locker and tell us where he was. We told him to stay in the locker and tell us where he/she goes. Once we knew where he was we'd do gens. Then go into a locker to see where he/she was before finishing a gen.

    One game it was Myers and we literally were able to avoid being stalked the ENTIRE game. Another was against Hillbilly. That game we did the same thing telling each other where he was chainsawing to so we knew to hide before he got there. At the end one of us decided to hide in a locker while I opened the gate to tell us when he was coming. After that game, I just put my head on my desk and we vowed not to run this until DBD fixed it.

    It's true OoO could do this before but now there's no draw back to it. You can now see the killer from any where while in a locker, know your safe and then do a gen. Rinse and repeat.

  • @Judgement said:

    >

    Well that's ridiculous, even for BHVR.
    This needs to be brought to the devs' attention real fast.

    Agreed. Make it so survivors can't see other auras while in lockers.

  • I just tried it out. What the f. It actually works....why...

    You can use Object in lockers and the killer can't see you.

    Welp, time to play Civ until that's fixed.

  • @Doc_W__HOLLIDAY said:

    Anyway back to topic, I definitely agree. Why should a survivor get to see killers but killers can't see them? The point of OoO is to give you information, at the cost of also giving the killer information. If one side can't get the information, neither should the other. It completely defeats the purpose of the perk.

    Hopefully, survivors can't see auras while in lockers. We'll find out tomorrow. If survivors can see auras in lockers/use Object of Obsession without been seen back, then there should DEFINITELY be a patch to fix that.

  • Another problem is that survivors don't need to loop any more, they can just hide in a locker and tell their team, "Guys he's coming towards you. It's Wraith." Then his team just hides until he leaves. Rinse and repeat.

    @Nickenzie said:

    Lockers should make it where the killer can't read your aura but you also can't read the killer's aura to compensate.

    I'm probably gonna gets survivor mains saying, "Killers always asking for compensations" But it's only fair. Imagine the killer getting free aura reading on the survivor while in the basement but the survivors can't read his aura. This is where I'm coming from because it just wouldn't be fair.

    I very much agree. Making it so you can't see the killer's aura in lockers makes sense if you can't see a survivor's aura in a locker.

  • @Doc_W__HOLLIDAY said:
    Oh God....  SWF with OoO in lockers is gonna be absolutely horrible...

    Yeah that's why I wanted to ask before tomorrow. If Object does work in lockers, I might not play until they fix that.

  • I will admit there are a lot of posts out there that say the same thing, but that shows how much sense it would make if surveillance was upgraded to this. Maybe only have the time for 45 seconds. But I would also be ok with these times too.

    1. Snowball effect: Every time Legion hits someone in his Frenzy, the next time you hit someone with Frenzy they automatically lose more time. This would support anti-tunneling and make the bleed out timer more fearful. The con to this is it wouldn't be a major buff. It would make him mid tier. Possibly mid-high tier.
    2. Deep wound hits: Instead of depleting your entire bar when you hit someone with Deep wound again, it only drains a small portion. -OR- Survivors lose a lot more time when hit in Feral Frenzy again. Give more benefits to his rapid hits in Frenzy.
    3. No stun: You no longer receive a stun when Feral Frenzy runs out or hit a deep wound survivor again in Feral Frenzy.

    The thing is that Legion is hard to buff. If they adjust him too much he'd definitely be OP. I really hope they buff him either way.

  • @ShamefulKing said:
    I really like some of these ideas, especially Surveillance. It could be a really decent perk, the main thing that is lacking is that it doesn't track for long enough.

    I also REALLY like that Monstrous Shrine buff, because as it is, just too situational. With the blindness and exhaustion status effect, at least those who go in there to raid the free chest would need to pick their spot more.

    I'm glad you agree about Monstrous Shrine. It's a perk that is too situational. If the devs were to use one of these ideas, I hope they take this idea into account.

    1. One problem I've had with Wraith is trying to body block survivors when I'm uncloaking. I've been able to body block survivors into corners before but it's always tricky. Any tips?

    2. What do you recommend for perk builds/sets? Ruin and BBQ are obvious but what else do you run sometimes?

    3. Are the bell sound reduction add-ons good to use against rank 1-7's?

    And thank you for making this post.

  • @swenpai said:
    Hey dude,
    Read your idea, here are my reviews to ability/perks.

    Ability:
    The ability is actually great. :)
    It gives more abilities to the "Key" item, which is great, because it's not the useful for now.
    It can stop gen rush and more annoying stuff, though I don't think it's a good idea that the Locksmith will be able to lock exit gates, not really fun and makes Blood Warden pretty useless.
    Though except that, great idea, really weird they didn't make a killer with that ability yet.

    Perks:
    Dead Silence - Great, seriously no complains.

    Nowhere to Hide - Not really a huge fan of this one sadly.
    Lockers are barely used and making the killer just see survivor through them makes it kinda unfun.
    Just my opinion though.

    Death’s Blindfold - Good perk, works good with LF's Knock Out.
    It's kinda the Boil Over killer edition in a way, pretty neat.

    Overall, very good killer and neat perks.

    Thanks for reading.

  • @HookedonDemand said:

    @CL4P_TRAP_ER said:

    @HookedonDemand said:
    How about making destroying totems a sabotage action ? Then only people with the perk or a tool box could even attempt it. As it is, sabotage is rather pointless. Two birds with one stone or something like that.

    That's actually a really good idea. But the problem is early rank survivors wouldn't be able to destroy it as easily.

    True, but early rank killers will hardly throw around powerful hex totems either.

    That's also true.

  • @Peasant said:
    The ability to place your own totems is likely to be the best solution. It gives survivors time to do generators while the killer sets up so I would be a fool to complain.

    I actually had an idea where you could place Hexes anywhere but then I thought that survivors would complain that the totems would be to hard to find. But it's still an option.

  • @HookedonDemand said:
    How about making destroying totems a sabotage action ? Then only people with the perk or a tool box could even attempt it. As it is, sabotage is rather pointless. Two birds with one stone or something like that.

    That's actually a really good idea. But the problem is early rank survivors wouldn't be able to destroy it as easily.

  • @Orion said:
    I like the first and third ideas, with the exception of the tokens resetting in the first one. The fact that the perk is disabled should be a big enough detriment for the Killer. Otherwise, you have to keep wasting time to get zero benefit from your hex perks.

    The second one sounds good, but would never work due to the time constraints the Killer has.

    I'm glad you agree. Once a hex is gone, it's like a waste of a perk slot. The second one would have that problem of time.

  • @FoggyWeather_ said:

    @CL4P_TRAP_ER said:
    I noticed something from the video that might do with the killer's ability. You notice the on the mask that there's a third eye. In the Japanese culture, third eye means: to tune into the correct "vibration" of the universe. Now remember when not_queen said to "Take a closer look" and Dave said: "We'd like to reveal more sooner but can't...It's watching." Third eye, watching, closer look. I believe the next killer is going to have some ability to see survivor's or something else's aura. Think about it. The only killer we have that can reveal survivor's auras, without add-ons, is Freddy. Doctor technically doesn't count because he revels survivors with a scream, not their auras (unless you use certain add-ons).

    So actually the three-eyed horse on the clown map could be the obvious hint that McCote stated.
    Since the whole third eye idea :)

    Oh man I didn't even think about that. Good eye.

  • I noticed something from the video that might do with the killer's ability. You notice the on the mask that there's a third eye. In the Japanese culture, third eye means: to tune into the correct "vibration" of the universe. Now remember when not_queen said to "Take a closer look" and Dave said: "We'd like to reveal more sooner but can't...It's watching." Third eye, watching, closer look. I believe the next killer is going to have some ability to see survivor's or something else's aura. Think about it. The only killer we have that can reveal survivor's auras, without add-ons, is Freddy. Doctor technically doesn't count because he revels survivors with a scream, not their auras (unless you use certain add-ons).

  • I have the exact same feeling playing Killer. What I do is remember that even if you doing bad or the survivors you are facing might beat you that you still beat many other survivors before them. Plus there's always a next easy game to look forward to.

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