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Givti

Givti

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Givti
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  • Power:

    Gauntlets of betrayal - so a ranged worse Legion, because you can't really injure as many survivor as Legion can

    Perks:

    Vitriolic - so survivors get injured when they touch a gen, which was kicked maybe 20s ago? -> kinda like Dragon's Grip, still not good

    Hex: Warning Label - this perk is so weak, it should NOT be a Hex-Perk, also you can only use this perk if you play The Betrayed, which makes it even worse -> trash

    Dependable - Surveillance already increases the hearing distance of gens getting repaired as a side effect, -> trash

  • Ability:

    Bezerker's rampage - Does the 3% speed bonus to destroying pallets, etc. has a maximum or does it stack endlessly? (I think it should have a maximum at maybe 15%, otherwise this would be too strong)

    Break The Weak - What do you mean with "into the injured state for 10 seconds? Do they get healed when the 10s are over? Does this attack go through walls or stop at them?

    Perks:

    My home and heaven - okayish

    Rage Runner - okayish

     Fear and Respect - cool, but why does the entity block one randoms locker? It seems out of place and is so random.

  • Glutton (is this really the whole power??) - How big is the Haste effect? +20%? +50%? +100? +7%? You need to clarify it. Haste doesn't mean that its a big speed buff like sprint burst, it could also be something like Hope (+7%), because Haste just means that you are faster, but not by how much.

    I think this has too much cooldown.


    Hex: Bloody Torment - the survivors shouldn't see the totem, because then they will know that it is this perk and won't cleanse it, cool idea

    Bargain - i don't like this perk, but it's okayish

    Blood is Money - Barbecue & Chilli 2.0, without the aura reading, boring

  • beautiful map, I would like to see it in-game, even though the exits will often spawn to close to each other (if the bridge between the other bridge and the tunnel has one exit)

  • Camaraderie - its worse and much weirder , because (in-game) Camaraderie is pretty good at punishing camping

    Babysitter - you have to throw the whole game to MAYBE get to use it, (it's often even impossible to get 3 protection hits to get Mettle of Man to work)

  • You literally just copied a perk from the game, with the same name and the same effect. Why?

    in Perk Idea Comment by Givti
  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291565#Comment_2291565

    Corrupting someone isn't that difficult, kind of being more precise than, but also faster than, Plague's purges if I were to describe the projectile. I should allow Survivors to see the auras of the blocked objects as well, though.

    I might make it so you can reappear wherever you want, and remove that secondary action to appear out of a Survivor. If I were to update this, I would add a timer to how long the Corrupted status effect lasts.

    For Unconformity, the aura is only shown to the Survivor. Looking back at this, though, I should allow you to see the auras as well.

    I added the second effect (the aura reading) to Hidden Presence because of that. It's not gonna be meta defining, but it doesn't have to be.

    Hex: In Darkness' first effect is removed if either the Hex that is Cursing a Survivor is cleansed, or In Darkness is cleansed. With this I think it should be fair enough, though it is fairly strong for all Hex builds.

    Thank you for the feedback!

    ah ok, thank you for answering my questions

  • Ability:

    Shadow Dance - so a much cooler version of twins, but i think the cooldown is way too long, maybe 20s is better (how are survivors Oblivious AND hear the terror radius as the killer is within 4m of them - it can only be one of them, they cancel each other out)

    Dark Delirium - interesting

    Perks:

    Skulker - weird, seeing your red stain is pretty useless, because it's just in front of you

    Ransom - interesting

    Hex: Paranoia - maybe a bit too strong

  • Ability:

    Haywire - pretty useless, because moving at 4.8m/s is not a big deal + he gets a stun afterwards + he is only at 4.4m/s when he isnt using it, although he has no real power (why 4.4? he has no strong power like spirit or huntress, this power is trash)

    Springlock Machinery - so this ability is made for tunneling - terrible (does the survivor lose the status effect when the bar is empty?)

    Perks:

    Hex: I Always Come Back - the 1 token reward is pretty useless, the 3 tokens reward is very strong, the 5 token reward is just Cruel Limits (Demogorgon Perk, which is completly #########) + you dont have to do anything to get the tokens, besides playing bad (like Noed), which is terrible

    Eternal Rage - okayish

    Afton Robotics - completely useless, the gens dont even lose progress, they just swap (why)

  • @Ghost077 said:

    If survivor is hit by a bottle, he actually runs further without slowing down. The ability just doesn't work.

    Devs, fix the Clown!

    Yeah, survivors don't get any debuff at anytime right now, even when they run through a pink gas cloud often nothing happens

  • @D34D_B34TB0X said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295586#Comment_2295586

    I can see what you're saying, and you make a very good point. Not every group of players is going to be SWFs, however it would obviously be a prime disadvantage. Sort of like Calm Spirit and Doctor. They may or may not come to you when being a fake object, but I figured it'd be fun to surprise them. Kind of like you're going fishing, and you show them fish the bait. Imagine you needing to find a generator and some fleashy shadowy thing emerges and attacks you. I thought it'd be both funny and scary. x3

    I'm more of a killer main, so I thought of the idea of the duplication putting someone in the injured state and then put them in deep wound, not downing them, and the rest of the time just put them in killer instinct three seconds per hit, however I thought people might find it toxic. I also thought thought of having a third ability to block door way, but I thought people might find THAT toxic... I'm curious if the devs will ever pull of a shape shifting killer, might be good, might be bad, might never come, you never know. I do think it sounds cool though. Thank you for reading.

    I know that not every group of players will be SWF, in fact the most players are SoloQ. That's why i also talked about how soloq could counter it very easily. It will be like Scratch Mirror Myers, pretty fun sometimes, but quite useless and weak.

    You know that a killer power can't be toxic by itself, right? The player has to play dirty like tunneling or teabagging to be toxic. You probaly meant that the ability to block a door way would be too strong (not toxic). We kinda have this ability already in-game: the "Scarred Hand"-Add-on of Hag.

  • Double Strength - so its just old Mettle of Man, where you dont have to do anything for it - terrible

    Connector - it shouldn't repair itself, but the idea of countering Hex: Ruin, Oppression and so on + showing its aura to other survivors is great

    Power Throw - yeah this is just a better Diversion, I don't think the devs want this in-game, otherwise they would've already did this

    Blind Owl - this would be way too strong, you can just combine this with Spine Chill and you'll have no downside, because Spine Chill warns you, if the killer comes near - terrible

    Critical Strength - terrible

    Heavy Curl - this would be way too strong in a Swf, this perk will just lead to slugging and bleeding out - terrible

    Kickin' It - if it triggers a difficult skillcheck like Decisive Strike, this perk would be cool

    Salty Flesh - okayish

    Stun Guns - terrible, they'll be frustrating as killer, if the survivors use it in important moments (the killer is about to down somebody/ bringing someone to a hook)

  • I mean this idea is pretty cool, but it won't work in this game + Many, Many people already thought about a shapeshifter, but realized/ got told that this won't work.

    1. As a fake survivor, your power will be completly useless against Swf after the first hit, because they'll call out their positions and realize if you come to somebody while everyone else is far away. It can also be countered by SoloQ, because they can just stay far apart from each other and if someone comes near, they immediatly run away or something. It's impossible as fake survivor.

    2. As a fake object, you'll have to wait maybe one minute or even the whole game or it maybe doesnt happen at all, until a survivor comes near you.

    3. The duplicating is new (I think), but even this won't work when they realize that they're playing against the Mimic. Then they'll just ignore the Duplicates or run to a pallet, which they looked at the whole time.

  • Power:

    Fog of Distain - I think survivors should also see the aura of blocked pallets/windows.

    Contaminating Smog - so kinda like spirit but only to track survivors, why would you do this? This is such a waste of time.

    1. You have to corrupt someone, which seems pretty hard.

    2. You have to do the whole animation.

    3. You have to actually find someone, because you can only see the aura of corrupted survivors in a 12m radius -> wastes more time (it should be a bigger range like 40m).

    4a. You have to appear back and then walk again to the survivor, while the survivor will hear your terror radius and run away. -> All this for nothing, because you still have to chase the survivor then.

    4b. If you teleport to a survivor you waste 6.5s of your time while the survivor gets a head start of 1.5sec (the head start is necessary, otherwise this would be a second spirit, but it still doesnt seem worth it) and you remove the Corrupted status effect from the survivor -> which makes you even weaker

    My suggestion: After you hit a survivor with Fog of Distain, they get Corrupted for 90s. If they vault any window/pallet while Corrupted, it gets blocked by the entity for 20s. Auras of affected objects are shown to all players. When using Contaminating Smog you get the undetectable status effect and you can't move, but see the auras of Corrupted survivors in a range of 40m. The starting animation takes 3s -> then you see the auras for as long as you want -> the ending animation takes 1s, after this animation is finished you stay undetectable for 20s. Hitting a corrupted survivor while put him in deep wounds.

    Perks:

    Unconformity - Do you see the aura of the other 3 survivor or is the survivor seeing the auras of the other survivors?!?!?

    Hidden Presence - okayish, useless on high ranks

    Hex: In Darkness - maybe too strong, because you can be Oblivious the whole match, cool idea

  • Prowler: so its like Ghostface, but you see the aura every 6 seconds for maybe 2 sec?? and the surv is exhausted -> pretty good against new survivors because they dont know how to react to it, but pretty bad against good survivors because they know you see their aura every 6 sec, so they'll just work with it and play in a way it doesnt benefit you

    -> its a bit different to Ghostface, but the counterplay is the same when you are stalked (doing nothing risky, just boring safe things), I think this killer would actually be worse than Ghostface, because if the survivor does a mistake they can still tank a hit and run away, while Ghostface can immediatly down them, if they did a mistake

    Sixth Sense: (i thought he was already undetectable because of prowler?), a very strong interesting detection power

    Perks:

    Deadline - how long is the survivor exhausted?, cool perk idea

    Hex: Writers Block - so its a much better Thrilling Tremors but as Hex -> this would be a great rework to Thrilling Tremors

    Hex: In Medias Res - so kinda like A Nurse's Calling, but with an exposed effect (problem: if the obsession heals itself/doesnt get healed, this perk becomes completly useless + its a Hex perk though its not really strong)

  • Perks:

    Murder of Crows - so kinda like Spies of the Shadows, but with an insta-down, cool

    Planned Funeral - cool, maybe too much undetectable

    Avian Guardian - a much better overcharge, while the surivor cant do anything to prevent the explosion -> not really fair

    Ability:

    Falconer's Will - probaly needs a bigger cooldown

    Bird's eye view - cool

    Grave Error - cool

  • Ability: very interesting, something completly new, i would like to see it in-game

    Perks: Hex: BooBoo - very cool

    Timeout - I dont like this perk, its frustrating for the survivor and doesnt really benefit you

    Snitch - pretty cool, but why is the cooldown higher on level 3 than on level 1? this makes no sense

    Prepared - useless

    Scavange - unhealthy for the game (+ again why is it harder to activate when its level 3, this makes no sense)

    Self Reliance - why? this perk sucks, even self care is better than this one

  • Ability: terrible

    Perks: My Prey Iis Here - terrible, just take nemesis/rancour

    Why Are You Still Here - neat, maybe should be 5/7/10 seconds

    My Hatch Not Yours - useless

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246728#Comment_2246728

    I thought this perk for stop end game camping. That perk will give you enough time to go to gates.

    well yeah, but the problem is: you can also use it earlier, so it will get used before the endgame starts

  • @Dbdswitchisok said:

    Here is mine: New Survivor Dorris Halls

    Doris grew up in a broken home. His mom had left and never came back, and his dad never cared for him. Maybe that was what gave Doris courage and commitment. He Always loved education. He exceeded far above expectations and was the smartest kid in his class. Later, he graduated with honors and had an amazing road of career opportunities ahead of him. He got a job offer at Clover Inc one of the biggest Producers of Medicine and accepted the offer. While working for clover, he was assigned to create a treatment for a newly discovered fungus. The Rongan Fungus was infecting humans and I caused some major symptoms like swelling, rapid growing of limbs, and blindness. He attempted to create a drug to treat it, after weeks and weeks of work he thought he created something that worked. Once he came back to the lab he found everyone, dead. A guard came in shouting Help. Dorris asked what happened and the guard responded The fungus its killing everyone! He ran out looking traumatized. Dorris saw a black fog roam in and was immediately somewhere else? All Dorris knew was that he wasn't home, or at the lab, he was in another realm.

    Dorris comes with Three personal perks

    Engaged Worker: You will work hard no matter what.

    After hitting 10 great skill checks, Your next great skill check gives you a 10% bonus.

    Fighter: You have courage and strength even in dire situations.

    After being unhooked, press the activate button to destroy the hook for the remainder of the trial. One use Per Trial

    Helping hand: Being helpful is key for survival

    When unhooking another survivor, that survivor gets a 70%/80%/90% healing bonus for 150 seconds

    Edit: Got some changes to the perks

    Engaged Worker now goes off every 7/6/5 skill checks

    Helping hand: reduced healing from 70/80/90 to 50%/60%/70%

    Engaged Worker - Is it still 7/6/5 great skill checks? Or just normal skill checks?

    Fighter - not really useful, maybe worse than Breakdown (perk from Jeff)

    Helping Hand - good

  • @Northener1907 said:

    I have survivor idea.

    This survivor had crime history (he is not killer, never killed anyone but he was thief before). Jail days was hard and he learned need allies. In prison he faced really so bad guys and for that he had to be a team with someone else. And in hard status, you need to help each other. Because he believes that: You can success only when you keep alive each other. You always will need someone watching your back.

    He caught by Entity when he trying escape from Prison with some prisoners. Tunnel collapsed and noone saw him body or he again. He will come with 3 perks, he will try to help other survivors with this perks.

    You Will Be Saved = You know how to help your friends. Survivor rescued from the hook will get 150% of normal running speed for 3 seconds. You Will Be Saved has a cool-down of 100/80/60 seconds.

    Perfect Partner = Your imprisonment years taught you one thing very well: You need allies. When you unhook your allies in killers terror radius you will get 10 seconds time. If killer get you down in that 10 seconds you will have Unhookable Effect. Killer cant take you pick up 30/45/60 seconds. This perk can use only one time in match.

    Sacrifice = Your criminal history taught you the importance of allies. You have to trust each other with your allies to survive. If you get hit while the killer is carrying survivor to hook, the killer will be stunned for max 5 seconds. Your ally will be saved from the killer. At the cost of this, you will down dying statu(even you are full health).

    You Will Be Saved - Cool

    Perfect Partner - this works like old Ds and will lead to frustrating moments for espeacilly new killers, BUT it will probaly be useless against good killers, because they'll just wait it out

    Sacrifice - okayish

  • @Phasmamain said:

    I have a concept for a banshee killer I’m working on. It’s still pretty rough around the edges but I though it could be an interesting power

    Power

    Basic stats

    Move speed:4.6 Ms(115%)

    Terror radius:24M

    Height: Tall

    A mourning spirit. The banshee can charge her power”Celtic fury” by placing runes. When activated ”Celtic fury” will cause the banshee to become undetectable and increase her mobility. These runes are also a great source of information 

    The banshee starts the trial with 5 runes. She can place these runes any interactable object such as generators, totems or windows when within 32M and having line of sight on the object. If the rune is placed on an object a survivor who begins to use it will scream and reveal their location. Runes take 2 seconds to place and reduce the banshee’s movement speed to 105% when setting them down. These  will charge up the banshee’s main power “Celtic fury”

    The banshee’s power has a cooldown of 180 seconds which begins as the trial starts. This cool downs goes down by 30 seconds every time a survivor interacts with an object cursed by a rune. When activated she will scream. This causes all survivors to scream out revealing their location. This also empowers the banshee.  During this time the banshee moves 30% faster outside of chase, gets an action speed increase of 25%(vaulting, breaking pallets, picking up survivors) and becomes undetectable. In addition the banshee can also teleport to any runes she has placed. This takes 2 seconds to activate and will take her 5 seconds to be able to teleport again. Celtic fury last for 45 seconds

    Edit: Forgot perks!

    Hex afterlife:While your body crumbles your soul lives on. Gain a token up to 4 for every time you get pallet stunned or blinded. Each token grants a 10% increased lunge range and 5% pallet stun time reduction. 

    Hex decay: While this totem is active all survivors suffer from the exhaustion status effect. Once cleansed this effect persists for 40 seconds

    Imprisonment: Kicking a generator will cause that generator to be blocked for the next 20/30/40 seconds. The generator does not regress during this time

    Once activated this effect will go on cooldown for 80 seconds

    Perks:

    Hex: Afterlife - pretty neat

    Hex: Decay - I dont like this perk at all, being unable to use a perk for maybe the whole game, while the killer has to do nothing to achieve this feels terrible -> maybe you can do it like this: You get a token each time someone gets unhooked. At one token survivors are exhausted for 10s, at two tokens for 20s and at three tokens for as long as the Hex Totem exists.

    Imprisonment - can be pretty nice

    Ability:

    Runes - okay

    Celtic fury - pretty cool, would like to test it out

  • Steal Machine: interesting, maybe too strong, maybe a time waste -> i would like to test it out

    Electric Charge: way too random, it can do nothing for you the whole game (on a map like Mothers Dwelling or Raccoon City Police Station) OR injure survivors the whole time (on a map like coal tower) -> it should travel slower maybe 120% and disappear after some time

    Totem Repair: completly useless, if you dont run NOED + it will help survivors, if they run perks like Inner Strength, because they can see the aura of the totem -> Survivors should only get a notification that one totem got repaired

  • Cool Ability, kinda like Piggy's Stealth

    Perks:

    Prey at Night - 8% more lunge is nearly nothing, i think you should get +25%

    Intimidation - being exposed for 8s is nothing, if they blind you at or stun you with a pallet, you'll need at least 3s to break the pallet and then you have to catch up with them (the screaming part is good)

    Torment - okayish

  • Perks:

    Tightly-packed - just play with friends and run Borrowed Time

    The Squeeze - great idea

    Boon: An Anchor to Hold - interesting idea, combined with the new Boon Totem mechanic ,which the devs want to do

    Map:

    Indoor Map :/

  • I think Nea should get it :P (or every survivor like CLB198 said)

  • Perks:

    Foul Strench - okayish

    Burning Rage - pretty useless

    Hex: Wealthy - This perk shouldnt be a Hex, because its way too weak + we already have "Hoarder" (perk from Twins) which does a better job at tracking survivors when they loot or pick up an item

    Ability:

    Is everything affected by it, when you use only 1 charge or how far does it reach? If every gen will regress instantly, pallets and windows get blocked and every surv is exhausted + exposed -> this would be way too strong

    How many Ceremony sites exist? Do they look identical to dull totems? Do survivor see their aura?

    When a gen is at 25% progression, will it get to 75% progression after using "Blast of the Damned"?

  • Ability:

    Crossbow: Do you need 2-3 arrows to injure/down somebody or is it like huntress? (1 arrow = 1 hit) If he is like huntress, he shouldnt be able to carry so many arrows / maybe like 8 because you need to reload after each shot

    Remote Control: This will probaly lead to very boring games, because survivors cant really do gens and the killer is just standing still. I like the idea but it must be changed: (maybe like this) After activating Remote Control Skill Checks will appear every 4s while repairing a generator for the next 20s. The Skill Check Success-Zone is reduced by 50% and the Great Skill Check Zone is removed. Letting go of a generator will make it explode and damage it by an additional 15%. The Technician is slowed to 92% movement speed while this effect happens. Cooldown 70s.

    Hyperactive: useless, besides being faster

    Perks:

    Next Target - cool

    Careless Subject - good on low ranks

    Lovely Prey - Bloodlust as perk, WoW

    Ask Later - ok

    Rescue Is Coming - interesting

    Death Wish - so it only activates, when you and one other survivor is downed (which is pretty rare) for the effects of Unbreakable and Soul Guard. I would just run these two perks instead of Deathwish, because in 98/100 games you wont get to use it, so you waste one perk slot entirely instead of maybe wasting two (i know the surv perks are inspired by Bill's perks, but this perk is literally these two in worse, but for one perk slot)

    Just In Case - usually useless

  • I like the Obsidian Goblet, because having free undetectable while making trails isnt too strong but really neat

    I think the Lying Figures are way too much for an add-on, it is hard to torment people, but copying nemesis power and making it into an add-on isnt good. - it should be unique to Nemesis or newer Killers with a different AI and effects

    Rust Coloured Egg is absolutely great, i always wanted this

    I dont know what to think of Crimson Ceremony Book, I would like to see it in a PTB

  • Ability: So he is a 110% killer without a lunge and a short terror radius, BUT he needs a big terror radius to get value from his power. He can be pretty good when all Survivors are at the same place, but this will probaly never happen, because Survivors will realise to split up against him. His whole power can immediatly be completly countered, so he is a slow killer without a power - much worse than trickster.

    Perks:

    1 - its ok, but useless in a group of survivors (SWF - Survive With Friends)

    2 - its good on stealth killers, but still a perk i would absolutely ignore like deathbound (which is similiar)

    3 - What?! The Unhooker instantly loses a hook state? This is way too strong, while you dont even have to do anything for it, besides hooking a different survivor. (1chase = 2 hook states) I'm happy, that this perk isn't and probaly will never be in the game.

  • Well but these are survivor perks, so there wont be any kind of fear against the killer and sadism as killer, its just a survivor trolling the others. You wont achieve what you want to with this. It makes no sense to implement these perks as Dev, because they are made to increase toxicity

  • So it's a mixture of old and new freddy, but

    • his early game is like old freddys: complete trash; you have to work to even hurt somebody (which is the dumbest idea the Devs ever had)
    • in the dream world the survs arent just slowed down like in the old days, but can straight up do nothing (why? this is just boring)
    • they can only wake up by hooks / other team mates, so the freddy can just slug to win (i hope you just didnt mention it, but it seems like you wanted to remove the ability to wake up from failing skillchecks / alarm clocks)
    • Dream Transition is awful
    • i dont even understand why you want to change dream projection
  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211218#Comment_2211218

    Well the problem with said penalty, is that some times the traps don't trap the survivor or they can just run past it. However trapper will get caught in his traps when the survivor couldn't. I'm not talking about Dead Hard over the traps, I'm talking about how survivors hitboxes allow them to squeeze through where the trap is located sometimes and ignore it all together. Along with the fact that traps at windows, survivors can usually either ignore it when clearly walking right into it, or they jump over it without getting punished. So how is any of that fair?

    This only happens when you put the trap too close to the window or too far away from the pallet (+ sometimes trap hitboxes are just trash), solution: keep that in mind and set your traps better, nothing else you can do and absolutely no need to change (besides maybe increasing the traps hitbox and their size to buff trapper

  • Updated Perks:

    Hex: Lone Wolf - i really like the idea now, but i think you can make it a normal perk now

    Strong Sense - okay

    Updated Ability:

    Fierce Howl - great

    Pursuit - what does the 20 seconds mean? Is this the maximum cooldown? I still think a Pounce shouldnt get rid of the cooldown from Fierce Howl, maybe it could increase the length of Pursuit, but do what you want, its your chapter-idea

    [The stats should be standardized, if you want to see this chapter in-game, the Devs hate when its not (Pig's terror radius was first at 28m, but they changed it later to standardize it)

  • So she is like clown but with mending, glowing and injuring though you need to reload after each Mixture Combination to use it again -> seems like an even weaker clown, because to actually hurt someone she will need to reload everytime.

    Perks:

    My Domain - okay, helps camping basement which isnt cool and will probaly lead to boring games, because survivors will try to stay as far away from the basement as possible or they unhook with two people : first guy gets the effect, runs away and hides + second guy unhooks

    Aint No Rest - okayish, kinda like blood echo, but they scream and only in terror radius

    Maneater - way too strong, because for "Pop goes the Weasel" you need a hook to instantly regress the gen by 25%, and for this you just need a quick hit (should be like 5%-10%)

    Self Assured - if you dont get healed immediatly and you just recover from status effects, it would be a decent perk

    Burning Flame - you will probaly get no use in 8/10 games from this perk

    Dragged From The Ashes - good

  • @Tomplexthis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211026#Comment_2211026

    "he has two weapons" the wrench is in his right hand, the tiny hammer is in his left hand. the hammer is mainly for use with his power, as a cosmetic, but, also light attacks, and lunge attacks are using the wrench. the hammer has a little less reach than the wrench.

    -i honestly dont know what a SWF is, but as a killer main, i see alot of synergy teams. and they usually always run the exact same 4 perks.

    bloodlust does need an update, but mostly for the massive lag spike that occurs every single time it pops up.

    for bleeders, and all 3 perks, it was 3 perks that i kinda really wanted, but also needed a bit of balance i guess. most perks have counters to them on the survivors part. a lot of killers perks can be countered.

    --As for trap durations, the traps when placed stay on the objects permanently, until used, there after the traps will vanish. such as if a trap was placed on a generator, if a player uses the gen, the debuff is applied. but eventually will go away after awhile. i guess it is a huge question.

    SWF = Survive with Friends (people that often talk with each other, when one of them knows your perk, he'll just tell the others)

    The Devs can probaly just delete bloodlust, because its outdated. There is no reason for it in the game, besides braindead killers that dont want to break a pallet + usually there is no lag spike when it pops up, your device just cant handle it

    Yes many perks can be countered, but some of them can be countered in such away that they are straight up useless and nobody runs them usually. Examples: Hex: Blood Favor (perk from Blight), Forced Penance (perk from Pyramid Head) and your perk Bleeders Demise

    I understand that the traps stay permanently until used, but i wanted to know how long the debuff is applied (you have to give at least an example, otherwise we dont know what we should expect from the ability)

  • Killer Abillity:

    Fierce Howl - Like doctor's Static Blast, pretty cool but 1. What is the range exactly? 2. How long is the cooldown? It must be higher than doctor's (which is 60s), because there is an extra effect.

    Pursuit - How long does the pounce reach? And removing the cooldown from Fierce Howl after one pounce is probaly too strong. When does pursuit end? Is it on a timer, after starting it or can you decide?

    Perks:

    Hex: Lone Wolf - Its kinda like old ruin, because you dont have to do anything to get value from it, which is not good + if the numbers stack, it would be absolutely OP -> unhealthy for the game

    Feral Sense - way too random, i would never run this perk, because sometimes the obsession isnt cleansing totems all game

    Strong Sense - Its a worse Nurse's Calling, but with unlimited range -> I dont think its useful, because when they're healing far away from you, you have to get to them first and they will probaly just run away (+ its rare that two survivors heal one)

    Place of Home - this would be a great rework for Jeff's perk Distortion

    Here I Come - cool, but pretty useless, just take Prove Thyself and you have the +15% all game for repairing generators

    Sense of Courage - probaly too strong, the numbers need to be like 4%/5%/6%, because you can combine it with Spine Chill + Resilience

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/2208065#Comment_2208065

    Thats why I'm just thinking about this. But honestly I was just trying to think of a reason to keep the fact he can get stuck in his own traps, considering he can see the aura of said traps, how he gets stuck in them to me I find really stupid. Since sometimes traps placed by trapper won't trap survivors but they will trap him instead. So this is more of those moments. Or BHVR can find a way to fix that issue so that doesn't happen all the time or even better, just remove that ability to get stuck in them.

    But since they've had it for years, I highly doubt they ever will remove it.

    I dont get it, why exactly do you want to delete the penalty for stepping in your own traps. It is NOT an ability, its in the game to punish players, who step in their traps even though they can see them. It exists to make sure that people use their brain when placing traps, because they cant just go through them (like in real life). This mechanic makes 100% sense, even though it hurts the trapper, it makes the game realistic and provides better gameplay.

  • His power seems pretty cool, even though placing a Wiretrap on a survivor seems to be too strong. You also shouldnt get exhaustion from using trapped windows/pallets and his terror radius should probaly be standardized, because his power isnt connected to his terror radius (unlike Myers, he needs a smaller one so he can stalk the survivors from up-close). I also dont get why he has two weapons and i would like to know how long this 20% debuff on e.g. generators apply. Is it for like 10s?

    Faulty Wiring is ok, but not good in a SWF, because after they know you have it, they just dont stun/blind you anymore.

    I dont like Excessive Aggression, because it promotes using an outdated feature: bloodlust.

    Bleeders Demise is ok, but you can counter it very easy.

  • yes the hex has disadvantages for the killer, but it is just frustrating for the survivors - the one that cant get unhooked because even though the right hook was chosen, he just teleports away and the one going for the unhook, wasting all this time just for nothing. Main problem: The killer has to do nothing to achieve this. (the devs hate this (understandable) and thats why they changed Ruin [the killer has to get the survs of gens otherwise ruin does nothing]

    For the power: you can still position your camera in such away that you dont see the killer, but the red stain or just look at him for 0.3 sec

    The Idea is cool, but it wont work against bad survivors and probaly against good ones too (maybe at loops with very small walls)

  • Power:

    So his power is absolutely useless against survivors that dont look behind them and even against good survivors can counter it, by just looking for a very short moment and not directly at him, because it slowly goes away while not looking at him. The teleport-with-lockers- idea is nothing new, but ok. (Mori is cool)

    Perks:

    Misdirection - pretty good, but it needs a cool-down and the speed boost is unnecessary (otherwise it would need a really big cooldown)

    Hex: Three card monte - the idea is great, but i would absolutely hate it in the game, its completly random, frustrating and the killer has to do nothing to achieve this

    Torn and restored - a ruin for exit gates, that works great with remember me, but can be countered by just opening the gate -> cool when combined with bloodwarden, but then you have to waste three perk slots

  • I'm sorry if this sounds aggressive or something, but his power is just "I'm all ears" (a perk from ghostface) in worse. You are way too slow while doing it and usually nobody fails a skillcheck in your terror radius. The only upsides are that the cooldown is 30 seconds instead of 40 seconds and the killer instinct lasts for 11 seconds instead of seeing the aura for 6 seconds after doing a rushed action (which isnt really better).

  • Power:

    So he is like clown without reloading but at 105% movement speed which is extremly low and when you (i think) directly puke at them (like plague i guess) while holding M2 they just stop and get sick?? What do you mean with getting sick? And is there a cooldown, because if they just stop moving, there will be only boring chases as survivor, but you can easier do generators, because he is so slow (lack of map pressure) ,so the whole match will be boring and frustrating for everyone.

    Killer Perks:

    No hide from me: A reversed and weaker barbeque and chili, but you can see people in lockers - ok, but they wanted to give lockers another feature and this perks only takes it away + it only works when hooking the obsession.

    Destroyed: That's pretty much useless, becausse it is just a locker - i dont know how to improve that

    No escape from me: - Ok but when does it get activated? Already in-game or just in EGC?

    Survivor Perks:

    Helping hands: - You have to do way too much for some percents faster repairing, it will be better, if you maybe get a token for each heal you completed and per token you can repair 2%/3%/4% faster up to maximum of 6%/9%/12%.

    Hurry up: - I dont know you dont have to do anything for this boost and thereis no cooldown ... hmm

    Escape with me: - What do you mean by instead of healing you get faster? How can you activate it? What percentages would the Haste effect have? 150% like sprint boost? 7% like hope?

    Map: I thought the chapter was about The Last of us? I dont think that you can just randomly design a map from another franchise without the rights to it for another franchise-chapter.

  • @JackFrostMan said:

    Review time

    Perks

    It Is Enough: Seems like a pretty decent enough perk since you functionally need to down survivors 6/5/4 times to get an instant down. I'm fine with it.

    Help Unwanted: Reverse BBQ. About on the same power level as BBQ but with no BP. It's fine

    Let the Dead Rest: The "doesn't work if you have NOED" restriction seems unnecessary and the perk itself seems like a weaker version of Fire Up.

    Power:

    It's a very basic power (M1 killer, can get slightly faster and inflict Broken and a deep wounds like timer) with some map pressure in the form of a horse. Not exactly the most creative but it would probably be something I would see added in the game. I suppose the only issue I have is that 120% would probably barely be noticeable compared to 115% when you give up the lunge ability.

    Addons: The only one of real note is the Pink addon that has an increased range but in the straight line. The rest of the perks are very basic stuff

    Overall, very basic, but nothing horrifyingly overpowered.

    First off thanks for the feedback :D and the thing with Let the Dead Rest is (I actually forgot that fire up exists +) the combination with other perks would make a probaly Op-build: bamboozle + brutal strength + noed + let the dead rest, when only 4 totems get cleansed, you would have 27% more vault speed + 32% more breaking speed + 4% more movement speed and an instadown / I think if it gives 4%/5%/6% more vault/breaking speed per token, it will be Op in combination with other perks ... again (or at least very strong, which would be good, but you would also waste perk slots .. maybe)

    You may be right with the moving speed, but then just put it to 125% or something ... it would need just some testing