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8obot1c

8obot1c

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8obot1c
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  • How ist set up, you have to heal somebody else for a certain amount of time which is stupid because if they have leader they made a good choice, but now you have to heal 2 people instead of 1 like it initially said. It should be 1 health state regardless of time and if somebody else is healing as well

  • @Atrushan88 said:

    And possibly happen after picking up/hooking survivors. Reason? Imagine this with something like Unnerving Presence + Distressing + Ruin. I think it'd be pretty interesting, and I don't think it's super overpowered right now or anything, or will be even with that kind of build.

    Nope Nope. Impossible with doctor add ons nope

  • I actually have a feeling bamboozle would be really good on him. Cause he can shut down loops and use lunge

  • @Peanits said:

    There's nothing to fix: It's by design meant to only work while you are uninjured.

    big oof, I meant injured

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/692500#Comment_692500

    I can guarantee you that most people aren't going to use rush in for saves.

    Also, if getting ready is meant to make it easier to do gens later in the game, why is it an early-game gen rush perk?

    because like the perk says, you are getting ready to do it later, that doesn't always mean you do it right now.

  • @Yung_Slug said:

    I'm guessing the power works like hag (you can only have 9 at a time but you could place more than 9 total), which would be the best case scenario. Even with that though, the power seems super weak. It's a trap that slows survivors but if I'm understanding this right, you don't even get an alert when it goes off? Even if you knew when your traps go off, what if a survivor activates a trap on the other side of the map? How will you get there before the slowness runs out? Let's compare this to other trap-based killers.

    • Trapper doesn't start out with all of his traps, and his traps can be interfered with, but his traps are also far more deadly and have snowball potential. I think Trapper might actually be stronger than this killer.
    • Hag's traps can also be destroyed (if you have a flashlight) or avoided by crouching. However, she can teleport to her traps when they activate, allowing her to apply pressure to several survivors at once. Hag is definitely stronger.
    • Freddy's traps have a similar yet weaker effect to those of this killer, but he also has the ability to teleport across the map, which means he can apply much more map pressure. Being a high-tier killer, he's definitely stronger.

    I think the best strategy for this killer would be to set up around 3 generators, but even then trapper could do it better since his traps apply pressure. This killer might not be able to apply quite enough pressure to even do a 3-gen strat successfully against a good survivor team.

    Overall, the killer needs a way to apply more pressure, whether that's better traps or a secondary ability. Simple slowness traps aren't quite strong enough (there's a reason Freddy is good and Clown isn't).

    Design-wise, I'd probably main this killer just for the plant powers. Plant gang rise up.

    Here are my thoughts on the perks:

    • Overgrowth is pretty much Huntress Lullaby. Skill check related hex that can get up to 5 tokens by hooking survivors. The effects seem to synergize with Ruin and Lullaby, as well. For the double skill check, does it regress twice with Ruin when you hit them?
    • I like the idea of a slower gen speed, but good lord if I get a doctor with this no gens will ever get done. Maybe make it only work in chase so you can't just sit around 3 gens and hold the game hostage? The slower vault might shut down a lot of loops for free, but I don't know for certain how much it would affect the game.
    • The third perk is like a much more powerful version of Tinkerer. Again, I'm not sure exactly how strong it would be but you would probably at least get some free hits.
    • Rush In seems like it wants to encourage picking up the downed survivor, but what it really does is let you loop the killer around for ages. You'd actually be discouraged from saving the survivor because you'd lose the 12% speed boost (which is very strong).
    • Locker mania should probably be made more reliable and less random. I could go in a locker wanting a repair but I might end up getting a higher rarity item (which isn't always better).
    • Getting Ready actually doesn't seem that strong, maybe without the time limit it feels like something BHVR might add. Also, I think the early game time limit is the wrong idea. Maybe make it activate later on in the game so people can't use it to gen rush.

    Im still trying to figure out how here traps work


    double skillcheck on a skillcheck is only 5% regression for ruin


    I tried making it so that when you get there they cant pop it. You could still do it though


    Look up insidious mindgame bubba for 3rd perk idea


    rush in is for those people that want to flashlight save, but cant usually get there quick enough or if there is a pallet next to them you can get there faster.


    Locker Mania is supposed to be random, I wanted to make a perk that consisted of luck.


    Getting Ready is so that it doesnt take you as long to do a generator later in the game.

  • What will replace The Demogorgon's ultra rare add on that shred pallets?

  • @NuclearBurrito said:

    Not yet, but it's GOING to be this:

    Red Moss (Hotfix)

    Tremendously Increase Teleport Cooldown

    Tremendously Increase  Extend Undetectable Mode when coming out of Portal 

    What do those numbers come out to be?

  • @Chaotic_Riddle said:

    Thats how the changes work, they’re all in the patch notes, are they not?

    I meant changes from the PTB like a saw a thing where his shred now breaks pallets so I want to know the rest

  • wait but if they have that as default whats the new ultra rare add on?

  • It doesnt seem that bad plus the portal by the exit gate was BS also happy surge was increased back to normal :)

  • Idk why, but when Im playing either survivor or killer a lot the que times go way faster, but when I get off and go to the other one it takes like 5 hours to get into a lobby

  • @csandman1977 said:

    I love overgrowth. I think perks that screw with skill checks are awesome and make holding m1 to repair gens slightly more interesting. Im just completely biased against hex perks and would like to see them all reworked to remove the hex portion.

    As for getting ready. 2 Survivors bring super toolbox. No bnp. They each do a tendon opposite sides of map. What is time there like 65 seconds? Then they go onto next gen, no toolbox and bam 65 seconds later 4 gens are done. That's 2 minutes and 10 seconds and game is over if 3rd survivor does 1 gen at normal speed and 4th survivor runs killer around.

    This isn't even best case scenario. Leaving out bnp, great skill checks, add ons to give toolboxes more charges. Killer wouldnt have a chance. Theres no amount of pressure a killer could apply to deal with 5 gens getting worked on at 1 time.

    I like all the other perks but this one scares me as a leatherface player lol

    Heres the thing, if the 2 closest generators are corrupt intervention ones. no generator will get progression besides the one you worked. and once corrupt intervention runs out this perk runs out. if thrilling tremors goes off then no extra generator progress will instill. Ruin can also make the generator you are working on regress and the killer could kick the generator as well.

  • An add on that at 100% you can down a survivor, but the percentage goes down extremely

  • @csandman1977 said:

    I really like locker mania. Combine that with the healing perk that heals in a licker and it could be nice.

    I have to put the ixnay on get ready. The beginning of the game is too important for killers and would make slower killers even more useless. Gens go too quick at first as is. Way to easy to pop 3 gens in 2 minites now.

    My only problem with the hex perk is that it's a hex. Totems arent going to last anymore with this new chapters release. I love the interactiin with ruin and lullaby. Evil if you could protect the totems. Spirit would so abuse this.

    I get what you mean with Getting Ready. I change it from 25% to 5%/10%/15%


    The hex is too powerful for it not to be a hex which is why it is.


    The most generators I get done is 2 within 20 minutes so If I did different generators that progressed the same generators they will be at 30%. which may seem like a lot, but it takes some time to do generators. you still have to do the other 70% of the generators.

  • Why does the top of his head look like a mii character head?

  • If anybody seen Maze Runner I want a map like that and each time a generator isn’t done the maze will turn . Of course it wouldn’t be as big, but it would be challenging since you have to go through a maze to get to the exit gate

  • @Ersh said:

    Power - The first thing that comes to mind would be some numbers for the killer's power. Would the slow effect be the same as Clown, or larger? How long would it take to place the trap? Would the gas linger like Clown's or last for even longer for greater area denial? Also, we've already got 2 other killers that function through slow effects primarily, Clown and Freddy, so you may want to think of another feature to add on to the power in addition to whats already been listed.

    Hex: Overgrowth - How does it interact with Ruin? Since removal of greats from gen skills checks would make it impossible to succeed in Ruin skill checks. What's the point of the scream? Scream notifications are static meaning you wouldn't be able track the survivor at all with it. The interaction with generator skill-checks and the method of gaining tokens while hooking someone and also being a hex instantly draws too many parallels with Hex: Huntress' Lullaby too, so you may want to differentiate it a bit more. Also, I'm assuming the failed skill-check scream only occurs on generators, so you may want to reword to specify that.

    I'd also reword it to something like this.

    You get a token each time you get a survivor is hooked up to a maximum of 5 tokens. In addition, whenever a survivor fails a generator skill-check their location is revealed for 4/5/6 seconds.

    Divine Power - No feedback

    Unseeable Sensation - I'd suggest changing the name of the perk to 'Inaudible Sensation' to better fit the ability it grants, they can't hear you but they can definitely still see you. Wouldn't it be kinda obvious if most killers are running this though unless they're running monitor? If a terror radius starts playing then cuts out instead of just growing more distant it can be assumed that this perk is being run, exceptions would be killers with terror radii below 32m. Monitor and this would be awesome though.

    Rush In - Since mori's exist too, I'd suggest rewording the description of the perk to simply 'When a survivor is downed you gain a 4%/8%/12% haste status effect for until they leave the dying state'

    Locker Mania - How would this interact with toolboxes as there are 2 variants of both rare and very rare toolboxes, and how would this interact when used with event items which have their own tier.

    Getting Ready: Does this effect gens near you that teammates are also working on, and if so does this active perks such as Prove Thyself, Discordance, and Thrilling Tremors (Since its being worked on as its blocked). As another note, would this repair regressing generators and how would this potentially interact with Overcharge?

    Overall, the perk concepts are quite creative and you've done a good job. Sorry for maybe being too critical though.

    No no it’s fine I’m going to try to answer some of the perk questions and think of the numbers later.


    Rush in probably should get changed to that.

    Commodious toolbox gets changed to an alexes toolbox and the other one gets changed to the other purple varient.

    Getting Ready - I don’t think it should work on one of the 2 closest generators somebody else is working on. Prove Thyself just makes the process faster.

    Discordance only goes off if somebody else works with you.

    it won’t repair generators if thrilling tremors is on.

    It would repair regressing generators.

    and since new perks are coming I’ll throw this one in. Yes it does work with better together, but it would be shown in a white aura while yours is shown in a yellow.

    if the generator has progress and surge goes off it will still be going up.

    Hex Overgrowth: It does work with ruin, but since this is a hex it could get destroyed and they could still have that symbol up showing that ruin is still there. Also at 5 tokens it wouldn’t regress by 10% it will still regress by 5%.

    Unseeable Sensation

    Its supposed to be a tracking and a mind game perk they. Watch Otzdarvas video on insidious mindgame. I thought I would make its own perk so you could better mind game. Even though this is a situational perk it could still work.


    I still have to think of the numbers

  • @Haraak said:

    What rituals??

    Somebody made a post about can’t find it

  • Sinner Harvest = Camping city. Make it like Make your choice except its an obsession perk.

  • I mean not free but Dead by Daylight showed a render for chained demogorgon

  • You could always put on stridor since its one of the most recommended perks for spirit anyways

  • I went into the basement because I wanted the chest. It was a huntress with Territorial

  • They increase time between lunge from 2 to 2.25. It cause it was faster to lunge across the map then regular walking and they didn't want that that's it

  • If you tap the side bar on the left there should be a thing that says go to full website or something. tap it then tap the 3 lined bar on the top and tap profile. It should say change profile picture by your profile picture. Then change it and at the bottom press save

  • DC's should be a multiplied thing, 1 DC = no punishment. 2 DC's within 3 games = 5 minute ban. 3 C's within 4/5 games = 10 minute ban you get the point

  • What if they made something like prayer beads except it lowers the volume of the noise and decreases range at which survivors can hear it at.

  • @Yung_Slug said:

    The exhaustion should probably be set to the standard amount of time since the speed burst is the same as most other exhaustion perks.

    Also, I don't think the "can't be grabbed" part should apply to survivors who aren't using the perk, or the killer's gonna have a hard time figuring out who actually has the perk.

    I'd also like to note that this really encourages unsafe unhooks. Run this with BT and you can farm people with little to no risk.

    Killers shouldn't be camping anyways + You dont need to figure out who has it, you just know that they have it.

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/689800#Comment_689800

    So I'm just screwed since they run to the exit gate anyway

    Well you could run unnerving presence if you dont want to get hit by DS

  • if downed by the exit gate you are screwed, but if they aren't just wait a bit and once they get close to escaping pick them up. There is a chance it went out/They become sacrificed.

  • @Toxicboii said:

    So reverse deerstalker, built-in Iron Will and Tenacity.

    I'm gonna say no.

    The downside is it only works when you are downed which you generally dont want to happen.

  • You made me accidentally laugh in the middle of class.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/684110#Comment_684110

    Can't really avoid it if they just run right into you after being unhooked. It's more problematic during endgame. If I hook someone near the gate and camp because I can't do anything else, they can just dive the hook with BT, forcing me to grab them, boom DS, both escape.

    You can avoid it, by going after the other person unless you are willing to wait 60 seconds at a locker.

  • They need to increase the points you get when you vomit on things

  • how Tf do you get clowns? Like nobody gets clowns

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/684871#Comment_684871

    Yes but you don't know that they have the perk until you enter the radius. Thus you can't attempt to make use of the extra time because you don't know you have it until you've already planned around not needing it.

    Well see then

  • @Saitamfed said:

    I think the effect of bleeding non-stop makes it a bit "OP". You know, bleeding is easier to track than scratch marks and they don't stop even if you walk.

    Only good players know how to use blood trail unless you use bloodhound

  • I made a perk way too similar to this

  • Id say you can change that one hook, but once its used up its gone. Also sabo speed should get increased by 15%/25%/35% so this perk can be good in sabo category

  • Empathy, Autodidact, We'll Make It, and Deliverance

  • @Mochan said:

    Game doesn't have to be perfectly balanced, but clear outliers need to be addressed.

    I don't care about your mind, but if you really want to I have a License in Surgical Neuromedicine from the Platypus College of Advanced Science. You're welcome to a brain transplant at my table any day, anything for a brother in the mists.

    Give me more brain cells plz :)

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/684873#Comment_684873

    Higher level players will find ways to use survivor the movement mechanics to make it go where they want.

    Yeah, but you have to turn a bit in order to use it. You can turn it past 45 degrees and go that direction, but if you want to go forward you have to turn a bit so if you want to be able to go forward you use dead hard.

  • @Yung_Slug said:

    So... a dead hard that you can use while uninjured.

    And you can only move sideways with it

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/684788#Comment_684788

    Can you at least have an icon that shows other scavs that they can wait a bit longer so longer to save if needed?

    If you look at their bar it will flash and that means it stopped so if the killer has you on their shoulder the bar will shine indicating your death meter has stopped

  • @GeneralSpudmuffin said:

    I feel this should be an exhaustion perk, just to make sure it isn't spamable

    Thats why I added you cant use this while having the deep wound status effect. if they use it once they cant use it again really until they decide they wanna get out of a locker.

  • @[Deleted User] said:

    so the survivors will just lead me to the hooked person to activate the perk? hmmmmmmmm , no

    They could still do that with the state its at lol

  • They should have turn nurse speed higher for when she blinks on console so I can actually be good

  • No, I think we are better together

  • If you want to know the nerf here it is.

    his lunge delay is increased from 2 seconds to 2.25 seconds because you could get around the map faster with his lunge than just regular walking. That’s all and it’s not that’s big really

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