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CLB198

CLB198

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CLB198
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  • The Showman

    Stats 115% move speed

    32 meter terror radius

    Tall

    Power Stage Directions

    When looking down and using the power button draw an arrow in the currently faced direction to draw a Stage Direction. When looking at a stage direction and pressing the secondary power button, summon a specter with only a terror radius to walk in the direction of the arrow. If it comes within the lunging range of a survivor it will try to hit the survivor. If hit the survivor will scream. If it collides, misses an attack, or lives longer than 50 seconds the specter will dissipate.

    Dressing Room

    Using the secondary power button enter a locker and enter Teleport Mode. teleport mode will increase movement speed to 200%. Teleport Mode removes collision, sounds, and visuals on everything but lockers and auras. Use the secondary power button behind a locker to exit from that locker. If this hits a survivor they will be given the hindered status effect (-3%) for 3 seconds. This has a cooldown of 45 seconds.

  • The discord has full time and random swfs available

  • @indieeden7 said:

    This perk is awful on all but one killer (Spirit) and it literally makes her uncounterable, surely it should be made more useful for all other killers and toned down for Spirit?

    Are you saying spirit has counters?

  • I play clown with the goal of making dead zones as fast as possible

  • Just tunnel from the start so you don't have to deal with DS later

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829900#Comment_1829900

    What if you hook someone and leave. You take 10 steps and the save is made. You turn back around and the 2 are gone. You can't find the rescuer but you can see the blood trail. How is it tunneling if there is no one else to go after? Ignoring the blood trail is giving up a chase and counter productive to the killer's objective. There are plenty of times when I eat a DS not because I was tunneling but because I found the unhooked by chance or they got cocky and came to me because they have DS.

    If you get hit with DS start at step 5 and proceed with the chart

    This will make DS unusable and get you a hook without the problem of hitting someone twice and then getting DS

  • Since you are not AFK

    I say it's a valid, albeit rare strategy

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829877#Comment_1829877

    Actually bodyblocking a survivor in the corner is a reportable offense, once all the gens are complete the survivors are no longer capable of holding the game hostage, since the doors can be opened by the killer.

    Standing AFK in a corner isn't holding the game hostage but is still a reportable offesnse and AFKing in front of a survivor is the same thing.

    By this same logic body blocking a hook or a hit on an damaged survivor is also a report able offence because it prevents the killer from doing an objective that can still be done in other ways

  • But it's our job to increase your time on the gens and we keep away the Quintons trying to steal you gen time.

  • It's for MMR and it was said that it would take an entire update to revive it but turning on MMR would not require one.

  • @lucid4444 said:

    "It only has one entrance"

    "a killer can make use of the basement if they are camping"

    you answered your own question

    The entrance has been made just wide enough for a survivor to run past and then they are in a building loop.

    Aren't we not supposed to camp?

  • On the note for the party bottles it is currently unclear if the bug with them is that the description is bugged to show a unimplemented joke add on description or if it just does not work.

  • It's a story used by the entity to shroud the basement in mystery and danger.

  • Depends on the way of attack but usually it's the 40

  • Capitol Hill suggestion: when survivors are in the basement (not on the hill) they gain the oblivious status effect. this will follow them for 3/5/7 seconds after they leave.

  • my idea for Jason was have him move faster and charge interactions when unobserved and slower when observed

  • @NomiNomad said:

    Don't make fun of him he has allergy issues

    Quentin stole Wraith's allergy medication

    Next he takes the Bell

  • offering that will make it snow

    like red forest rain but snowier

    1. block window/pallet with charlet
    2. free victor

    A. survivor leaves strong loop

    B. survivor goes down

    Profit

  • All killers benefit from prefect information but specializations are:

    Close range (like I'm All Ears): chase killers

    Long range (like BBQ): high mobility killers

    the only exception is huntress on a open map

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772581#Comment_1772581

    It's horrible seeing all the unnecessary killer buffs. I've said the game is no longer DBD. It is a bloodbath battle royal game.

    we need something to do besides watching the gen number go down and eating pallets

    but fine have it your way I'll eat your DS

  • @AskingForHelp said:

    https://forum.deadbydaylight.com/en/discussion/208155/clown-is-indeed-getting-a-rework-but-not-as-big-as-freddys

    Clown is already too much as his gas allows one hit downs and has a wide area of effect. He doesn’t need anything 😂 they need to stop empowering killers

    1. It needs a direct hit for that addon to work and even then you would be better off playing huntress
    2. to counter the gas drop the pallet
  • Just have them point and not ping things. I don't want people to spam chat to find my stuff.

  • 2 500 bp, more ranking points, challenge/tomb, cypress mori, or killer power fantasy

  • 1. Better than I expected. I no longer have wait times.

    2. Yes

    3. Start of the match only with a breaking speed boost to remove walls and find survivors sooner

    4. My week was great, thank you.

    Counter Question: How was your week?

  • As a killer I have not noticed a difference in my gameplay...

    But wait times are gone.

  • I would always use bb&c and pop, and then fill the other slots with

    Dragon's Grip or Make Your Choice for lethality,

    Bitter Murmur, Discordance, Surveillance, Tinkerer, or Gearhead for cross map information,

    Franklin's Demise, Knock Out, Sloppy Butcher, Remember Me, or Surge for their ability to activate on any of your attacks,

    Mindbreaker to counter exhaustion,

    Or a power and defense hex combo like ruin/undying or DH/TotH,

    Or replace it all with a standard hex build!

  • @Boss said:

    No?

    Bloodlust is just turned off entirely, no Killer can get it.

    Maybe it's an toggle command and it might turn shape's blood lust on.

  • His power is negated by running

    Just running in a straight line can make it run out

    And deep wound does not go down when you are running

    And legion can't see scratch marks while in his power

  • Ok so...

    With the power the obsession will be easier to hit and hitting them will show all other survivors on the map for 5 seconds. The exposed status effect will come in to play very rarely because of it's low duration. Also would be very scary with Nemesis.

    With the perk hex immortality needs a token system so it can be countered or be powerful like hex devower hope. Would be scary with spirit fury and brutal strength.

    Writhing in darkness, with the amount of new play stiles it would introduce, should not be a perk but an entire killer consept.

    Lidless eye needs its numbers reduced to something around 3/4/5 and you could remove the cool down

    I like this idea for a killer that uses a single survivor to find the rest.

    If you want I can make some add-ons for it.

  • The hatch spawns at the start of the match

    Killer can always see the hatch with a yellow aura

    If the killer stands too close to the hatch for too long then will relocate and its aura will be hidden for a time

  • Does this include non sacrifice kills like Moris, reverse beartraps, DCs, or cages?

    Does this include non escapes like if the killer DCs?

  • they need to be reworked so it is short enough to not last for multiple chases but long enough so that the survivor can not use there injured speed boost to run then stop and get it back when the killer gets close or stand on the other side of a pallet

  • I thought this was going to be power mixes like blighted traps and blighted bottles.

  • @EntitledMyersMain said:

    When a survivor teabags you at a pallet or something, that's free EW. Take advantage, then one shot their ass. Get out of tier one ASAP, know when to stalk.

    Also why tf is Ghostface regarded as stronger than Myers? He has a larger TR, stalking is 10 times harder, marked timer is hella short, I mean am I missing something? I really want to be good with Ghostface, I really like his character, but I just can't bring myself to play him, because I get curb stomped every time I do.

    Yes, i'm stupid. :-)

    I believe it's because of his ability to remove his tarrer radius, red stain, and others aura reading Perks in chase and the mind games that come with that.

  • Maybe a scraping mechanic?

    Like you throw in 4 green offerings and get a random green offering or rarely a purple or one green add-on worth of blood points.

  • Freddy without snares is just a gen based wraith.

  • @Opex said:

    I mean they already made trap setting speed faster, I feel like it is totally fine the way it is. I mean maybe they could make it faster, the first question is just if it is really neccesary. The second one is that is it even worth it? Why should they use money on such a small change? They should just focus on more important things in this game like matchmaking.

    No trap setting speed add-ons don't affect resetting traps

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1513060#Comment_1513060

    Because once you feed them a crumb, they'll ask for the entire loaf of bread.

    That's why you don't cater to complaints from killers who can't handle a single perk.

    Because once you feed them a crumb, they'll ask for the entire loaf of bread.

    That's why you don't cater to complaints from Survivors who can't handle a single killer.

    Wait this has been happening for 4 years.

    Hmm...

    Survivors be running a bakery.

  • @Pr0p3r9 said:

    I still don't like what it does to all the exposed perks, and it also makes you able to use Dead Hard while "healthy," which can't be understated. It would also make the small pp build an even worse terror, because then you would always be able to Unbreakable into Endurance, even better than Soulguard being in the combo because your No Mither has many other use cases. The lengthy mend timer could even be mitigated entirely by Inner Strength. Genuinely op.

    All I think you need to fix No Mither is to let the survivor enter the match healthy, make the broken status effect into hidden information so the killer can't see it in the ui, and maybe reduce the groaning by 150% instead of 50%, so that even with Stridor the killer hears nothing.

    This should fix some problems

    The point of this rework is to make the perk synergies with the "while injured" requirement on some perks at a cost.

    Also, why does Inner Strength, a healing Perk, affect Mending, a now non-healing action,?

  • @PanPan021 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1523987#Comment_1523987

    https://forum.deadbydaylight.com/en/discussion/comment/1524246#Comment_1524246

    I agree! I jsmust didnt want to come off rude lmao but yes I do agree with that. Also okay if you'd like go ahead and I'll use some. I'll come up with some as well. I hope you like the concept though and Thanks 👍

    Power: Book of Spells

    The Witch has 3 magical Curse which can be rotated with the Active Ability Button and selection is confirmed with the Secondary Action Button which will take 1.5 Seconds. The Witch starts with 3 Curse Charges. Using a spell will consume a Curse Charge. Curse Charges take 4 Seconds to recharge each. To fire the Curse hold and release the Secondary Action Button. Curses gain 5 Meters for every second charged and will go off at this range or at the target location. All Curses have a radius of 3 Meters. All Curse timers will be paused if the survivor is Hooked, Dieing, or in Chase. Survivors can only be affected by one Curse at a time.

    Summer Sun: The witch summons a blazing ball of fire to throw at survivors. If a survivor is hit with Summer Sun they will be Cursed and receive the Burning status effect causing the survivor to release a scream revealing their location to the Witch 3 times over 30 Seconds.

    Boil and Bubble: The Witch summons a green gaseous cloud to wreak havoc on a survivor. If a survivor is hit they will be Cursed. If they do not cleanse themselves before 60 Seconds they will lose a health state and receive the Broken status effect.

    Witch's Brew: The Witch summons a ball of purple, murky liquid to curse survivors. If a survivor is hit they will be Cursed. Until the survivor cleanses themselves they will receive difficult skill checks every 10 Seconds. If unsuccessful their Aura will be revealed to the Witch for 3 Seconds.

    Cleansing: Survivors can remove these Curses by Cleansing. Cleansing takes a 12 seconds and in that time the survivor will face 1 extremely difficult skill check. If failed, they must restart the cleansing process.

    Common

    • Willow Bark - Summer Sun: +1 activation, Boil and Bubble: -5 seconds activation time, and Witch's Brew: -1 seconds activation time
    • Atlas - Cleansing time increased by 3 seconds
    • Willow Wand - Curse range +2.5 Meters
    • Mortar and Pestle - -0.5 seconds Curse Charge recharge time

    Uncommon

    • Jasmine - Summer Sun: +2 activation, Boil and Bubble: -10 seconds activation time, and Witch's Brew: -2 seconds activation time
    • Herbiary - Cleansing time increased by 5 seconds
    • Bone Wand - Curse range +5 Meters
    • Cast Iron Bastible - -1 seconds Curse Charge recharge time
    • Empty Satchel - 1 Curse Charge

    Rare

    • Wolfsbane - Summer Sun: +3 activation, Boil and Bubble: -15 seconds activation time, and Witch's Brew: -3 seconds activation time
    • Father's Book - Cleansing time increased by 3 seconds Adds 1 extremely difficult skill check when cleansing
    • Copper Wand - Curse range +7.5 Meters
    • Black Cauldron - -1.5 seconds Curse Charge recharge time
    • Old Branch - 2 Curse Charge

    Very Rare

    • Nightshade Berries - Summer Sun: +4 activation, Boil and Bubble: -20 seconds activation time, Witch's Brew: -4 seconds activation time
    • Personal Notes - Cleansing time increased by 5 seconds Adds 1 extremely difficult skill check when cleansing
    • Obsidian Wand - Curse range +10 Meters
    • Open Noose - Curses can now spread between survivors

    Ultra Rare

    • Crimson Strand Flower - Summer Sun: +2 activation, Boil and Bubble: -10 seconds activation time, and Witch's Brew: -2 seconds activation time. Increases all Curses diameter by 6 Meters
    • Book Of Evil Incantations - Increases Curse recharge time by 8 seconds Meters All effects are combined Curse charges set to 1* *Overrides all other add-ons

    I had to simplify the power to add certain add-ons

  • @Tsair said:

    So, essentially, the point is to always have a relatively quick heal time? I will admit that this would make it usable, and makes it counter sloppy butcher, nurses calling, coulrophobia, and other heal perks. Though, it does seem a bit too strong almost, as it also essentially counters the exposed status effect. If that's the point, it would most assuredly become a meta perk, and be on the level of DS/Unbreakable, etc.

    i forgot mend time wasn't the same as heal time.

  • I believe the add-ons should be more related with making herbal remedies like plants, refining materials, and herb guides or town doctrines and maybe some wands.

    If you want i can make a set of add-ons.

  • @PanPan021 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1522139#Comment_1522139

    I didn't think of that but thanks! Im glad you like it. I'll think of something else that could fit. Any suggestions?

    I believe it would be fine because we have The Wraith and The Spirit.

  • In my opinion...

    The Killers Power:

    Seams like a drunken Legion but has the downsides to counter its upsides and is quite original.

    The Killers Perks:

    - Hex: Cursed Gold - I don't believe this is broken enough to be a hex but will work as a regular perk.

    - X marks the spot! - Only change would be to make the untraped chest only spawn in the basement.

    - Siren's Call - Just give it a white to yellow aura and it will work.

    The Map:

    I would like a ship loop in the map. Like two docks have access to the ship which has a pallet and may have a gen.

    But this is all my opinion you can take or leave any part of it.

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