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Bran

Bran

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Bran
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  • personally? complete garbage. Reason? i dont run hexes and i main killer.

    generally? its very situational and use is not always a given. not the best perk. is it worth using over Unbreakable, which i had to google since i couldn't remember its name? i dont know.

  • @Freesham said:

    While I don't condone harassment, I'm wondering just how prevalent is the scenario of Bubba with smart face tunneling POC survivors, and if anything racist was being said in the end game chat.

    You know...idk y I thought POC was referring to people as piece of crap survivors. But now I realize they meant people of color 😂.

    I have no idea how often it happened in games though. I don't believe I've ever seen it.

  • @AshleyWB said:

    Despite what you all think.

    Using stereotypes in games to portray a character is harmful.

    There should be no if's or buts about it.

    Not necessarily.

    The David King thing would be based on that scene wouldn't it?

    Just like Feng is based on the eSports scene.

    There's nothing wrong with it and there isn't always harm

  • I kinda feel the same man. Removing the masks really doesn't do anything.

    Like, okay...now they can't use it...what else changes?

  • It sucks honestly since the mask itself was not inherently racist. But with people using it that way, they ruined it for everyone.

    But man, what a good day to be back in the forums and this the first thing I see, mask controversy posts.

  • Thought my name was Bran 🤔.



    Not that bad though man 😞 please don't hate on my boi.

  • The hidden exposed effect is okay really. It's not like noed is the only perk that the other side is oblivious about after all.

  • killer perks are allowed to counter survivor things. the special attack thing is really insignificant in my opinion.

  • i'd say it's one of the best exhaustion perks.

  • I would agree with it deactivating on a gate interaction. simply because...

    1) should've just opened it earlier and not 99'd it.

    2) if it isn't 99'd your dead anyways.

  • Regarding the gate.

    On one hand if it's not 99'd your DS is non existent in that scenario.

    And on the other hand if it is 99'd then...should've just opened it and left.

    So yeah I'd say yes for deactivate on gate.

  • if you are upset at ds, don't go after the unhooked survivor. or purposefully eat it so it's not useful later in the game.

    despite the numerous healing perks, it is okay to let injured survivors go, slug, or go after someone else.

  • noed is definitely a over complained about perk. survivors have so much time to cleanse or prevent it. i soloq and have no issues with noed. i even purposefully run the killer with it.

    i really do think survs don't even try and play against it when they complain. as for killers who complain, idk why.

  • @Terramortius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653857#Comment_2653857

    Your idea on the killers side are great.

    The surv ones tho. If you play killer you'd understand how annoying it can be when survs abuse the 4ds thing. In my server, toxicity is a norm. I've seen 4DS 4DH 4UB and it really is too much for a casual killer to deal with. So nerfing the timer on ds would be good. In return, don't deactivate it on doing objectives. That way, DS becomes just an insurance if the killer camps you and you get unhooked in front of the killer. The other changes I made already pressures the killer away from hook so when they work together, I think it makes a better game.

    maining killer i definitely am in the know.

    i go out of my way to eat ds's some times. dh is used to it's best ability some of the time, plus you can bait it out easily enough. ub is just a gamble, wouldn't waste my time keeping it on my build for surv. plus, surv shouldn't be able to negate a unsafe unhook since they unhooked in front of the killer.

    the ol' ds and ub is completely useless.

  • imma be real deal here:

    Survivors

    • ds is (mainly) fine right now. survivors should not be able to do gens or other objectives and be safe from the killer. even if it had a shorter up time.
    • bt is also okay. it does exactly what it should do. i could argue against the speed boost, but i won't.
    • ub is one time use and is a give or a take anyway.

    Killers:

    • the anti-camp mechanic as i always say would only have to work if another survivor is not in the radius (if it were made a thing). therefore survivors could not proxy the hook. if the killer got 10 meters, survs get 20 meters. this is the best way to do it this route. killer does punished for camping and survs can do gens. also there of course would be the whole if the killer is within the radius for x seconds it would start, but then if a surv comes up it reverts to normal.
  • i still go slinger, he's pretty solid.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651691#Comment_2651691

    You actually don't- Devour doesn't announce itself until you hit someone with three stacks.

    hm...ya know...i've always wondered about that, but i guess i decided that it did.

    aw well, atleast the you can cleanse i earlier point stands.

  • @jesterkind said:

    I have a question for the people who think that NOED is unfair and that cleansing it/doing bones isn't a reasonable counter to it - and I'll even ignore the other counter of just leaving as soon as you see it pop up for the sake of this question.

    What makes NOED unfair and undeserved where Devour Hope isn't? They both have extremely similar effects- everyone is Exposed, and NOED has the added benefit of increasing your speed because it's only going to activate in the endgame whereas Devour's extra strength is in the mori capability if you build it up further. Both require you to play a portion of the game with only three perks, both can be undone at any time by the survivor...

    Why is NOED the subject of all this debate where Devour isn't?

    i've thought the same thing, but have assumed it's because you know your exposed and you can cleanse it earlier.

  • time to do things...or say things that could put some debate topic on blast on this controversial topic.

    1) do bones.

    • this is valid. you can cleanse totems all throughout the trial. you can say it's harder when you have to get gens done, but what's stopping you after the gens are done? clearly your getting the gens done to be killed by noed.
    • even if their hard to find, you can try and other times, aw well...bad luck. it's just how it is.

    2) how is the killer snowballing with noed?

    • how many survivors were left? if 2, i think he did pretty good. if 4, how many are on death hook? did already have a survivor hooked and got another one? did the killer have too much pressure. was it a high tier killer? what's the context?
    • did you guys open the doors, but didn't leave when you had the chance?

    3) does noed give undeserved or free kills?

    • you can say that sure, but what effort was made to prevent this? did anyone look for the totem? did the door get 99'd? did you play accordingly or to the best of your ability?

    4) is noed unfair?

    • aren't all perks unfair? boons gives powerful effects, UB you can pick yourself up, DS gives you a free stun on the killer, adrenaline gives a free health state, even when hooked or on the killers shoulder or trap. there's also other unfair killer perks. that's what they do.

    as i said, i play soloq and have gone against many noeds. I adapt to the situation and try to play accordingly if i can. and trust me i was a sworn DS hater back in the day, but then i eventually decided it was okay-ish and stopped the hate.

  • i play solo queue survivor and use noed sometimes. it is a very fair perk.

    people seem to complain, but never try and do anything about it.

    once one person is knocked, find noed and cleanse or open the door and escape. not very hard.

  • flashlights aren't too much of an issue if your mindful of them.

    1) look at walls/objects so you can't be blinded

    2) if a survivor is trying to get a flashlight save, you can chase and run them off and you'll probably have enough to time to pick depending on distance.

    3) lightborn. as long as you have or want to use it otherwise look onto 1 and 2.

  • this is something that would work and also make an impact. not a bad thing.

    i mean if you see ruin activate your gonna be like "oh dang, ruin, i cant see the hex though."

  • well...

    1) yeah, killer shouldn't get punished for chasing survivors if they go near the hook. you said "same as today" so i assume that's what the current hook timer is then right?

    2) i like to say that if survivors are also close to the hook it should not be slowed. (Ex: if killer radius 5 meters, then survs would be 10 meters). because you can know they are close to the hook, waiting. you can see them run back and forth from a farther distance. basically their proxying and your defending the hook, but now your getting penalized for them proxying.

    3) im not too sure the timer should be faster if the killer is away. survivors should be able to let them hang for a bit to finish healing, gens, totems. thats on the assumption 175% is faster than the current hook timer.

  • If there are only 2 survivors left and one is hooked and gens still need to be repaired.

    Then yeah, what can the unhooked survivor do? not a lot.

    many games where I leave the other surv so the last one goes for the save so I can kill both. Smartest thing would be to let them die if the gens can't be completed.

    So I don't think the perk is really doing anything to create a base environment, except make there situation easier.

  • @ChurchofPig said:

    You're running into people using Left Behind? Since when do people run Left Behind?

    I'd use it if I actually had keys. This being before and after the hatch change. So naturally, I never use it because I never get keys 😑.

  • It does it's job "apparently", but it can't eliminate that visual (bug?). You shouldn't be penalized for it though.

    Besides that we all know hit validation is just in place to let survivors who use pallets and dead hard too late get away with their poor timing 😔.

  • yep, agree cept for the last one. though the gate could be debated

  • Not gonna lie not very good changes.

    1. You mean the time where survs cannot unhook? That's really terrible if so.

    2. Caught as in hooked? I usually down and search anyways. Hatch was reworked for a reason.

    3. I see no reason for save bps or not or whatever.

  • Well in response to all of that; neutral just means I didn't much care or didn't have an opinion for the change

    A Nurse's Calling: if it removes the aura reading, I'd say that's a nerf just to counter shadowstep. Id prefer the aura.

    Beast of Prey: that's kinda too strong.

    Bitter Murmur: pretty neutral in this one.

    Blood Echo: also neutral, though leaning unnecessary.

    Bloodhound: also also, neutral.

    Brutal Strength: kinda like this one.

    Claustrophobia / Cruel Limits: hex: crowd control, but useful.

    Coulrophobia: It could be an interesting change.

    Coup De Grace: that's a very strong change. Even I, killer main..say no.

    Dark Devotion: once again neutral.

    Dead Man's Switch: nice slowdown, good for tracking, but idk.

    Deadlock: seems like an unnecessary change.

    Deathbound: neutral, but might say yes.

    Deerstalker: distance requirement? No, aura reading? Possibly.

    Dragon's Grip: or at least lower it.

    Dying Light: pretty weird perk anyways.

    Eruption: that's definitely isn't balanced.

    Fire Up: neutral on this one.

    Forced Penance: don't very much care for this change.

    Furtive Chase: undetectable? Maybe lower active time and add a cool down.

    Gearhead: any attack? As long as it deals damage. Slight cool down.

    Hangman's Trick: seems unnecessary?

    Huntress Lullaby: it could work? Idk.

    Hex: No One Escapes Death: probably the best noed rework idea I've ever heard. Does that make it good? Idk.

    Hex: Pentimento: I mean...overkill?

    Hex: The Third Seal: I really dislike this perk anyways

    Hex: Thrill of the Hunt: I'm fine with only having hex notifications.

    Hex: Undying: unnecessary when you can hear them imo

    Hysteria: neutral.

    I'm all Ears: it's cool.

    Iron Grasp: not really needed

    Surge / Jolt: I'd be cool with it.

    Lethal Pursuer: not gonna lie that'd just dumb.

    Make your choice: maybe not.

    Monstrous Shrine: the current version is betters just add the scream effect.

    Oppression: neutral.

    Overwhelming Presence: 🤷

    Predator: the footstep thing is kinda cool I guess.

    Remember Me: could be cool.

    Scourge Hook: Gift of Pain: no idea about this one.

    Shadowborn: that's dumb,.

    Spirit Fury: changes the point of the perk to insta break a pallet to much.

    Starstruck: maybe.

    Stridor: should only effect injured survivors

    Surveillance: neutral.

    Territorial Imperative: I'll say no.

    Thanatophobia: no idea.

    Thrilling Tremors: I dig it.

    Trail of Torment: no idea.

    Unnerving Presence: seems kinda like overkill.

    Unrelenting: I think this is for where it is at. I've gotten unrelented recently actually. Called it and all.

  • bad change honestly. a survivor lethal just doesn't sound right.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638343#Comment_2638343

    Rift challenges, Counterforce, maybe I really need to heal but it’s not CoH, etc.


    a lot of that is situational and isn't much you can do about. basically those would be times where you have to suck it up and move on. so theres just no reason to want too.

  • why do you want to destroy your teammates perk that benefits everyone?

    sure you might want to use your clairvoyance or inner healing, but those totems you do cleanse aren't already effected via boons.

  • as a legion main (and therefore not playing legion often due to being a legion main), legion.

  • the conditions of them blessing and being off gens and killers having to find them can be debated, but i'd make it to where you can only use 2 boons per totem.

    so if a surv has 3 boons equipped only 2 will activated on a totem.

    also forgetting hexes can have strongish effects, but can be destroyed instantly and will be unusable. it's more risk than reward. especially since a lot of hexes aren't very strong or are on normal perk level.

    if the boon were to get "hex levels" technically you could say they already are. otherwise CoH would very well be actual insta heals in some scenarios.

    and the killer snuffing them out to take a significant amount of time i feel would still be too much.

  • whispers for boons so you can specifically know which way to look.

  • hexes are still viable, but over the time there have been more and more anti hex perks added into the game.

    boons don't necessarily counter hexes. This could lead to survs looking for totem more often and finding your hexes though, which you could count as an indirect counter possibly.

    there also have not been many hex defense perks and the ones we have gotten that helped hexes have been nerfed or changed.

    regarding the "their not the same thing", they kinda are except boons are meant to be able to be re-used and hexes not. that would be a whole other mechanic entirely. i would love to a penti type perk that allows hexes to be rekindled. (with tokens reset to 0), by random and therefore would not work with penti itself.

  • in my opinion if you perform an unsafe unhook that's on you. that's why there's BT. even with BT the killer can still go after them for another down anyways. it'd be too strong since it wouldn't really punish survivors for unsafe hooks.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631599#Comment_2631599

    Wow, I can respect and honor your opinion of the "ideas" and yeah, at times, I feel they are broken, But... and that's a BIG BUT, for the sake of balance/fairness/argument, I can also say that the ones you are flat out saying "No" to, are also the ones that can be currently countered by the survivors roster of perks and the current games mechanics.

    Take Hex: Domination for example... how often is a killer going to actually down a survivor within 24 meters of 3 freaking pallets? While the perk has the Power to destroy that many, regardless of if they are up or down, in practice the most they will ever destroy is 2... if it's a small map. I could've written it to destroy 3 pallets map wide, chosen at random, for every survivor knocked down, but I felt THAT would've been genuinely "OP". The advantage it gains against un-dropped pallets is what makes it a scary HEX perk to go up against and a good reason to cleanse it asap.

    Likewise Hunger of the Entity still gives survivors the option to save an ally at the cost of a health state and having to mend. To be fair, none of the current killer perks inflict the Deep Wound status, and only certain killer power or survivor perks do because it's really not that big of a deal. I made it so that it only does this when rescuing a survivor in the struggle phase for this reason... you/you're teammates can only be affected by it 4 times. How is that "Overpowered"?

    sigh... I worked hard to make all of these perks not only reasonable but also balanced in the current meta. Taking that consideration into account... I ask you:

    "Considering what the survivors are currently capable of, do these killer perks really seem to "break the game" against them?"

    I know this response seems harsh, and for that I apologize, but it just feels to me that, the only way killers are gonna be able to keep up with survivors and be competitive at this point, is if they are given the right tools to do so. Hell, freaking Malicious Invigoration was created as a direct response to the new survivor perk Overcome which doubles a survivors burst of speed if they are hit and basically lets them get an easy escape via the "Hold W" meta... I gave it double the cooldown of the survivors normal exhaustion cooldown times on purpose to balance it, but at the moment, personally, I wish I didn't. That's just one example of how much effort I put into these things, how much I take the other side into consideration, to make them as balanced as I can.

    I can go on and on defending my decisions for each perk, but, I don't have the energy to do it atm, and I hope you understand better now as to why I made them this way, so that I don't have to. However, if you have any grievances against any of the perks I've listed, and have also considered the killer vs. survivor side of things in the current meta, I'll be happy to listen and maybe we can work together to re-write them, as long as you give me the chance to explain why I wrote them this way in the first place.

    whenever i look into perk ideas of players and the devs in general, i usually look at them from both sides and from different skill levels. even the new exhaustion perk has me off put.

    my judgement could be off and upon a second look i might change my mind on somethings, but i try to be consistent at least. i should really spend more time into explaining why yes or no, but honestly idk i just didnt.

    just for example of some:

    hunger of the entity: one of my biggest concerns was what if a killer face camped that survivor hooked? if a survivor is injured and interrupted how can they be unhooked?

    hex: domination: a big thing was i don't think that a pallet should be able to broken if it isn't thrown down. i've thought about what if a killer could break a single pallet that wasn't thrown down? i still wouldn't want that to be possible. regarding activation, yeah i guess destroying on a down would be okay looking back.

    special treatment: i think my problem with this would be it would be a pretty terrible experience for the obsession.

  • @TWiXT said:

    Hunger of the Entity:

    The Entity must be appeased! Survivors attempting to rescue a hooked survivor in the struggle phase have a 50/75/100% chance to be attacked by the Entity, interrupting their rescue progress and inflicting the Deep Wound Status. Attacked Survivors are immune from being attacked again by The Entity for the next 10 seconds.

    Chilling Presence:

    Your victims cold sweat just got colder. Survivors within your Terror Radius emit visible white tufts of breath, and make a chilled "chattering teeth" sound when breathing that can be heard within 8/12/16 meters.

    Friendly Fire:

    The unnatural darkness of The Entities realm has made survivors more sensitive to light. Survivors are able to blind each other with flashlights, fireworks and flashbangs at 100/150/200% of the speed and range that they are able to blind you.

    Blinded Survivors also remain blinded for 100/150/200% the amount of time.

    Hex: Torment:

    A Hex rooted in the power of confusing your victims. The Hex: Torment totem is granted your Terror Radius and you are granted the Undetectable Status effect. As long as Hex: Torment remains active, it cycles to another random dull totem in the trial grounds (if any are available) Every 80/60/40 Seconds.

    Hex: Griefs Due:

    A Hex Rooting its power in your desire to to taste survivors Tears as you break their spirits. Every time a survivor is hooked, one of their perks is randomly deactivated, and Hex: Griefs Due gains a Token. For every 4/3/2 Tokens Hex: Griefs Due gains, a Dull Totem Lights up and becomes another Hex: Griefs Due. Survivors must cleanse and/or bless All Hex: Griefs Due totems to remove its effect on them.

    Used and Abused:

    The trial grounds chests now stock previously owned and discarded Items. Items retrieved from chests by survivors have 25/35/45% less stored charges and have a 75% lower chance of being Rare or higher quality.

    Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters of a blood spot). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial, and their auras are visible to you. Any time a survivor interacts with these pallets, they will immediately break.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession becomes afflicted with 1 negative status effect, picked at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state.

    Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 negative status effects picked at random.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.

    Draining Touch:

    Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status's for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, your Missed and Successful Basic attack cooldown is reduced by 4%.

    Hex: Domination

    A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.

    Camp Light:

    Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 4/3/2 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via Killer Instinct.

    Only 1 Camp Light beacon may be active at a time.

    Tunnel Network: 

    The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, performing a Basic Attack on another non-basement hook in the trial grounds will activate Tunnel Network and instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.

    Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 100/80/60 seconds.

    Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.

    Painful Neglect: 

    Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 20 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek:

    Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist:

    Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying State, Hooked and Exhaustion notifications are exempt from this effect.

    Intimidating Presence: 

    Intimidation is the best asset to cause chaos in the minds of your victims. Survivors within your Terror Radius are unable to initiate actions to heal, or open gates. Any survivor currently doing so when entering your Terror Radius trigger a difficult skill-check every 3/2/1 seconds they remain performing these actions within your Terror Radius. Great Skill-check Success Zones are Removed for survivors under the Effect of Intimidating Presence.

    Painful Presence: 

    Your presence induces panic in the injured causing them to make more costly mistakes. Any Injured survivors within your Terror Radius Have a 50/75/100% higher chance at triggering difficult skill checks per second while performing healing actions. Injured survivors failing any healing skill checks while in your Terror Radius suffer an additional 15/40/65% loss to healing progress.

    Sadistic Rush: 

    The thought of completing a kill fills you with intense vigor. After putting a survivor into the dying state Sadistic Rush grants you a 10/15/20% speed boost in pickup, drop, hooking and attack recovery speeds for 6/8/10 seconds.

    Hex: Sheep's Clothing

    A Hex Rooting its power in deceiving your victims. All Hex Totems appear as Dull, and all Dull Totems appear as Hexed. Any survivor who cleanses or Blesses a Hex Totem Screams and reveals their location for 3 seconds, and becomes exposed for 20/40/60 seconds.

    Anything effects that changes Dull or Hex totem cleansing or blessing speeds is reversed by Hex: Sheep's clothing. (aka Hex totems that appear dull take as long to break or bless as a hex totem, and vice versa).

    The effects of Hex: Sheep's Clothing are removed if it's cleansed or blessed.

    Tragic Loss:

    Your triumph over your Obsession has both mental and physical repercussions over the rest of your victims. You become obsessed with a survivor. If you Sacrifice or Kill your obsession, 1/2/3 survivors become Broken for the remainder of the trial. Any Broken survivor Rescued from the hook loses the Broken Status, but gains the Hindered and Blindness status's for the remainder of the trial.

    Survivors always see the Obsessions aura unless blocked by the Effects of other perks.

    If a survivor becomes your new obsession, the effects of tragic loss are removed until that obsession is sacrificed or killed.

    Malicious Invigoration:

    Your relentless pursuit of your prey gains you an edge against those who meet the challenge. Whenever a survivor you're chasing activates a perk that increases their movement speed, you gain an equal amount of movement speed for the same duration. Malicious invigoration has a 120/10/80 second cooldown.

    ... ok, so, more than a "few" 😋

    now i gotta go down the list

    hunger of entity: no, i might even call this overpowered.

    chilling presence: i'd delete the chattering sound. the breath seems okay. i don't think the breath would crash peoples games.

    friendly fire: nah, big troll energy.

    hex: torment: great idea for a perk, i think there is maybe 1 perk that is similar? plague perk? idk. still a idea.

    hex: griefs due: not a chance.

    used and abused: i'll go with a no, just because it pretty unneeded.

    blood rush: so like bloodlust, but perk form...so unnecessary?

    head of the house: in theory this could be good and not broken.

    special treatment: could be implemented in a different way, but as is now. no.

    draining touch: get rid of hindered, keep exhausted.

    hex domination: no. maybe a single pallet within x meters that has been thrown down is destroyed after picking up a survivor with a cool down.

    pulsating fear: could work.

    camp light: i could see some ways that this would not work or would be difficult keeping up. it could be changed to work, but i'd go with no though.

    tunnel network: no. not much else to say.

    hard slugger: this perk would definitely be broken (as in actually broken, not working). also i don't think it'd work.

    painful neglect: cool idea. is it implemented cool? idk...maybe not.

    hide n' seek: terror radius of killers seem broken as is, so i dont think this is even needed.

    mind numbing mist: i just dont know bout this one, so ill pass.

    intimidating presense: very strong with not allowing surv to escape i not making it impossible in some situations. also seems unnecessary.

    painful presense: i'd pass on this perk.

    sadistic rush: this seems like a mash of other perks thrown into one.

    hex: sheeps clothing: had me in the first half not gonna lie. it'd be a small perk. once one totem is cleansed it's donzo. could work ith people who rarely cleanse otherwise though.

    tragic loss: i'll go with no.

    malicious invigoration: cool idea. seems okay-ish?

  • i guess that could've happened, but i honestly don't think that was the specific reason. she could do that now since thrill gives increased cleanse time, just throw the birds every now and then and boom, defended.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2630773#Comment_2630773

    You have one boon that counters hit&run + 3-gen -> CoH

    then you have boon to counter slugging -> that new one

    then you have boon that makes it harder to commit -> shadows step is only perk you can tell for 100%, because you just see it.

    Only option how to play against that is to commit to each chase, which is not viable for most killers, so you just have to camp / tunnel to get pressure...

    but my friend we mus think outside of the box. i have multiple experiences with and against the perk.

    CoH increases healing. you can still hit multiple survs they'll just heal. as they normally would. i've 3 genned against CoH and won multiple times.

    the slug one ony really matters if you leave them in the boon zone or let them crawl away. you can always re down anyways.

    shadowstep is a hit or miss honestly.

    i'd say you don't have to commit, but just make sure you know and what you cannot do.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629708#Comment_2629708

    It's not that simple.

    The scratches one isn't too bad, but CoH can be amazingly strong even if you know it's around.

    It's so overwhelmingly strong against attrition based killers that you almost have to build to counter it every game, which is lame and boring (and probably not much fun for survivors either).

    The major issues are:

    • Healing effects stack too well with other healing effects, leading to almost instantaneous healing.
    • It can be difficult to locate on some maps, and killers are always time starved as is.
    • It can be instantly re-lit elsewhere.

    i think it's still pretty simple. it's just normal game play to win the chase against the injured survivor. you can be overwhelmed for sure. but best case you are not.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629708#Comment_2629708

    how the hell you want to stop them from using boons?

    Problem is, you know there is boon, but you don't know if only 1 player use them, or more, you don't know if it is only 1 perk, or multiple...

    It's hard to play around it, when your only info is there is boon somewhere on this huge map.

    How do you play around it? Yeah, start to tunnel, enjoy

    i see it as there only being 3 boons that you are able to guess and adjust to each without changing your play style too much.

    kinda like DH, many players use it so you might wait a few seconds before hitting the surv to down them just in case.

    so in this situation, you know there is a boon in play so you can probably guess which effect it has and play accordingly.

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