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CashelP14

CashelP14

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CashelP14
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  • Can I argue with any Hag mains?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758991#Comment_1758991

    then theres me, collecting them all and putting points into meg because i want her p350 all perk'ed.

    then i remembered about the new chapter. and how thats 3 new perks on everyone ive p350'ed.

    im so smart :)

    We all have those moments lol

  • Some people are desperate for those flashlight blind points lol

    Sorry about that 😂

  • If you try this again use Bamboozle, Nemesis and PWYF. The last perk is up to you. You really shouldn't lose all your stacks unless you made some big mistakes.

    Blood is suppose to come back today but you shouldn't rely on it, even with tombstone piece.

  • @[Deleted User] said:

    If we're talking perkless, I could see an argument for Bubba being better. Billy is clearly better with Ruin/Undying/Tinkerer, though. He gets some of the best use out of that meta of all of the killers in the game.

    I can see why you'd think that. Though I feel the word clearly is incorrect.

    Who knows maybe I'm just one of those people who are like "How is my main not the best?!" Lol

  • @HellDescent said:

    Bubba with phase walk

    Yes please! 😂😂

    Mine is Freddy with Evil Within. Imagine Freddy with Tier 3 lunge on top of his already massive lunge! Also stalking would be funny since survivors can't see you outside of 32m (I think).

  • The problem with online messaging is some jokes come off a really mean and serious. Tone and facial expressions make a massive impact.

    I wish more people would just laugh things off though. Feel like people online take things too seriously.

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768801#Comment_1768801

    1. stop being one of those people
    2. You obviously haven't been listening to what I've been saying at all lol

    I've listened enough. You've said there are other anti-camping/tunnelling perks. If I am camping then these perks that help with camping do nothing at all.

    You said if you want to save them you need to work as a team. That wouldn't matter without a flashlight, I'm getting my kill. Doesn't matter if I'm playing a perkless M1 killer I'm still getting a kill.

    You said not every game is going to be a camper or tunnelled. That's actually correct. If the killer is destroying that team or is just genuinely being too nice then he won't camp or tunnel. However any good killer will turn to camping when they need to because the survivors have nothing to stop them.

    You failed to give me a proper counter to a tunnelling/camping killer. You failed to acknowledge the point I made earlier about a game where there is an obsession (implying someone might have DS) and no obsession. Even with your 1,800 hours you fail to see why removing both BT and DS at the same time would be bad decision.

    I'm done lol I can't keep going on my head is beginning to hurt. I'll let you have the last word since you'll want it. No matter what it says I'm done for this discussion. Good luck in your future games mate 👍 hope BL coming back tomorrow makes your killer games more fun.

    Night everyone 😁 sorry for keeping this discussion open longer than it should've been.

  • So 900 each side? That's nice. Hopefully someone with over 1000 hours on each sides comes on soon lol

    I can't wrap my head around it. How don't you see a weekend without both BT and DS being a bad idea?

  • I understand why they won't delay it but I think they should let it be known when your buying the chapter that it's incomplete.

    Not everyone who plays this game is on the forums.

  • I personally believe that would be too strong. One thing that I'd like to see is any save should give you the auras effect.

    Nothing annoys me more than me getting a flashlight save or a pallet save and not getting the aura effect.

    Maybe even make it that protection hits gives you the aura effect?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768564#Comment_1768564

    Thing is, Mountain man can still manage to cut loops very short especially if it is only a pallet loop. Nowadays though it's really hard to trick someone with feathering and curving does not feel like it was before. I could do a full turn at a car loop but now it's just unnatural. Might be that I'm delusional but the controls don't feel right anymore.

    Still though, at mid-late game, if you were able to get every pallet near a gen and there is no garbage rng like ormond tiles, then in this situation Mountain man is better due to both mobility and instadown power.

    Fair enough. I just don't think Billy's mobility beats Bubba's chase power.

    I do love how tight this poll is. I genuinely would say if you asked 100 red ranks players it would be a 50/50 split.

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768540#Comment_1768540

    What can survivors do to save that survivor? Answer: Nothing they should do gens and escape while they killer gets a 1k depips, gets hardly any bp, and learns that camping is not a good way to play and therefore they will change and no longer camp. And if you really want to save them work as a team with the other survivors to save them.

    I don't get why people think every game the killer is gonna camp or tunnel if these perks are removed, newsflash they wont. And only bad killers need to tunnel or camp to get kills so if your losing against bad killers with crutch perks than maybe you should be working on bettering your gameplay.

    Someone please help me. I genuinely can't handle this anymore 😂 someone who has over 1000 hours on both sides please come and back me up here lol

    How do you work as a team to save them lol you don't have BT. The killer just immediately hits them, downs them and hooks them within 10 seconds. As long as the killer stays close that person will die. Only a flashlight can save them but bring Lightborn and that's no problem.

    If you've played this game long enough you'd understand the difference in a game where there is and isn't an obsession.

  • @[Deleted User] said:

    Mountain man was my second main (after legion got reworked) but sadly he got the behaviour treatment. And without a surprise fake chainsaws still exist.

    Now gameplay wise I think that bubba is better at loops now. Mountain man was always able to be looped by expert survivors who knew very well about every loop and didn't fall for feathers or tricks like that. Bubba goes full force instead of looping. I've seen him load 3 charges into a sprint burst and still down. That should be enough to tell that bubba is better off for chases overall.

    Both of them can backrev as usual.

    Now, Mountain man's mobility is one of the best in the game, but the overcharge mechanic is extremely stupid. On a bigger map like crotus prenn chainsaw can overcharge just by checking every gen. Thankfully it's not common. But when you find a survivor at 80% overcharge from moving around checking gens, you are forced to m1 because a survivor will usually find a pallet or window before you can wait out the gauge for at least 1 chainsaw.

    In the end, I think Mountain man is still A tier killer, B tier if against expert survivors and bad rng. Bubba is B tier imo because he doesn't have anything other than chase power.

    If Mountain man was reverted now I would've said he is better than Bubba 1000x more, but with this nerf, it is not easy to say that Mountain man is better than Bubba every single time.

    @Healthore77992 said:

    Bubba is strong but Hillbilly is still better due to his mobility

    Seems like everyone's main argument is mobility for Billy and chase for Bubba. I genuinely get rid of a pallet at every loop within 15 seconds of a chase starting or a down.

    Billy just struggles too much in chase for me.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767831#Comment_1767831

    I was serious.

    I was extra salty after an extended play session of seeing NC almost every single bloody match, on lots of indoor maps.

    Well I wish I had your luck and got Nurse's that often. That just means there is one less gen guarding/chase perk to go against.

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768466#Comment_1768466

    Bloodlust came into this conversation when I compared it to what you were saying

    What you said was not correct. There are many more perks that help with camping and tunneling but DS and BT are the strongest. If we were to remove them for a week it would make people learn to not go for unsafe unhooks and not to get caught after getting unhooked. It would also make people use different perks like off the record or babysitter which would lead to more interesting games instead of survivors just hiding in lockers after they get unhooked to escape the killer with no effort or people do unsafe unhooks with no consequences.

    Oh I thought you maybe saw BT and misread it as BL lol

    You really aren't listening. Take a moment and think. Imagine I'm camping a survivor on the hook or hard proxy camping. What can survivors do to save that survivor? Answer: Nothing.

    I don't understand how I still need to explain this. It has nothing to do with getting unsafe unhooks, it's about getting any safe hooks at all.

    BL has nothing to do with this. You still have other perks to help you in chases. Bamboozle in particular destroys a lot of god loops.

  • I had every trophy in the game except for the Left Behind trophy. No matter what I did I could never get this trophy. One time I actually did what it wanted but because someone DC'ed earlier in the game it didn't count.

    Decided to go into solo q and try and get the trophy by dedicating a full build to it. Got a Ghostface, 1 gen left and I was on the hook. The 2nd last survivor sacrificed herself to save me just as I was about to die. She was death hook. The killer started chasing me after hooking her.

    I found the hatch before he could catch up and decided to point at it and then work on the gen. He grabbed me off and set me on the hatch. I crawled away and he realised what I was doing. He let me finish the gen and escape for the trophy.

    Even though he knew I could've escaped he didn't need to be nice to me. I know plenty of people would've just been like "you should've just taken the hatch" and kill me.

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1768152#Comment_1768152

    This logic is so flawed

    Kill rates are going to be lower while bloodlust is gone. So does that mean this no blood lust weekend is just gonna tell the devs that blood lust needs to be in the game forever? No, the killers that rely on it are just gonna have to adapt to not having it.

    So maybe there would be higher kill rates because survivors can no longer rely on their seconds chance perks and would have to adapt to become better?

    Where did Bloodlust come into this conversation 😂 my logic isn't flawed lol

    What I said was correct. If the only perks to counter campers/tunnellers are DS and BT then without both the killers should be free to tunnel and camp however they want.

  • Spark Plug on Bubba.

  • There's no smart player that wants a no DS weekend. Anyone with a brain should never want this.

    Imagine a camping killer knowing there's no DS or BT 😂 let's imagine what the results would be if there was only a no DS/BT weekend:

    1. Noticeably higher kill rate.
    2. The average time between being unhooked and hooked again will drastically drop.
    3. The amount of safe unhooks will drastically drop.

    A no DS/BT weekend would just tell the devs "oh these perks need to stay in the game forever".

  • Gonna be honest mate I don't think I've ever saw anyone complain about Nurse's Calling before.

    Genuinely thought you were joking for a minute.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766269#Comment_1766269

    No problem haha. So that would also mean that Beast of Prey will finally be meta in low ranks? 😂

    It would actually give Beat Of Prey a proper purpose lol

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765730#Comment_1765730

    Well, I got the idea from him, you could say I "copied" him, I personally don't care. I just thought to myself what a brilliant solution to the Bloodlust situation it would be. I've also seen some streamers playing without Bloodlust and it looks a little problematic imo.

    I'm only trolling mate lol sorry if it looks like I'm being a dick. Just was joking about the fact that you said basically the same thing as him without actually mentioning him.

    I think only having bloodlust 1 would be fine. Could have Beast Of Prey be the only way you reach bloodlust 2 and 3.

  • @Biohazard said:

    And thats my friends are the type of survivors devs want to balance the game around....

    ggwp

    And the killers who complain about the bloodlust experiment are the ones who think the devs are survivor favoured.

    Ggwp.

  • Tip for you mate. 99% the doors and don't open them till your guaranteed about to escape.

    This perk is extremely easy to counter and isn't even slightly broken. It's your fault for waiting near the door when it's blocked.

  • Why does this feel like it's been ripped straight out of a scottjund video?

  • I'm a point ######### so getting those extra hook points mean a lot to me. It's why I always slug for the 4k.

  • @megdonalds said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763311#Comment_1763311

    Constantly relying on bloodlust for no reason is just stupid, yes.

    Yes very dumb. I should ignore them but my brain can't just ignore these lol

    It's like a fly to the lights.

  • Hold on you need bloodlust on Midwitch and Autohaven?!

    The loops on both these maps don't need bloodlust. Some loops on Autohaven need the pallet destroyed but there are a lot that are extremely unsafe when a pallet is dropped.

    Midwitch also has a lot of unsafe loops when the pallet is dropped. Excluding the god pallets which bloodlust wouldn't help with anyway.

    I understand killer is stressful but unless your hard tunnelling bloodlust doesn't even effect your games that much.

    Lastly it's nice they tested this on the main game. It gives console players the chance to actually try a chance out for once.

  • My brain can't handle this stupidity.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763066#Comment_1763066

    Thanks! I'll remember this for future threads I birth

    No problem mate 👍 glad to help

  • The way I'd explain it is.

    4 m/s is a survivors speed which is 100%.

    4.6 m/s is most killer speeds at 115%.

    So every 0.2 m/s = 5% movement speed.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762613#Comment_1762613

    If anything it is more likely that players will skew the results by killing themselves on a PTB, where it does not really matter, since progress does not carry over to live.

    Exactly. If we want to use this person's logic we can say that killers deliberately didn't kill survivors in the ptb to make the twins look weak lol

    This idea that people will try to skew the results is just dumb.

    If the results show bloodlust has little to no impact on kill rate I don't want people complaining "it's because survivors intentionally killed themselves".

  • You do realise they could do the same on ptb anyway. They won't kill themselves to skew the results.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761530#Comment_1761530

    Same here.

    I rarely even get bloodlust as using M2 attacks, breaking pallets, getting successful hits etc resets bloodlust anyways so basically I've always played without bloodlust.

    People will (probably) never find the bloodlust icon in any of my clips.

    Bloodlust really is outdated at this point - I think. Obviously I could be wrong and maybe I'm gonna get looped for days this weekend but something tells me things will feel pretty normally.

    It's just like the MaSsIvE PGTW nerf. Yes it is a nerf but you don't really notice it. I watched Scott Jund talk last night about this and he's right when he says anyone who relies on bloodlust is doing something wrong.

  • I'll play killer because this change will make very little/no difference at all to my gameplay.

    I have no reason to tunnel someone with bloodlust 3.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761273#Comment_1761273

    Not unlike a weekend of holding w and chaining cow loop into shack into jungle gym.

    I think your giving bloodlust too much credit tbh. Bloodlust does help on some loops but I don't think this change will be as noticable as people think.

    The only people who will really notice it are the ones who try to tunnel a survivor to death. The ones who will stack bloodlust 3 at a dropped pallet.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761136#Comment_1761136

    As someone who is a software engineer, i agree, some of these would be hard without some work. But i know there are some that wouldn't be too diffcult:

    I.E:

    • Kindred base kit - Create a 5th invisible perk slot that just has kindred in it. Probably not hard because the UI only supports 4 perks so it's already invisible.
    • Gen times should just be a single number that can be changed easily
    • Loop sizes would be hard
    • Adjusting strong tile spawn rates shouldn't be too hard but could cause unintended side effects, but still easy to test.
    • Adding a penalty to gen times while injured shouldn't be hard, there's already debuffs that reduce gen speeds, they can just reuse one of those and tweak numbers.
    • Making a change to DS can be small, like reducing the timer, or making it cancel when a hook or something happens. Depends on what they do.

    Changing numbers wouldn't be tough correct and that's the stuff I would be happy with them messing with.

    Just bigger changes I get worried about. Would hate to see them decrease DS for a few days because it would just become a weekend of tunnellers.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761008#Comment_1761008

    Yeah, actually it will. The point i'm making is that this test, which i totally agree with doing, needs to be done more. And if they aren't willing to test changes that fix the real problems with this game like the CLEAR imbalance when playing against a kill squad of survivors with 10k hours combined then it is just another proof positive of the devs bias towards survivors.

    https://forum.deadbydaylight.com/en/discussion/comment/1760978#Comment_1760978

    True, but if you actually read the rest of my post you'll see that the gen times thing isn't my main point.

    https://forum.deadbydaylight.com/en/discussion/comment/1760980#Comment_1760980

    Removing bloodlust has an opposite effect though. It doesn't do anything for low rank killers who go against low rank survivors, it nerfs high rank killers who use it to deal with survivors who hold w. It's actually the opposite of how you want to balance the game.

    https://forum.deadbydaylight.com/en/discussion/comment/1760956#Comment_1760956

    True, read the rest of my post. They need to do something that buffs low rank and solo survivors while nerfing high rank and SWF teams. There are many things that they can do to deal with this problem, my point is they have shown now a willingness to test things such as.

    • What if we increase gen times to 100 seconds, but then tweak all the gen regression/pressure perks to be the same effectiveness as now. Would be nice to see what the game looks like when you don't HAVE to run Undying/Ruin or Pop/Corrupt
    • What if we nerf the size of loops in the game but increase the number of them? SWF kill squads are the ones looping killers for days, while terrible survivors (like myself) generally can't last that long, so increasing the number of resources but weakening them actually helps low level survivors while hurting high level survivors.
    • What if we made it so strong tiles stop spawning for a while, and survivors only get the main building and some weaker tiles?
    • What if we added some kind of penalty to gen times while a survivor is injured?
    • What if we made Kindred base kit?
    • What if we changed decisive strike?

    So many things that are obvious problems in this game that would be great to test to see what happens. My point is, they should do this more and i hope to see more of it and want to see if they are more willing to do this kind of thing.

    I would like to see them do this more often but it's actually quite tough for them to do. Just removing a mechanic isn't as tough as actually modifying something in the game.

    Also I disagree that the devs are survivor favoured.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761008#Comment_1761008

    Same could be argued about gen times and gen rushing.

    My point is that they are already doing the equivalent to killers so they already shown that they don't care about low ranks for these temp tests.

    Mind you its fair for these 3 day tests to focus at the top rank due to how short they are.

    I see what your trying to say but I wouldn't compare gen speeds and bloodlust.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760980#Comment_1760980

    So like the BL change for low rank and low tier killers?

    That won't kill low rank/low tier killers. It will make things tougher yes but it will hopefully teach them not to rely on it.

  • No it wouldn't be a great idea to do that. It would kill lower ranks.

  • @aidNbsns said:

    Im sorry am I misunderstanding something? What do you mean by save bloodpoints, I understand this is the most efficient route to get the end, however this is not to get the most bloodpoints is it.

    The idea is I don't collect the rewards from the challenges till later. It means when a new chapter comes out I will have extra bloodpoints saved here, ready to collect.

    I need to reach the end in order to reach the next level of challenges.

  • @masturbass_ said:

    Would be nice to see if you also made a Tome V Level 3 roadmap, as it was already released...

    I'll hands down waiting for it!

    I have released a Tome 5 level 3 discussion already lol click on my name and check my discussions to find it.

    @Emeal said:

    Cant you lads add this to the Wiki? Archive Bloodpoint Storage ought to be a topic now.

    Someone could if they wanted.

  • @CashelP14 said:

    There are 4 core ideas behind the ability of the killer.

    • Map Traversal
    • Fair On Loops
    • Jumpscare Potential
    • Potential For Multiple Builds

    Lore:

    Marc Richards was a family man who owned his own puppet store. He ran the stop during the week and at the weekends did puppet shows to help advertise his business. He created some puppets for children, life size ones for others. The shop never made tons of money but he didn't mind because he loved his job. That was until he got drunk one night and had an affair. Full of guilt he told his wife and she was furious. She told him that she was leaving him and she was taking the kids with her. He thought she would forgive him due to his honestly and noticeable remorse but she was having none of it. After seeing the divorce papers in the letterbox and that bills were beginning to pile up, he began drinking. He had hit rock bottom.

    All of a sudden he began to become more angry, upset with his wife wondering how she could leave him. Even though he did the right thing by being honest with her. "Everyone makes mistakes" he thought, making himself more angry with every passing thought. He looked at a puppet he was creating for his wife for their anniversary. It was designed to be the same height as her and was meant to look exactly like her. He promised himself he was going to create a more realistic puppet of her, one that shown how he sees her now.

    He would go out to bars and stalk women. Anyone who looked like his wife was a target. He would watch them go home and when the moment was right he would attack them, strangling them outside. He took something from each of his victims to add to his creation. The hair from the first victim was jet black and long, just like his wife's. The second victim he took her teeth because her smile reminded him of his wife. He gave the puppet one hand, the other being a sharp, wooden spike. The spike was used to represent how she stabbed him in the heart. He didn't care about covering his tracks, he never cared about hiding any evidence. After being made a suspect the police went to confront him at his shop. After a few questions about where he was the night of the murders, he began to become nervous. The voice in his head told him the end was near and he must act now. He then grabbed his gun from under the counter but took 2 shots to the chest, dying almost immediately. The police began to collect evidence from his shop but never found his puppet, the masterpiece he had been working on.

    Marc wakes up in a dark forest. He begins to stand up but feels weird, he feels light headed but also feels slightly taller. He looks down to his hands, they are made of wood and one now being a sharp, wooden spike. He then remembered what happened, how he died in his shop and begins to realise that his new body is one of his own creation. He knows he should be dead but has been spared. He has been given a greater purpose in life, he will now serve his new master and do as he wishes.

    Weapon:

    Arm is sharpened into a wooden spike.

    Terror Radius:

    32 metres

    Speed:

    4.6 m/s

    Ability: Corpses Of Hatred

    https://us.v-cdn.net/6030815/uploads/560/VJZI35EE7ZUK.png

    The Entity will spawn 5 puppets onto the map, with one being controlled by the killer. Only one puppet can be controlled at any given time, the other 4 will remain immobile but will still be on the map.

    The Puppet being controlled by the killer will have:

    • 32m Terror Radius

    • 115% movement speed

    The other 4 puppets have no terror radius during this time.

    The Puppet can choose to swap bodies from anywhere on the map. The only time the killer cannot swap hosts is when:

    • The Puppet is within 20m of another puppet.

    • The Puppet isn't on a flat surface when swapping is initiated.

    • The Puppet is within 8m of an exit door or the hatch.

    When the puppet begins to swap bodies the new puppet will emit a noise during it's activation time. The new puppet takes 3 seconds to activate while the terror radius remains with the old puppet until this is completed. There is a 15 second cooldown after the activation is complete.

    Secondary Ability: Pulse

    The killer can send out a pulse from one of his uncontrolled puppets on the map. All survivors within a 16m range will have their aura shown for 8 seconds. This has a 60 second cooldown. Puppets will give off an audio que when the killer uses this ability.

    Killer Perks:

    https://us.v-cdn.net/6030815/uploads/997/C1BIQMX7K5GG.png

    Puppet Master: No one escapes your wrath, no matter how long they hide. Once the hatch is activated it becomes locked for 40/50/60 seconds. The killer sees the last survivor aura for 5 seconds after the hatch is blocked. The killer cannot close the hatch after it reopens.

    https://us.v-cdn.net/6030815/uploads/699/CBUI3YSPLGLI.png

    Sixth Sense: Years of stalking have given you a sixth sense for tracking your victims. The first 1/2/3 generators touched by survivors give off a notification noise and are highlighted in yellow for 8 seconds. After a generator has been completed the repair progress of generators can be determined by the intensity of their auras for 6/8/10 seconds.

    https://us.v-cdn.net/6030815/uploads/110/3VG21T0IGAHY.jpg

    Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.

    Survivor: Gregory House

    Gregory House was a detective, who had been working for over 20 years. He didn't have a family as it would hold him back from his job. He was very smart and was the main man when it came to any murder cases.

    In his spare time he looked at old cases, mainly missing people cases. He then began to notice a correlation between a few of the cases. He began to do research, where he learned of a being called the Entity. The Entity was being worshipped by cults, believing it was taking people away to a better place to "test them". Greg became interested and joined a cult in order to find out everything he could. He didn't believe anything they were saying, expecting this to be a dead end but he was proven wrong.

    He began to hear voices, voices of people he never heard of before begging for help. Then he heard a different voice, one not begging but one who was able to silence the other voices. He knew this wasn't anything human or anything that could be caught by normal means. He then thought of a plan, a plan to try and save these people. He began to ask questions about this world that the Entity created, showing an interest which the Entity liked.

    The Entity became fond of Greg and his interest in that world. Greg knew there was no way of saving these people from the outside, so he needed to find a way inside. He asked the Entity to test him, bring him into this world to be tested. Within moments everything became dark and silent. Greg woke up next to a campfire, surrounded by the very people he heard talking to him in the real world. He believed once he got in he'd find a way to get everyone out, but he was very, very wrong.

    Survivor Perks:

    https://us.v-cdn.net/6030815/uploads/620/CCA5X8UJQ8JG.jpg

    Calling In A Favour: You have participated in repairing gens like a good survivor, you deserve a reward. After 4/3/2 generators have been completed, 2 item boxes will spawn on the map. Item boxes can be searched 30/40/50% faster.

    https://us.v-cdn.net/6030815/uploads/627/NFZG43TSCFDM.jpg

    Close Call: When you have nothing between you and the killer, you make good with what you've got. After vaulting a pallet or window during a chase you gain a token. For every token earned you gain a 5% increase to vaulting, up to a max of 3/4/5 tokens. After dropping a pallet all tokens are lost. Windows are now blocked after vaulting 4 times.

    https://us.v-cdn.net/6030815/uploads/906/I3VYBJ4CLMCU.jpg

    Die A Hero: You won't let another teammate die, no matter what happens to you. If you are unhooking a survivor you cannot be grabbed. Any damage done by the killer will happen after the unhooking is complete. Your unhooking speed increased by 15/20/25%

    Add-Ons

    Ultra Rare: Family Photo
    • Killer gains the undetectable status when within 16m of an uncontrolled puppet.
    Ultra Rare: Police Report
    • No sound from puppets during activation.
    Very Rare: Divorce Papers
    • Terror radius decreased by 8m. Every uncontrolled puppet has an 8m terror radius.
    Very Rare: Tiny Shoes
    • One extra puppet will spawn on the map. Puppet swap cooldown increased by 15 seconds. Secondary ability cooldown increased by 30 seconds.
    Very Rare: Bag Of Teeth
    • Puppets will have 1 second decreased activation time. The puppet swap cooldown is decreased by 5 seconds.
    Very Rare: Wedding Ring
    • Replaces the Pulse ability with the Block ability. The killer can send out a pulse from one of his uncontrolled puppets on the map. All vaults and generators within a 16m range will all be blocked for 8 seconds. It has 60 second cooldown. Puppets will give off an audio que when the killer uses this ability.
    Rare: Sketch Book
    • Puppets can be placed 10m closer to each other.
    Rare: Lock Of Hair
    • The puppet has a reduced movement speed of 4.4m/s. The puppet's speed is increased to 4.8m/s when within 16m of an uncontrolled puppet.
    Rare: Scarlet's Blanket 
    • Pulse/Block ability have ranges increased by 8m.
    Rare: Bloody Clothes
    • Terror radius won't move to the new puppet for 4 seconds after activation. Activation time increased by 1 second. Cooldown increased by 10 seconds.
    Rare: Marc's Aftershave 
    • When swapping all of the puppets activate but instantly drop after activation except for the new host puppet. 
    Uncommon: Scarlet's Doll
    • Secondary ability cooldown decreased by 20 seconds.
    Uncommon: Newspaper Ad
    • If a survivor is hit within 5 seconds of activation then the puppet will lose its terror radius and red stain for 16 seconds.
    Uncommon: Wood Polish
    • Survivors are given the blindness status effect when within 16m of an uncontrolled puppet.
    Uncommon: Marc's Glove
    • Surprise attacks give survivors the Broken status effect for 60 seconds.
    Uncommon: Half Price Sign
    • Healing speed for survivors is decreased by 25% when within 24m of an uncontrolled puppet.
    Common: 1# Daddy Birthday Card
    • Activation time decreased by 0.5 seconds.
    Common: Rent Bills
    • Survivors can see the auras of uncontrolled puppets within 8m. The puppet will gain an extra 100% bloodpoints in the deviousness category for surprise attacks.
    Common: Whiskey Bottle
    • The puppet swap cooldown is decreased by 5 seconds.
    Common: Marc's Toolbox
    • Pulse/Block ability have ranges increased by 4m.

    Mori

    The puppet lifts the survivor up while in a standing position. He then stabs them in the chest with his spear, and begins to pull up, exposing the survivors rib cage. He then reaches in and pulls out their heart, drops it on the ground and crushes it. He then pulls out his spear and they just drop to the ground, dead.

    Thanks for reading, any feedback is welcome.

    This was my killer concept. I don't know if the backstory is the best you've ever seen but I hope you like it. I think the backstory is quite interesting but I may be biased lol

  • They need to create a good free slowdown perk for killer. Also a good anti-tunnel perk for survivors.

  • @PubStar87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734685#Comment_1734685

    Yeah, no.

    Insidious bubba. Monitor & Abuse proxy camp bubba (which is what 95% of bubba's do)

    I object to this statement as a Bubba main who has never needed to camp.

  • Personally I don't want Jason. I think they can do a better job with other licenses.

  • Well at least I know what challenge I'm leaving to last lol

    I struggled using old Billy so new Billy hasn't been my favourite to play. Guess I'm running a full slowdown Billy then.

  • @Supernaut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758340#Comment_1758340

    Aaahhhh! I'm kinda colourblind and didn't pick up on it!

    Still nice work and thanks as always! I've not been playing as much this chapter and may struggle to get Felix to P3 all perks and the 1m bps over the next couple of weeks...

    Oh right that's ok mate lol if I were you I'd still save some points to unlock the new survivor perks then level Felix. Her chest perk and pallet dropping perks are amazing.

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