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Blazelski

Blazelski

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Blazelski
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  • @Rubyinsomniac said:

    I say Thrill of the hunt is good until you get undying then just pick which ever you like better. Thrill of the hunt is free and it gives more bloodpoints.

    Thrill of the hunt vs. undying.

    Thrill of the hunt you actually find out where they are and can get into a chase and possibly a entire hook. Also, it takes longer so you can actually get over there in time.

    Undying helps if your too slow or just too busy too get over there. The one thing is that it resets tokens so there's the chance that Devor Hope is useless because it takes so long to get the tokens in the first place.

    If you want to be annoying run Ruin, Retribution/Haunted ground, thrill of the hunt, undying. Then just stay close to the totems. You'll know when their cleansing and you chase them off but even if they do undying keeps it up and you get the effect of Retribution/Haunted Ground.

    It would be pointless to run Undying if you were running Haunted in that build, wouldn't it? All the totems are taken, so there's no dulls for anything to transfer to.

  • I'm just going to review perks.

    Dimension split: Extremely annoying and potentially uncounterable.

    Kneel Before: That's essentially the whole map. Extremely overpowered.

    Soul Destroyer: Underpowered. Don't know why anyone other than maybe Michael/Ghostface would use this, and I think it'd be bad even on them.


    Through the Looking Glass - Way way way too strong. It's like a better Adrenaline.

    Observers Edge - I think there was an interesting idea here, but it was poorly executed. This perk is terribly underpowered against a decent killer.

    Trial Master - This isn't a perk idea, this is a request for more bloodpoints as survivor.

  • I like You're Next, Interference, Hex: Soul Reap (should be more often), and Fatal Wound.

  • Well ######### me. The people who come up with the best perk ideas are always the ones that seem to take it the least seriously.

    Pray With Me and I'll Never Let You Down are legitimately fantastic perk suggestions, especially Pray With Me.

  • Never Again - FAR too strong. LOS-blocking loops become unmindgameable for the killer. Some of the possible nerfs it needs: 1) a time limit. 2) only works after the first unhook. 3) Only works when not in chase.

    Guilt - Far too weak. I don't really know how to rework this.

    Pride - No. Gen speed perks are rare for a reason. Don't even try to make perks that include the idea of faster gen progression, they just aren't good ideas. Not to mention this one is particularly ridiculously strong.

  • This Trail of Torment rework is exactly what Dark Devotion always needed.

    Seriously though, I don't know if I necessarily like the perk replacing ToT, but I really like the perk idea either way. Well done.

  • The first two perks actually seem fine to me. Party Pooper was poorly worded but I see what you're going for and it seems fine as well.

    The power needs work though. 8 Wards with 20 meter aura reveal means after you set up, you can always see survivors. The survivors would be constantly Exposed.

  • Determination - Way too powerful. Imagine a SWF lobby with someone running OoO, Empathy/Aftercare, Kindred, and Determination. Then add a Skeleton Key with addons that track other survivors and extend range. Imagine switching out Kindred for Hope and wanting to chase them during endgame. You'd be uncatchable if you played well. It also shouldn't affect the Hindered status at all. Highly abusable. Speed gain perks are rare and hard to benefit from for a reason.

    Acrobatics - Actually seems okay to me.

    Energy Boost - There's a lot to this perk, so hard to imagine how it would play out, but I feel it needs bigger drawbacks in exchange for the ability to tell the killer to ######### off for a while. Either more additional exhaustion time, or a longer time spent Hindered.

  • @Shymare_11 said:

    Okay boys and girls, this is my first single perk idea! Only one instead for 21!

    Stubborn- You are grounded even in the most dire situations.

    When a killer is going to perform an attack grab, they will instead perform a normal melee attack and be stunned for an extra 3 seconds. This perk has a 90/75/60 second cool down which will only start out of chase.

    ”I’m not getting pulled off no matter what!”

    Too annoying while at the same time too niche. It makes "grab survivor" challenges even more brutal, would be stackable with DS, and punishes stealth killers for playing well which is already hard.

  • @OBX said:

    Perk name: greed

    releasing an exit gate that is powered over 85% causes the exposed status effect for the entire team for 20 seconds.

    the amount of seconds can be determined.

    this could help the 99 issue

    As a survivor who dies to too many 99% gates, I love this. Would have to have a clause that it doesn't trigger if the killer is within a certain range of the survivor on the gate, otherwise it's just a free down.

    1. This perk is terrible if used without Pharmacy or a stack of Shiny Coins. I love chest builds, and I'd never use this. With Pharmacy, it's either made worse or OP.
    2. A worse compromise between Sprint Burst and Dead Hard. Not useful.
    3. This one is actually kind of interesting, but it would probably just end up being a better/worse version of Lithe.
    4. This is just a much better version of Distortion, so it's not a good suggestion.
    5. This one is interesting too, but it would probably either be a time waster for the survivors or it would allow survivors to easily make it to further loops, greatly extending chases. It'd probably be bad for game health either way.
  • I'd give it a base 20 seconds of aura-reading, and the base ability to reveal the hatch's aura if you're within 12 meters while you're using it. If it can't open a hatch, it's aura-reading should be potentially worth a damn.

  • My thought is that I don't understand why I see people wanting to buff the strongest perks on either side of the game. Shouldn't we be suggesting buffs to the bad perks that aren't even at Corrupt's level?

  • I mean, I'd be for it. I'm more for removing the currently terrible offering system from the game, but I'd take this rather than nothing.

  • @GHERBEARRULES said:

    Instead of that for the tenacity buff, i would say:

    Tenacity:

    There is nothing stopping you

    Your ferocious tenacity in dire situations allows you to crawl 50/60/70% faster and recover at the same time. You leave no stagger when being put into the dying state.

    You know what i mean by that annoying stagger you have when you get downed? You cant crawl for a second and when you can you get picked up.

    9/18/2020 I updated this post with the new perks released to this point, and switched in your Tenacity suggestion.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629197#Comment_1629197

    still want critique since i have already tried that but no one actually plays myers that much besides stalky boi.

    You can only do so well with Myers, unless you get potato survivors. He's among the worst killers in the game at the moment.

  • If you're wanting to improve as a player, your best bet is to watch others who can play well stream. It's a much faster and better way of learning than trying to have someone tell you what you should have done in iffy terms. I don't watch streams, but I've learned a bit about looping and when to throw pallets by watching some of IAmCows videos on YouTube. And I learned more by watching my friend who I've been playing with execute loops/chases while I was dead.

    TL;DR: Watch others who are better play. Don't have others who are better watch you play.

  • I honestly think the bloodweb being mostly junk is the point, for the devs. For me, every offering but possibly a mori (when I really need one for a challenge/daily) is completely pointless. Even the best offerings, like Pudding/Cake/Streamers, exist so you spend bloodpoints to make bloodpoints. Hook distance increases only matter for a Sabotage SWFs, and Coins only matter for loot goblins like myself. Other than moris, the best offerings are map offerings, and I never use them because they are boring as hell.

    Add to that flashlights, broken keys, maps, most of the addons for those items, and bad killer addons. How much of a bloodweb is actually something you want that will make a trial more fun for you? I'd guess between 20-30% of it. Most of it is there to encourage the grind, it would seem.

  • Have you both tried turning your computers off and back on? I don't know what the problem is, but I'm not having it.

  • My answer is don't slug survivor B. Hook them as near the hatch as you can, then move towards the hatch to close it before the survivor escapes. Don't know where the hatch is? Look for it and hope to get lucky after you hook them. But you don't want to risk even one survivor escaping? Start thinking of one survivor escaping via the hatch as a soft win, and don't be so determined to get a hard win.

    Being survivor A or B when the killer slugs to secure all 4 kills is the most hopeless and dull experience.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622456#Comment_1622456

    I'd be more of a fan of breakable walls if the way they were balancing the mechanic was slightly different. When we all first heard breakable walls we thought it was going to be a way to shorten pallet loops and cut down the strength of certain window loops. Instead what we ended up getting is a breakable wall placed where there would NORMALLY instead be a doorway, doorways which are typically necessary for a killer to use to avoid vaulting a window.

    So instead of what we might have had which was a window next to a doorway, survivor vaults the window as per normal, killer avoids the window going through the door and that slows the killer down a little bit but the chase continues maybe that's enough time for the survivor to make the next loop, maybe not.

    Now what we have is a window and a blocked door, or "breakable wall" and you either take the time to vault the window or take the time to break the breakable wall. Either way, you're going to lose enough time that there's no longer a "maybe" that survivor will for sure make it to the next loop even if it's far away. Both actions waste enough time that they'll gain a significant enough distance on you to get to safety, it's only not a super big issue because most killers have tools to deal with this: Nurse can just teleport through, Spirit can Phase, Hillbilly / Oni / Blight can Chainsaw Sprint / Demon Dash / Lethal Rush, Huntress and Deathslinger can use their ranged abilities to hit through windows, etc. But for those that don't have those tools it can be rough.

    I like Badham, I think the changes were good and I think most of the breakable walls placed in this map make sense (blocking off the elementary school side entrances are huge changes and basically cut off a super strong loop for survivors entirely). But I still see a little bit of this fundamental mistake here and there of just putting breakable walls where doors would have been, in some cases like the elementary school it's for the better and for others not so much.

    Either way it doesn't shift the gameplay as much as I'd have hoped a mechanic like breakable walls would have done. Although don't get me wrong I think there's enough potential in breakable walls that they should continue to tinker around with it on different maps and figure out how it works best, I just don't think they know how it works best just yet. Although I think what I've seen from Badham is a step in the right direction, but maybe I just haven't played enough on all the variations to see any flaws in the new map design.

    Ideally breakable walls/doors would overall be about equally inconvenient to survivors and killers, possibly slightly favoring killers. I actually think it's closer than I would have expected the devs to be able to pull off. The elementary school doors, for instance, can be bad for both sides, but are worse for survivors so you usually want to leave them alone as killer. The breakable wall in the middle of the top floor of the long "basement house" is, in my opinion, a breakable door that is pretty balanced, but probably slightly worse for killer than for survivor, so might be best to destroy. And then there's the breakable wall on the side of the two-story house, which seems to just be a benefit for the killer, at least in certain map configurations. No real reason to destroy that door unless you're feeling masochistic.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619919#Comment_1619919

    1. Ah, I'm saying the atmosphere comes from the threat, not that the threat is on the side. If there was no killer, it would be an incredibly *****y experience because the game is ugly and lacks innovative sound design (no offense, sound team). I do play survivor for more than the chase, however, and occasionally things will happen that make me go "do I play this game too much to know that this stealth Pig would come over to this spot at the map at this exact time?". Most of the newer killers I don't find that much fun to play against if only because their powers have been mutilated and formed to be good at starting chases (and/or defeating stealth and/or injuring a lot of people without significant killer-survivor interaction). I'd much rather get downed/hooked twice and die than get downed and hooked three times and die.

    2. I'm saying that the perk is bad because it either is overkill and rewards the killer for not doing anything special or can't be used in a case where the killer actually needs the help. I'm also saying that it ISN'T a perk rewarding good killer play and it ISN'T a perk that is a clutch save (like Unbreakable). It's neither, and I don't necessarily want it to be one or the other (both have merits). I just want it to NOT function the way it does now.

    If a killer is against a survivor group that is tough, and the killer manages to do well, Pop will not be used to max usefulness (or maybe not even at all!). In that case, the killer gets a minor (or no reward if he only hooks everyone after all the generators are done) for doing well against tough opponents. If a killer is against a group of survivors that are less skilled, then the survivors are going to see the entire effects of Pop (2.5 more gens) when the killer goes for a 12 hook game because the survivors are easy enough to defeat. In that case, the killer (who arguably isn't doing "really well") gets a disproportionate reward in comparison with his/her skill when contrasted against the opponents' skill. In the case that both parties are evenly matched, Pop can single-handedly win games by just adding on more gens without requiring the killer to do anything extra.

    The previous paragraph is the explanation to why Pop is unnecessary (salt in the wound) when killers are doing well and doesn't come into play when it is necessary against better opponents.

    If this perk were to reward killers for proving themselves beyond just what would happen in the normal course of the match (because, yes, getting hooks "just happens" oftentimes. No killer goes into a game expecting no hooks, and 12 hooks just means that you and the survivors were matched incorrectly not that you did anything particularly special), then I would say that Pop would be a well designed perk. Gaining a benefit in one area by making things a little bit harder for yourself in another sounds like good balance (eg. Devour Hope).

    I would definitely say that the frequency of hits and/or downs is a much better indicator of killer skill than the amount of hooks, objectively speaking.

    3. My view is probably pretty unpopular as a survivor, but I would much prefer being slugged or being otherwise incapacitated against killers than being 12 hooked or slowed down immensely by perks and add-ons (I HATE 12 hook games as a survivor. All that it means is that I'm no match for the killer and should have died earlier; there's no room for hope or thinking, "I deserved this escape" if I do escape). All of my most fun games as survivor have been against a killer that has incapacitated the other survivors and left me to think of a plan to evade the killer and rescue them all (or I'm one of the slugged survivors and someone else has to do it). It's a question of "More choices and planning" or "Just be brainless and sit longer on actions", at least to me.

    Here's a video of me as killer from the survivor's perspective (yes, I'm the chainsaw crazy Bubba with really high sensitivity. It's a little embarrassing, but I think it shows some of what I'm talking about here):

    https://youtu.be/-Z-J_tTqofA?t=641

    4. That's cool. I'm not here to tell you your opinion. I'm here just to provide arguments and reasoning (and hopefully a good cause for changing the perk because Pop Freddy is ...ugh). I would love to be convinced that Pop's okay, but nothing's persuaded me that it is so far.

    You are indeed a very rare survivor if you prefer the kinds of situations you described in point 3. I couldn't feel more the opposite.

    Anyway, I think the next step for you would be to describe what you want Pop changed to. This is all hard to follow when you're only saying what you don't want and what you think it is, rather than saying what you want and what you think it should be.

  • He's a frustrating blast with great map pressure. He requires skill and/or strategy to use his power in a chase well. I personally enjoy that scratch marks are hard to see through grass with him. I think he's very well designed, honestly.

  • @Kagato said:

    Midwich. Easy to navigate, one of the few killer-sided maps, and lets not forget... it's Silent Hill.

    @Bard said:

    I don't like this map, but I hate every other indoor map.

    • Leery's has some disgusting window spawns.
    • The Game has very few mindgames, because almost every pallet is safe.
    • Midwich is infuriating to navigate.

    Midwich: Infuriating to navigate, but easy to navigate. Opinions are a wonder, aren't they?

  • Your suggestion basically amounts to "While this hex is active, pallets don't exist." Way too strong.

    But this is a hilariously bad perk that tells bad survivors how to play better. One possible solution would be for it to;

    1. Not be a hex perk
    2. Give no indication that pallets are held in place to survivors

    It'd still be a less than meta perk, but it'd at least serve the purpose of preventing survivors from effectively being aggressive with nearby pallets. Could have some synergy with STBFL, at least.

  • Yeah, surge basically sees no play at all. It definitely needs a buff, and a 20 second cooldown I feel is the best way to balance it. Maybe also a slightly bigger range.

  • Okay. I read it all. My response.

    1. "It's the more hooks a killer gets, the more gens the killer gets and the less likely the killer will every be challenged by a group of survivors that doesn't tryhard on gens and only plays to enjoy the atmosphere." - This is just naive. Dead by Daylight isn't a game to just enjoy the atmosphere. It isn't that kind of game and never will be. It's an asymmetrical competitive multiplayer game that includes an atmosphere, not an atmospheric sandbox with a small threat on the side.
    2. You start off a paragraph with this, "Giving the killer a way to directly add time onto that timer without actually proving him/herself to be smarter, wittier, and more brutal than the survivors is wrong." Then you end that same paragraph with this, "and you CAN'T use Pop when you NEED its effects." I can't tell if you want this perk to be a reward for good killer play or to be a crutch for bad killer play. What do you want this perk to do? Also, this is a silly statement: "Getting hooks is something that just happens over the course of the game." If the number of hooks one gets isn't the general measure of skill, what is?
    3. It's cool that you camp and slug and that you wouldn't get much use out of Pop as a result, and I also use less slowdown and instadown than most (I often play a fairly benevolent killer), but as someone who has started to grow tired of dealing with Pop as a survivor constantly, it's much more exhausting to go up against someone who camps and slugs instead to make up for not using slow down perks. I'd rather be slowed down than disabled.
    4. I came into this thread being annoyed with Pop and thinking it needs some kind of change. I'm leaving this thread being more okay with how it works than I was before. I only think Pop is heavily overpowered in the hands of Freddy, especially one with BBQ or probably Tinkerer, and that it needs some kind of change to make it less oppressive when he uses it.
  • Yeah, that matchbox feels potentially overpowered, especially with the torn bookmark. Spasmodic seems potentially okay.

  • @Mat_Sella said:

    I use both :)

    Seeing this comment from an account with Open-Handed as the picture was so perfect it made me happy.

  • It feels far too easy to end up three-gen'd on the Suffocation Pit. I love the Groaning Storehouse because it's not too big and has enough gaps in the walls but still serves to block line of sight and easy movement through that section of the map. Getting overwhelming three-gen'd is rare, and if the survivors are smart about it, you can keep the two generators at the far ends of the map until the endgame, making it very hard to patrol the gens.

  • In the couple matches I just got through playing with him, I couldn't track scratch marks through grass. I actually think it's pretty cool that Blight has that challenge. Might make me use tracking perks on him like Predator or Bloodhound, which I rarely need on other killers.

  • I approve of the first and the last. Stealth should be somewhat viable for everyone, not just Claudette, that's my opinion. However, I promise the breakable doors are inconvenient for survivors too, and they can't remove them.

  • There's not a single survivor that has more than one of my traits. None of them fit me.

  • I've not been having this problem at all, but I'm on Steam. No clue why you're having your problems.

  • All I know is that every time I find out I'm up against a Demogorgon I feel immediately relaxed, and 90% of the time getting out proves to be easy breezy, and that's at purple/red ranks. The only time I ever have a problem against a Demo is when they camp (portal on the hooked survivor, move away only to immediately teleport back), but any killer becomes 'good' when they camp survivors to death, so it's not like that's the Demogorgon's special winning tactic.

  • @NorMak3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177842#Comment_1177842

    These are some great critiques! I'm glad that you, for the most part, like the changes. I do agree with the Cannibal 100% deviousness change since that's how most killers' bloodpoint perks are, as well as the Legion additions (Btw those are incredible and clean up things a lot while keeping the main idea intact, thank you), but I did want to mention a few things. 1.) I've been timing how most competitive players (and even noncompetitive) players on youtube run clowns and they don't spend a whole lot of time consecutively in the gas, but their pauses are extremely brief. I think this would cause a lot of tier 3 downs or, at the very least, a lot more effectiveness in cutting off loops. 2.) You're probably right on the whole fakers thing, but no one seems to share the sentiment of changing Ghostface's power completely. I prefer the new power, but everyone I talk to says that Ghostface's base power is fine, so I made something that could keep the base gameplay the same with some more things that could make things more interesting for survivors. 3.) I'm still playing around with the Hag changes and I'm not sure what I will or won't add to the main document just yet, but I will keep in mind your input. 4.) Thanks for the heads up on Demo and Huntress, I guess he could use an itty bitty buff and she could use some better explaining. All in all, thanks for all the input my dude. I appreciate it!

    Fair enough on the Clown. I'm not great with him anyway, so I can't judge high level play well enough. Btw, I also dream of coming up with a document that the community mostly approves of and handing it to the devs to make their lives easier and improve the game. Though it's only a dream, I like dreaming and think it can be important. Continuing from where I left off.

    I like the additional adjustments you made to the Legion. My only thought is that now there isn't sufficient incentive to get rid of rage tokens except for the survivors who prioritize stealth above all else. Maybe fear of failing skill checks is enough, but I'm not certain. Here are my rough suggestions for addon changes considering where you have him now. Smiley Face Pin: Slightly increase time for survivors to lose rage tokens in a locker (+.5 seconds), with the other tiers to be +1 second and +1.5 seconds. Broken Chainlink/Broken Mop: Increase the time before healing/repairing can progress immediately after a failed skill check due to you snapping your fingers (+1 second and +2 seconds). Fingerless Gloves: The Legion becomes obsessed with one survivor. When your obsession stops healing/repairing after you snapped your fingers on them, they will still fail the next skill check they encounter. Bent Hairpin: When survivors fail a skill check due to you snapping your fingers, they receive a regression penalty of 5%.

    Huntress (take 2): I would find this change acceptable, but it would effectively neutralize Huntress pallet mind games, which is a no go. The only thing I hate about her is her omnidirectional humming that still sounds like it's coming from a particular direction even though it isn't. I'm honestly not sure exactly what to change about her, or how, although she is certainly very annoying to play against for me and others I've spoken with. Those who get close to her skill cap are nigh unstoppable.

    Nightmare: Overall, I like this change. I think having his full cooldown when he cancels his teleportation is unnecessarily brutal. I also think his laugh being heard from 40 meters away and being directional gives too much information to survivors. I also don't understand why you want to switch the places of blood snares and dream pallets?

    Oni: Not sure how much the charge changes are needed. I do find the idea of wider scratch mark areas while in Blood Fury to be pretty genius, but I'm not sure he needs a direct nerf without an accompanying buff of some kind. Haven't played as him enough to be good yet, so can't give a detailed and worthwhile critique. It's not uncommon for me to get wrecked by him, but I can't play him well at all yet either. I think he destroys bad survivors and gets destroyed by highly competent and knowledgeable ones, but that's just my take. What he needs most is to have his passive power gain addons changed.

    Pig: On that note, what the Pig really needs is addon changes. After that, I think the degree to which she relies on RNG needs to be tapered back. Not more lethal reverse bear traps, but ones that more consistently slow survivors down. Even simple changes could probably do: The first jigsaw box you search takes longer to search, and the time for each jigsaw box after that gets faster the more of them you search. The jigsaw box aura idea is a good one, though.

    Plague: At first I wanted to make some changes to your changes, but the more I thought about it the more I liked your proposal as is.

    Shape: I agree with the changes you made and the reasons you made them, but this suggestion is just nerfs to Myers, who doesn't need to be nerfed overall. I think a small base improvement to his stalk rate and tier 3 duration would be all that's needed.

    Spirit: Survivors being able to move through her husk is a good idea. It encourages boldness. The same can be said for making survivor grunts omnidirectional and distorted while phase walking further than 4 meters from a survivor. It encourages the survivor to make early mind-game plays that the Spirit can punish if she predicts. Making her slightly see-through is a terrible idea. Her mind-game potential is the best thing about her from an interactive gameplay perspective, and taking that away from her would make her lame.

    Trapper: I like the spirit of the changes, but I feel the times for the Broken and Hindered penalty are far too long. I'd change it to 40 seconds if they free themselves and 20 seconds if someone else saves them.

    Wraith: Yes, yes, yes, with the following changes: His distortion effect is active even when he is standing still, and the Bone Clapper delays the sound of having become invisible by 3 seconds. Your suggested change would need to bring it up into VR or even UR territory, I would think.

    PHEW! Killer section done! Will look into the other sections on another day!

  • Cannibal: I like it all, pretty much. Award winning chili being .05 seconds faster than the regular chili addon makes it indistinguishably better, so something needs changing there. I don't understand the allure of noise reduction addons. Either he's in your terror radius and you need to be careful, or he's not and it doesn't matter. Potato sack needs to grant +100% bloodpoints in the Deviousness category instead.

    Clown: I don't really understand this change. How are survivors going to stay in the gas long enough for the tier system to matter? My guess is that they aren't. They'll recover fairly quickly and fairly easily. Needs either some other additional changes, better explained mechanics/reasoning, or a completely different concept.

    Demogorgon: Needs to either be able to place portals in slightly smaller areas, or have quiet footsteps, or both. That's all, but you're right that he's mostly in a good place.

    Ghostface: The Fakers idea is probably a bust. Might cause a second of caution from the survivor, but they will be about as confusing as an illusionary Doctor. A killer standing still near no one else is a dead giveaway, and if Ghostfaces started doing that to "blend in," they'd get punished by gen rushing. I like the idea of the total rework, though! Even the addons seem good!

    Hag: I'm sorry you find her so annoying to go against, but I don't share the sentiment. I don't think she necessitates Urban Evasion either. I'm staunchly against her traps being more obvious without serious buffs to compensate. People running and tripping all her traps when she picks up a survivor or is in a chase with another survivor is already an abundant counterplay and very real problem for the Hag. Maybe if you came up with something specific, I'd like it.

    Hillbilly: I personally like the change. It's a relatively minor nerf that shouldn't bother most hillbillies. I think reducing his movement speed to 110% is probably a little too much, and this is coming from someone who hates going against Billy. Maybe after chainsawing, his movement speed is reduced to 110% for as much time as they traveled with their chainsaw, unless they burn-out or bump into an object.

    Huntress: I think you got your words mixed up here, and the idea is mostly lost as a result. I'd take another look and make sure this section is comprehensible.

    Legion: Loving the idea behind the Recruitment power. I'm going to suggest some changes: When the Legion kicks a generator, breaks a pallet, checks a locker, or hits a survivor, any survivors in your terror radius gain a rage token unless they are in a locker. The rage tokens are visible to survivors, and cannot be gotten rid of for 10 seconds after gaining one. Fast vaulting or throwing a pallet gets rid of one rage token. The pallet breaking after 5 seconds occurs whenever a survivor with a rage token throws or vaults a pallet in a chase. Rather than the mirror idea, survivors can also get rid of rage tokens by hiding in a locker to calm down. For every 5 seconds spent in a locker, lose one rage token. Whenever a survivor with at least one rage token begins healing or repairing, their icon begins to shake until they stop. When this happens, the Legion can press the secondary power button to play his cassette player, causing any survivors with shaking icons to have their next skill check instantly fail and their icon to stop shaking for 15 seconds, spending one rage token on any affected survivors. Any survivor with 3 rage tokens is Exposed and wears an illusory Legion masks until they lose a rage token. I'd keep your change to locker reveals and feral frenzy.


    I may come back and continue my critique later.

  • @Marcus said:

    Corrupt Intervention and Discordance are bad perks.

    Huntress isn't as good as some people claim to be.

    Spine Chill is overrated.

    I disagree with each of your statements. Well done, you get an upvote!

    My unpopular opinion is that the Huntress' humming being omnidirectional is bullshit. Maybe if it became directional when you're in her terror radius it'd be better.

    I don't know if this opinion is unpopular or if people just don't know, but Open Handed becomes pretty meta when combined with Kindred.

  • Oooooooh. Yes please. Makes Solidarity + Autodidact more viable. Autodidact enhances Solidarity, and Solidarity allows for more time for Autodidact stacks. YEEESSSSS.

  • That's... a good question. Probably because I didn't pay attention to the date...

  • I don't know that Exit Gates should necessarily be as far as possible from each other, but they should absolutely have a minimum distance that they can spawn from each other. Seeing both exit gate switches from standing in one place is horrendous. I just don't want Wake Up! to be even less meta than it is now.

  • Trailblazer: Interesting. Scratch marks lasting longer in a chase can actually make it harder for the killer to track you, so that's something. Also, the perk description makes me think other survivors should be able to see your scratch marks.

    Brave Heart: Yes. I like.

    Final Girl: Not too bad. Can't think of a good reason to say right now.

    People Pleaser: Seems rad! We need some perks that could make protection hits slightly more viable. Also not very annoying for killers, which makes it better than Sprint Burst or Dead Hard.

    Solo Artist: Very interesting. Would encourage players to do generators at the very edge of the map for extra speed, but would cause them to increase the prevalence of the "3 gen" problem at the end of games. Not sure how to feel about it, honestly. As a survivor, I'd be upset with people using it.

    Sightseer: Again, not terrible but not overly powerful. I approve.

    Spit-Fire: I love it. I'd maybe decrease the last tier to 12%, but it's great. It'd probably entirely replace Camaraderie in people's minds, though.

    Hideout: Lovely.

    Upkeep: You meant charges, not efficiency. Otherwise, it's awesome. Both compliments and potentially competes with Inner Strength.

    Birdfeeder: Love the idea, but I feel the execution is far too strong. I'd make it so the killer can swing at fed crows to scare them off and reset them, and it would not trump the killer's stealth abilities. I'd also decrease the maximum aura reading range to 24 meters without Open Handed. It maybe also shouldn't reveal survivor auras.


    I appreciate the effort and thought put into these ideas. A shame others don't seem to look at threads that aren't controversial opinion bait. I'd promote you to part of the official perk creator team if I could.

  • I think I like the idea behind the Self-Care change, even if the numbers needed adjusting. Saboteur would be too strong if multiple survivors ran it. I don't think the Exhaustion mechanic needs to change. It sounds like it would exist to punish survivors who are good at running. I don't like that, and I don't even use Exhaustion perks 80% of the time as a survivor.

  • Bumping, though I understand why people wouldn't want to read this. Feedback genuinely appreciated, since I'm very fallible. I daydream of an overall community-approved perk overhaul that can be handed to the developers on a silver platter, though I know that's unrealistic due to how vastly opinions differ.

  • Yeah, his add-ons aren't in the best place possible for sure, but I don't think he's close to being up next on the chopping block yet. If he's your main, sorry, but you've got some time to wait in the queue.

  • I actually didn't know these perks were prevented from charging while Broken. That's actually tragic, and it takes a lot for Inner Strength to get my sympathy due to how strong it is normally.

  • @RobMeister88 said:

    People would abuse this and treat it as a watered down DC-Hatch tech. Unbreakable negates slugging entirely, so I'm sure if slugging is frequent then Unbreakable would be worthy of a perk slot.

    It is frequent, and Unbreakable is worthy of a perk slot. Unbreakable does not negate slugging entirely. It negates it once. This is usually enough, but sometimes when you get a really mean and competent Billy (for instance) it's not enough. Just let me ######### move on to another game so I can play the game, rather than spectate in the worst way possible. I'm not interested in being down the whole match while you look for the other survivor so you can make sure no one has a chance of getting hatch and you "win."

    Alternatively, make Buckle Up give 5-10 seconds of Endurance to both survivors. I'd take that alternative and actually use that perk to counter aggressive "no game for you" playstyles.

  • Yes, I absolutely agree with the main post.

  • I'm for it. Any time I load into a match as survivor and find out it's Demogorgon, I get excited to play with the dog, rather than fear the killer. It feels like an almost guaranteed 3 escapes unless survivors are dumb or if he enters hard camp mode.

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