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Bennett_They1Them

Bennett_They1Them

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Bennett_They1Them
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  • @GentlemanFridge said:

    So... We're going back in time now? How can chapter 23 have a PTB on November 8th, when chapter 22 released on the 30th of the same month?

    Either that, or they take a full year to release another chapter. Either way, it's revolutionary.

    I think they meant january or december.

  • @GannTM said:

    I always forget they even exist.

    ouch.

  • @Lochnload_exe said:

    Twins have barely got attention since their release. Trickster was released after her and already got a tome, as well as multiple cosmetics.

    It has been a year since their release, and they have only got a single change to them in that entire year, that one change being a nerf to them. Other than that DIRECT change, they have constantly received nerfs to their kit through the meta evolving or things being patched affecting them.

    It isn't a secret that Binding of Kin released rough. It was buggy, it was extremely glitchy, and it was extremely unfinished. They had to make an entirely new animation just to account for lockers being a direct counter. There isn't a surprise the chapter was hated, but it was pretty groundbreaking too.

    I'm actually more surprised at the fact they tried such a unique idea for a power. It is something that was talked about for a long time, and they finally did it. I'm sure it was much harder to do than most other powers too, probably leading to the extremely broken status of the game. I'm for one really happy they took the risk to make her so unique but then look at all the powers after her.

    I think it is safe to assume that the Binding of Kin was one of, if not the most, hated chapters of DBD. It releasing in the state it did lead to a bad downfall of the Twins. People either wouldn't buy the chapter, or people that did felt ripped off. Was she fixed? Yeah, and she felt in a good place to me. Then they FINALLY put her in a balance change, that nerfed her more for playing correctly.

    Why would anyone want to buy her right now? She feels so clunky and punishing to play for playing her right, and the devs are showing they are just gonna blatantly ignore, not even addressing her birthday. I'm praying they are trying to do something to fix her.

    Like @PixelBush has said, all she needs is no fatigues for trying not to slug. It isn't a hard change really. Tbf though, trapper didnt get his trap inventory changed from a 1 to a 2 for 5 years and he is a fan favorite. Really hope she gets something. So what if there aren't a lot of twins mains? The lack of people playing her is because of the devs ignoring her.

    Yep.


    I was late to the party, and I missed the buggy mess of a release, but after getting Twins with shards for my second unlocked killer, they've been a favorite of mine.

    really hoping they get their much needed QoL and cosmetics.

  • @DeadByStreetlight said:

    Some people saying Pig's ambush is useless. I can't agree. It's nice for surprising survivor at gens and to catch survivor backwards at loopings.

    Maybe it's the roar which is starting too loud for a stealthy ambush that let average survivor avoid the hit?

    The pallet stun sound is cute and should be never changed (never!!) but it tilts me everytime that Samantha is just a lion while attacking. Imagine Myers would ambush you and hiss like a cat. Damn, ok I dont get this out of my head now..

    So maybe change the roar to an immersive, loud breathing which sounds like a person attacking you.

    What do you think?

    it's a reference to the movies.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675397#Comment_2675397

    And other maps with 2 floors, but yes, it's especially bad on the worst map in the game

    right.

  • @ThatOneDemoPlayer said:

    CoH is unbalanced no matter the map

    well, yes, just especially rpd.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671740#Comment_2671740

    Blood Warden just keeps them there for 60 seconds during which they just go hide in a locker and only works if you hook someone after the gates are open. That's why it isn't meta - if it was good, it'd get used more.

    right, I just meant it's good for punishing stupidity.

  • @brokedownpalace said:

    I was thinking this would be a decent start..

    Decisive Strike

    Dead Hard

    Boon: Exponential

    Borrowed Time

    Does anyone know any perks that are particularly effective against the Twins? People like to joke that there are 2 Twins mains but I've been seeing them fairly regularly recently.

    (Also, only semi related I have had one successful pick up with Exponential on Midwich. It was on the top floor and the killer ran to the other gate to stop the other survivor from opening it, that survivor gave me enough time to pick myself up and open the gate. Another time a guy picked himself up but was immediately downed again. So two pick ups in 100+ games. OP perk tho.)

    Any good twins player will play around DS and and Borrowed Time.

    DH completely negates Victor downs (due to validation, it's almost a guaranteed kick, too, which it probably shouldn't be).

    Head On could help a lot, since Victor can't get you out of lockers, but will trap you in them.

    Lucky Break will disable Victor's Tracking Ability, and Urban Evasion can help you counter Victor's passive surveillance of the area.

    No Mither/Unbreakable/Exponential/Soul Guard* will help a lot against Twins players who think slugging's the right way to play Twins. (They've been misinformed.)


    *Ruin's almost a given at high MMR, or so I've heard.

    It's nice to hear Twins are getting some more playtime. I hope they're not playing in cheap, unfun ways.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2663799#Comment_2663799

    I mean, the blind lasts about as long as the pallet smash animation, and you can hit the destroy button even while blinded, so I just usually smash the pallet, get the points then follow the scratch marks lol

    I meant for stopping saves specifically, but yeah, getting blinded at pallets is kinda a non-issue as long as the survivor isn't also a stealth god.

  • @Pizzasauce said:

    I asked this in the acronym thread but it never got answered so I thought maybe it could be expanded on here. What a pip is, was explained to me and I very vaguely understand. But how do I know when I've pipped? Is there some sort of visual representation? Is a pip the little triangle/diamond marks? I don't know. I'm asking you.

    yep, the little marks along the line that fills up with red stuff.

  • @Unicorn said:

    I swear it's like he doesn't even exist anymore.

    Is he more common in High MMR still? I'm in Gold so I'm not sure. Just miss him so much, he's my fav Killer to face v_v

    they got sent to the farm to play with other billy mains. (bittersweet joke)

  • @Mazoobi said:

    This continued absence of any healthy change(s) to them shouldn't be ignored.

    C'mon BHVR, we know you don't like them. This is evident by the lack of attention given to them, poor changes made toward them, and even... lacking cosmetics. Where's their anniversary/birthday celebration?

    Even if this isn't the case, where's the update that'll push them to a better position than where they are now? I wonder why there's so few Twins mains out there hmmm.

    There's so much potential that can be done for them, but please, give them a second chance. Hopefully, our voices can be heard and not just for the sake of us Twins mains, but for the entire community. They already got oppressed and hated by society in their lore, we don't need to be a part of that in our reality.

    Thanks to @PixelBush and the other few Twins mains for inspiring me.

    @Mazoobi

    glad to help.

    assuming I helped.

    either way, I agree with your points.

  • @Eve13 said:

    In general, you should not play online games if you have an internet that is not stable and crashes often. The DC penalties are okay and if the internet really only crashes a few times, you won't really feel the 5 minutes. 

    to clarify, my internet works about 99.5% of the time at this point, but it was randomly horrible for a week or so a couple of months ago.

    I was pretty bitter when I wrote this.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671565#Comment_2671565

    It doesn't, since the way it works doesn't actually heal the Survivor, it just changes their health state.

    my bad, I thought it did.

    I thought I'd gotten it to pop due to an instaheal, but I must've healed someone else.

  • @ILEECHIPS said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670874#Comment_2670874

    This is only meant for the affects that go to it underneath it would be blindness oblivious and hemorrhaged how it works you can choose between these three in whatever order

    ohhhh, that's much more balanced then. I thought that was just an example.

  • @fogdonkey said:

    This question appears usually quite quickly after a new release. So I wanted to be the first one to ask. :D

    someone themed around exposure to cold, or weeping angels.

  • @StarLost said:

    So, as I mentioned in another thread recently - the #1 thing getting me down about this game at the moment, more than the balance issues, more than my MMR gripes, more than frigging Dead Hard and CoH combined - it's just how absolutely meanspirited survivor players tend to be.

    Yes, I know, killers can be toxic too. But nowhere near as much as survivors and nowhere near as nastily. Generally when a killer gets salty its because they lost. I don't think I've ever seen a gloating killer.

    You'll play as fair as possible despite it being a rough matchup, or at times even let people farm, only to get teabagged from the exit gates or flicky flicky'd until your photosensitivity issues send you to bed with a splitting headache and laughed at in postgame. Or the final two just play hide and seek until you AFK because they let you get a 3gen.

    It's one thing to lose. Everyone loses. But when you have to eat the gloating of the other team being gigantic prolapsed anuses at you on top of it - yeah, that gets under your skin. I don't care how 'tough' you are, or how much of a brave face you put up...it wears on you after a while.

    It actually makes this game a bit of a tough sell to my wife and the folks I play other games with - because the 'how is the community?' question tends to come up and I'm not going to lie to them. It...sucks.

    Suggestions

    Back in the day, League of Legends had a similar reputation, and it was strangling growth. So Riot stuck a Tribunal system in and it was a massive success. Something like 80% of toxic players reformed after their first warning, and more than half of the remainder reformed after their first short ban.

    Now as much as I'd like a LoL style Tribunal system to find these people a new game to play, that's probably too much overhead.

    So...it got me thinking.

    What if those Thumbs Up things in postgame actually did something?

    Say, after a game, you could choose to vote an opponent from the other side up and give them BP. It doesn't have to be much - maybe 10,000 or so. This would encourage people to not be jerks, because they'd be losing out on BP.

    Hell, if I was in charge I'd look at punishing survivors for BMing but...yeah. That's likely just because I'm annoyed. And have a headache from the strobing.

    TL/DR:

    Is there a way to persuade people to manner up in DbD, be it via punitive actions or a reward system?

    I feel like a system that punishes subjectively is worse then one that rewards subjectively.

  • hey, I saw your new video.

    I agree with your points.

    Happy Twins-iversary.

    (I'm aware a thumbs up or a comment on the video would've been enough)

  • @glitchboi said:

    Just give her time, she just released. I'm doing pretty well with her.

    Here's a tip: If you use more than one crow, the cooldown is gonna be longer. Try to not use 3 crows at once all the time, it's usually better to use all three if they're injured with crows swarmed on them.

    yep.

  • @PixelBush said:

    We warned you from PTB, that Exponential would make Twins unplayable if neither the perk nor the power were changed. And now the newest Boon perk makes it so that Twins can't pick a Survivor up because their fatigues are so long that Survivors can pick themselves up faster than you can.

    This is something you should be testing for in the perk design stage. If a perk makes a Killer power that's only useful against injured Survivors incapable of downing and hooking them, then that's a problem with either the Killer or the perk and something needs to be addressed before the perk goes live.

    The fact that Exponential went live in this state without changes to it, or to Twins to allow them to handle Exponential, proves that the developers have literally forgotten this Killer existed.

    They came out a year ago today and the developers didn't even tweet about their birthday like they did with Blight a few months ago.

    If you don't want me to play my favourite Killer any more, just come on out and say it. Don't leave me with the hope that you might actually sort them out someday because it's been exactly a year and every single set of patch notes with some shadownerf or new bug or new super-recovery perk feels like a punch in the mouth.

    Just buff their fatigue times so we can pick up Survivors without taking 5-7 working days to get to the down, okay? That's all we need, that's all we EVER needed. And now it's gone beyond an irritation to "you can't play the game any more if a single Survivor brought a single perk."

    Bon anniversaire, my wonderful French children.

    @Tr1nity said:

    fortunatly, no one plays twins.

    more people would play twins if they didn't have their awful fatigue.


    I personally always manage to dodge the main issues people talk about, since I generally use victor and then charlotte to get downs.

  • we plant the plastic you use. (uhh... that's a little too close to true.)

  • @[Deleted User] said:

    They really need to rework how gates work. As well as how DS and other second chance perks work once the gates are open.

    Doing stupid things should win you stupid prizes. Like with any horror movie trope people do stupid thing and die cruelly.

    This isn't the case for this game.

    Get rid of t bagging, put a 3 second delay on crouching after standing up or debuff the players speed for tbagging.

    Gate camping should just have the entity lock the entrance until the survivors leave and comeback after 30 seconds.

    DS and DH should at the very least be disabled in the gates zone or by the open gate too.

    blood warden.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/297634/as-a-killer-the-game-feels-bad-if-you-dont-4k

    You have hit upon something I was unable to adeqately describe for all the years I've played this game, but yes you are quite correct.

    https://forum.deadbydaylight.com/en/discussion/comment/2671472#Comment_2671472

    Yes, that's exactly how it sounds.

    https://forum.deadbydaylight.com/en/discussion/comment/2671626#Comment_2671626

    I have long felt that ALL Survivor perks should deactivate in the gate area and they should not be able to crawl out for a time after they get downed. At least a few seconds; that'd make them a lot keener to get the hell out instead of staying to teabag and bodyblock.

    O.K, well, I'm glad I was spot on with that.

  • @Tr1nity said:

    You closed the box, I left

    Emac I dna xob eht dennepo ouy.

  • @fr0sty1223 said:

    If people really want this game to be better then they need to start demanding tunneling and camping be removed. Not only is it completely unfair and unfun to survivors but it also is the reason kills have to be weaker then they should be because they have to incredibly powerful strats to abuse. Get rid of these strategies and killers can be buffed to be how strong they should be

    I mean, I don't camp or tunnel anyways, so I'm down.

  • @StarLost said:

    Weak?

    I mean, she's not raw-terrible like a few other killers, but the loss of her 'bird mines' hurt her more than I thought it would.

    It's entirely possible that I just need to l2p, but a few observations:

    • Her addons seem rather mediocre.
    • If I attempt to counter a loop, the second I start placing birds the survivor just holds W and they are gone.
    • 'Swarms' don't seem to last long enough for me to follow it up with another birb strike even if I only use 1 birb - and it's absurdly easy to juke. It looks nice, but doesn't really do much (the aura reading doesn't last very long if they just start repelling immediately).
    • Any map with varying elevation is a nightmare - Swamp is especially bad. Crows just sail over and under people even if I line up the shot wonderfully.
    • Penti essentially requires Plaything to work properly (her adept...man).
    • Scourge hooks remain insanely map dependent and almost necessitate Agitation to be consistently useful.

    It feels like she would have been great back in the days of endless looping, but the 'hold W' meta is hard to play against.

    That said, this is also how I felt about Cenobite (RIP good addons) before I figured him out.

    you'll have more luck getting those damaged states if you use hands (not an insult, I mean the addon)

  • @Miralis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671515#Comment_2671515

    id say im pretty good but im not a top tier player. ive been playing since 2018 and this is ther 1st hacker ive ever had in a game of DBD.

    oh, I thought you meant you were playing your first ever game and it had two hackers.

  • @StarLost said:

    Weak?

    I mean, she's not raw-terrible like a few other killers, but the loss of her 'bird mines' hurt her more than I thought it would.

    It's entirely possible that I just need to l2p, but a few observations:

    • Her addons seem rather mediocre.
    • If I attempt to counter a loop, the second I start placing birds the survivor just holds W and they are gone.
    • 'Swarms' don't seem to last long enough for me to follow it up with another birb strike even if I only use 1 birb - and it's absurdly easy to juke. It looks nice, but doesn't really do much (the aura reading doesn't last very long if they just start repelling immediately).
    • Any map with varying elevation is a nightmare - Swamp is especially bad. Crows just sail over and under people even if I line up the shot wonderfully.
    • Penti essentially requires Plaything to work properly (her adept...man).
    • Scourge hooks remain insanely map dependent and almost necessitate Agitation to be consistently useful.

    It feels like she would have been great back in the days of endless looping, but the 'hold W' meta is hard to play against.

    That said, this is also how I felt about Cenobite (RIP good addons) before I figured him out.

    The crows are better as a threat then a weapon.

    like clown bottles you throw in the open.

  • @Ssajbambusa said:

    Renewal: After healing other survivor for full health state it activates and next time you are removed from the hook you get broken for 20 seconds. If you don't go down you get healed.

    For the People: During a healing of other survivor press active ability button to instantly heal them a full health state and get injured yourself, get broken and become obsession.

    If you seen my nick on the forum you propably noticed that 99% of times I am against buffing survivor perks (cause they are much, much stronger side of the game and bring 16 perks against 4 killer perks, but in this case I think these two perks should work together and here's why:

    1. Both are non meta and can be replaced with multiple other perks for similiar or even better effects...
    2. Both are extremely situational and will benefit survivor in like one in ten of trials. (Yes, you can use FtP often... but most of the times it makes completely no sense)
    3. The wording of perk descriptions suggest these should work, but for some reason do not. I don't think it would be overpowered balance-wise either as Renewal is very easily stopped and FtP is not real heal, just trading.

    I think it already does, doesn't it?

    an insta heal does, at least.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670674#Comment_2670674

    Penti is the definition of a 'what the hell were they thinking?' perk.

    You have to pair it with Plaything and hope they don't just boon for it to do anything.

    A perk that requires a second perk from an entirely different (paid) DLC to function is just awful.

    Now, if snuffing a boon crushed the totem - honestly that just needs to happen.

    I 100% second this.

  • @romenaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671529#Comment_2671529

    Well.. enjoy then waiting for all the perks u need every week.. also, dont forget most of the good survi perks are nearly free (dead hard - bt - i-will etc etc) u can get a Good build without buy anything.

    I'm not saying it's efficient, I'm saying that technically you don't need to buy anything.

  • @drpynz said:

    I get at least 1 DC per match. Are servers unstable or people leaving because they hate her?

    no she's brand new.

  • @romenaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671505#Comment_2671505

    its not about the killer, PERKS.. we all know killers are meh in dlc, they are better with "good" perks.. the strongs ones are blight nurse huntress in god hands and good hands.. the rest meeeeh..

    I mean, Hag has the best perks in the game.

    also, there's always the shrine.

  • @GoodBoyKaru said:

    Dwight -> No

    Meg -> Absolutely

    Jake -> He's so hot

    Nea -> Yes

    Laurie -> Oh God yes

    Feng -> Eh

    David -> Words cannot express how much I wish to marry this man

    Quentin -> Slightly below Jake in terms of yes

    Kate -> Ehhhhhh

    Adam -> Yeah

    I don't love they gave Laurie dreads. :/

  • @Miralis said:

    So I just played a match with 2 hackers on my team. I noticed when something was off when the Cheryl was healing me, and then teleported across the map onto a generator while healing me. She healed me 1 health state and popped a gen at the same time. There was also a felix who got hooked and didnt lose health on the hook so he couldnt die There were also generators being repaired that didnt have anybody on them. I felt bad for the Artist that had to deal with that garbage. I wanted to let the killer no what was happening but couldnt because they were on a different platform.

    ouch.

    that sucks.


    luckily, that'll probably only happen a couple of times a year tops unless you're a professional level player.

  • @romenaw said:

    Hello!. as the title says right now playing as a killer is pay to play. With the current situation of the game, if you do not own certain perks you will soon get bored of the game. The sad thing about this, is that many perks are obtained from paid killers. The imbalance of the game is terrible, Giant maps, totems of blessings,Giant maps disfavoring many killers, perks useless in the killer and the constant nerfs .. they are making the day of the killer unplayable. If the killer camp or focuses on survivor, you will only get toxicity at the end of the game.

    I play survivor and killer both in rank 1, and I really feel the imbalance. Playing survivor alone is fun and sad since you don't know what quality of players you will have. but playing killer is stressful, Premades doing genrush ending the game with less than 15,000 of which 5,000 is for escaping

    it is no longer fun to play as a killer, stressful and un comforting in addition to giving very few or almost no rewards. A coordinated group of discord survivors can finish the game before even getting 4 hooks in chases no longer than 15-20 seconds. Literally many paid perks are necessary to curb this imbalance a bit and still do not always work

    Hitboxes are a pain in the butt, hit validation is the worst thing they could have implemented. I'm starting to miss days where it was fun to play both sides of the game and not just survivor.

    Edit for those dbd guardians: NURSE-HUNTRESS are not part of this, they are strong even with any perk.. people dont just wanna stick with 2 killers.

    as far as I know, there is no killer on the roster who can't be bought using iri shards who's above rank A-/B+.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671482#Comment_2671482

    What? Why would it? It’s literally impossible to repel crows like that.

    oh, I misunderstood.

    nevermind.

  • @Mooks said:

    Link to PTB bug:

    https://forum.deadbydaylight.com/en/discussion/293494/repel-prompt-missing

    Hi there,

    reported this and also got an answer but this is sadly not fixed in the current release and i have not seen it mentioned in the known issues.

    I think that's intentional.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671372#Comment_2671372

    I'll grant you that- Haddonfield, its flaws aside, is actually a decent example of a map that's set at night without being a nightmare to try and see anything on.

    In all seriousness, the lighter maps don't kill the aesthetic of the game. Horror movies happen in bright environments all the time, it's fine that they're branching out into more than gloomy, dreary atmospheres.

    honestly, it is a creepy map.

    just.. maybe not for Myers.

  • @Fantasy said:

    Michael Myers standing out in the middle of a desert stalking people? Not very spooky. You're killing the vibe with these map updates, bring back dark coldwind farm. Might as well rename the game at this rate.

    I think DBD's in a weird place right now, since it really feels like they're still deciding whether this is a horror D&D game (in the sense of shared storytelling) or a horror E-sport.

  • @UMCorian said:

    IMHO: This is the biggest problem with playing Killer at most levels of DBD - if you don't 3 or 4K, the game feels like you lost.

    Take Survivor, you can still objectively have a fun, rewarding experience even if the killer 3Ks. Hell, sometimes even dying to insure the killer only 3Ks is still a fun, rewarding experience.

    Imagine how bad this game would feel like as a Survivor, if even if you escaped, you felt like it was a loss unless everyone also escaped?

    Yet, playing killer, failing to kill 2... and watching the survivors teabag you in the gate until you eventually escort them on their way feels like a loss.

    Whether this is a community created perception image or something the game somehow cultivates, I think everything would get better if they found a way to fix this... because right now the Devs balance the game around 2 kills, 2 escape. Because of that, they're always going to seem to be against killers... because the very nature of their game design is to balance the killer around having a game that's perceived (by the community) to be a loss.

    The game needs to feel better for a killer who only gets 2 kills... if this is how the Devs want to balance it.

    personally, I'm honestly not focused on the end result, but the fun I had along the way.

    I know that must sound cliché and stupid, and I'm not ignoring some questionable design choices, but (personally) I can play to win, and I can have fun without winning.

  • @Brokenbones said:

    The Dwelf persona is cringe

    Was also disappointed that we're not getting free cosmetics like last year

    I didn't know anything about it going in, so it was a funny surprise, but I have a feeling it's going to get old really fast.

  • @LaChicalinda said:

    To me its body block coz the killer-surv teams block your path and theres no way out.

    And for you?

    Twins somehow not getting the QoL they desperately need to stay flexible in playstyles.

    So many changes meant to balance other killers ended up being debilitating nerfs for them.

    sigh.


    and they're still so much fun regardless.

  • @ILEECHIPS said:

    let me know what you think this one is a longer ones.

    this chapter a new survivor and a new killer has arrived. This isn't no ordinary killer the entity has plans this time...

    Killer- The Puppet

    Name- forbidden

    Age:Unknown

    Height-tall

    Speed:slow

    Terror radius:0

    Description: A tall figure in a black suit with a black tie. Chains and scratches of the entity along its cloths and arms. Completely faceless with hands dripping off blood. On the back of its suit are random tomes and story chapters of previous rifts and lore.

    Killers perks

    Split apart

    The entity's work is never done so you must tend.

    Kicking your first gen or regressing highlights it yellow the next gen you kick the distance between them survivors who are between suffer the blindness effect for 20 seconds and are 5/10/15% slower in repairing speed and sabotage. For 20 seconds

    After 20 seconds this perks has a 180/120/60 second cool down

    This perk does activate if you use forced regression or kick effect perks. But does it to however many are affected

    Exp "oppression surge etc"

    " Slow and steady blind and fast" Note 90

    Deep Calling

    No one will escape not today

    Killing a survivor on hook or by hand blocks all pallets and windows for 25/30/35 seconds in a 30 meter radius for revealing other allies for 7 seconds

    "Remember when I told you I would hunt you all" - Quincy A

    Mix up: Hex Redeem

    Mix up perks are 3 in one that are changeable but level up together.

    You can choose which one you want. Leveling up increases how many you can use at one

    Teir 1- is one effect of choice

    Teir 2- 2 effects of choice

    Teir 3- 3 effects of choice

    You have a specific taste in your work.

    At the start of a trial survivors suffer from

    Blindness for 10/15/20

    Hemorrhaged 10/15/20

    Oblivious 10/15/20

    This refreshes after you hit a survivor

    Power and abilities

    Ability 1 Parting Gift

    Gain the ability to block gens,walls, pallets, or totems.

    Blocking lasts 25 seconds

    You must hit a survivor to gain back a charge

    Start the trial with 2 charges and 2 max

    While a gen is blocked your terror radius is increased by 25 m and gain haste boost of 7% all gens progress 20% slower for duration

    While wall or pallet are blocked gain 20% stun or blind resist and 15% breaking action for duration seconds

    Blocking a totem reduces cleansing of all other totems and healing by 50% for duration

    Charges refresh automatically after 50 seconds

    Ability 2 Growing blight

    You can switch between abilities by pressing the active button

    Start the trial with 3 charges

    Recharges only if bud is destroyed

    Consume one charge to place a bud on the ground that evolves into a blight bloom at bud stage it is easily destroyable by a survivor squashing it

    After 30 seconds growth stage survivors who enter its radius receive the oblivious effect

    In full stage the blight bloom spews out puddles of blight that notifies the puppet when triggered and gives the mangled and oblivious effect until injured,healed, or cleansed

    Passive Fading memory

    This ability activates automatically when a survivor is injured any auras revealed to them now show as random

    For exp you run "bond claudette perk" and see a teammate well if injured you may see the killer instead and run away from them

    Add on

    Brown

    Make shift gloves- While blocking pallet or wall your breaking speed is slightly increased

    Jeffreys left ear- False auras of generators are moderately louder

    Piles of daisies- parting gift and Growing blight has 1 charge gain 100% bloodpoints in all categories

    Abandoned shoes- gain 2% extra haste on blocking gens and regression on gens increased slightly

    Chemical Z- moderately increase blight bloom growth time

    Yellow Add on

    Stuffed Crow- moderately decrease cleansing and healing speed while totem is blocked

    Lock of Janes Hair- Greatly increase blight bloom spread out

    Hand puppet- Survivors injured see false aura more often and are forced tp see them

    Rusty Guitar- Reduce terror radius gained when blocking a gen

    Children's book- blight bloom in bud stage apply the hemorrhaged effect

    Green add on

    Medical Herbs- Reduce the affects of blocking a totem moderately greatly increase blocking a wall or pallet effect

    Record books- false killer auras play the terror radius sound

    Deck of Cards- add a charge to Growing Blight

    Oni Mask- greatly increase breaking action and haste affect after injuring survivors

    Mother's Ring- greatly reduce terror radius when blocking a gen

    Purple add on

    Infused Bear trap- Survivors stuck in Blight bloom puddles have reduced movement speed

    Shock pens- false generator auras have terror radius to them and cause survivors to scream periodically

    Broken Censer- blight blooms spread directly at survivors if within radius

    Metal Hacksaw- Blight bloom puddles apply mangled if survivors go onto them

    Old Bell- Fading Memory does not require survivors to injured and survivors hear see auras

    Red add ones

    Blight infused Seeds- Blight bloom begin in growth phase and now spread outwards creating new blight blooms doesn't stop

    You can only have one charge and 1 use

    Smiling mask- Greatly increase all blocking effects charges for parting gift and now generates over time 2 charges added

    Survivor

    Name- Wayne Greed

    Perks and items

    Boon Quiet as a mouse

    You can only have one boon at a time

    Pressing the active button on a dull totem to activate

    In a 35 meter radius of boon totem vault speed is increased by 10%/15%/20% all vaulting failed skill checks and sprinting and whispers are silent from killer

    Rock Bottom

    Getting hit grants the endurance affect to other injured survivors in a 10/20/30 meter radius for 10 seconds

    You can pick yourself from dying state

    Cooldown of 80 seconds

    Last resort

    On death hook gain one last chance through 5/4/3 hard skill checks if for each skill check hit add a additional 5/10/15 seconds on the hook this can only be activated once per game

    Grants the ability to struggle on hook after 3rd time increasing chances from 4% to 10%

    Allowing two more struggles at max

    Allowing 1 struggle at 2nd

    Allowing 1 struggle at 1st

    Closing thin

    The killer pov is reduced by 20% when they are 20 meters from you

    When taking a protection hit while injured pick yourself up immediately after stunning the killer for 1/1.5/2 seconds this activates exhaust for 80 seconds

    I'm not sure about that last perk, since everyone would choose to have tier 1 be "exposed", "incapacitated", or "Madness".

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670070#Comment_2670070

    20 meters might be too much, 16 is fine in my opinion. I'm not sure about disabling every killers powers within 16 meters of a hook: because some can't take the game hostage (and it might hinder them too much); but i'd be fine with it.

    twins should probably also be 10ft, honestly.

    I can't count the number of times I was struggling to switch between them before victor (on the other side of the map) got kicked or something.

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