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Chordyceps

Chordyceps

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  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1882533#Comment_1882533

    That depends, it's much easier to get bp as survivor. Take a protection hit and get 250 bp (almost the same as a killer hit). You can also stay in the terror radius for boldness points. Doing gens gives you more points forever 1 then 4 hits. On top of this healing, doing totems/traps, saving from hooks, pallet stuns, chasing and other actions get you bloodpoints. Killers only tend to get more because the survivors don't do gens or are healing every second so the killer gets tonnes of bp from hits. Also you guys have wglf, for bp increases. And you guys determine that, we need you to be outside a radius to get BBQ stacks. Again, much more difficult and chance reliant to get.

    To me, you seems to be saying you need to go out of your way to do various different things throughout the course of the match in order to get a good amount of BP as survivor.. I already get a very good amount of BP just from playing the game normally as killer, even without BBQ. As Killer I dont need to make a mental note to do various specific things, I just play the game and everything I need to do for BP just happens naturally.

  • Top 3:

    1). Demogorgon: Honestly, this guy is secretly really powerful. With some fairly easy setup, it can traverse the map very quickly and gets a little bit of stealth to boot. Also, his shred is IMMENSELY satisfying to land. There may be stronger killers, but on the fun scale, Demo is right at the very top.

    2). Legion: I feel like this is gonna be an unpopular opinion, but I think Legion is a lot of fun to play. His power on its own is pretty fantastic for slowdown since players have to spend their time mending. And while he's an m1 killer when it comes to downing, downing people with just mind games and m1s can be pretty sattisfying. I also think he's pretty easy to play, so he's my go to when I want an easier match.

    3). Nightmare: Straight up he's just strong. His power helps with loops a fair bit while still being very accessible. His teleportation, when paired with either BBQ or Thrilling Tremmors make it very easy to go right into another chase after hooking someone.

    Bottom 3:

    1). Nurse: By far my least favorite killer in the game. While her power is very strong, you also need to be very good with it to get much success at my rank. Any other killer in the game, you could theoretically have moderate success with them just playing as an m1 killer. This is not possible with the nurse since she's slower than the survivors.

    2). Hilbilly: Another killer who's power is really strong, but I'm not great with. The increased sensitivity in the first second always throws me off too. Also, his addons just straight up suck. I didn't like playing him at first, and then when he got reworked, I liked playing him even less.

    3). The Blight: The Blight has a power that is difficult to use with not a fantastic payoff. His power is pretty great for map traversal, but when it comes to chases, its usefulness is questionable.

  • When I tried it at first it wouldn't let me submit either, cause it said the form was being edited. I came back to it later and there was a new section or 2 that wasn't there before. It should work just fine now, although you'll prolly have to redo it all.

  • It's 5 minutes dude. It's not that long.

  • In general, Killer's earn BP much quicker than survivors. If anything, 1.5x BP should be permanent for survivors.

  • Tossing it at a pallet before you break it should be a good use. I say should because every time I tried that trick, my afterpiece antidote releases afterpiece tonic gas for some reason.

  • I'm curious to know what counterplay there is to be had with keys, besides knocking it out of someone's hands. Could you provide examples?

  • Simple, it puts pressure on survivors. That's basically the entire reason.

  • DS is supposed to be an anti-tunneling perk, so I feel like it would be a justified change if the remaining time the perk is active goes down a chunk instantly every time someone else is hooked.

  • Honestly, the Undying changes seemed kinda unnecessary to me. Sure, you could potentially have to cleanse every totem in the map to get rid of a perk, but you could potentially get rid of it in as few as 2 totems. People called Ruin+Undying OP, but I dont think you can reasonably call anything that could be removed from the match in as few as 2 totems OP. At least now that they're changing it it'll allow you to keep tokens for perks that use them. Which means that I might be able to run Huntress' Lullaby without it dissapearing in 10 seconds flat. So yeah, I thought the change was unnecessary, but I'm looking forward to potentially running it with other perks now.

  • Straight up, the best advice I can give, to not mince words is suck it up. People will be mean and removing a feature just because of that is dumb and pointless. Trust me, getting teabagged annoys me too, but removing the ability to crouch would just be dumb.

  • @TotemsCleanser said:

    Ok but consider this: Myers gets to drive the car... while shirtless.

    You know what, you've got a good point.

  • @CJ48 said:

    https://forum.deadbydaylight.com/en/discussion/216551/myers-needs-a-buff

    You are one of 2 things:

    you’re either the greatest dbd troll I’ve seen to date in these forums or you’re the most deluded person to ever play this game 😂 forget about how stupid this concept is Myers does not need a buff, some of his add-ons need to be nerfed

    I just think Myer's design should be more true to the source material.

  • @[Deleted User] said:

    Hmm, gonna need more breakable walls on maps tho

    I'm IN

    The Car can break through a certain amount of breakable walls before it breaks down, and the number of times it can do so is affected by addons.

  • In my oppinion, the biggest issue with game balance rn is the realms you play in. There is a huge discrepancy between the level of balance in the various maps. I can think of a handful of maps that are balanced or killer sided, with a large chunk of them being more survivor sided. This is usually due to either large map size, a very strong main building that is fairly easy to utilize its loops properly, or a combination of both. The maps that stand out to me include Groaning Storehouse, Wretched Shop, Fractured Cowshed, Rancid Abattoir, Grim Pantry, all of Springwood, Family Residence and Ormond. Pretty much all of these have a central building that not only have very powerful loops, but are also never too far from other decent loops or jungle gyms. The large size alone of most of these maps make it difficult to apply pressure well, and then the strong structures with nearby loops make chases take a fairly long time with certain killers, meaning less time to pressure gens. Of all the maps I listed above, I believe that Rancid Abattoir is the worst offender. While the map may not be huge, the very strong main building combined with its proximity to other loops more than makes up for it.

    While this map does not have the same issues as the listed maps, I also take issue with Hawkins. The long walls and self contained rooms with few entrances/exits makes it very difficult to mind game. There have been so many times I wanted to try to mind game a survivor, so I duck into a room, planning to reappear further down the room, and find out that throughout the entire long wall I've been following, there is no other exit. Not to mention the rooms with 3 or more palettes in it, at least two of which are often very close to each other. With a catwalk right above. With pods that I'll often bounce over the entrance to while trying to go down them.

    Not to mention that some killers have their power severely hindered by some maps, specifically indoor maps. The Trapper probably suffers the most from this, but it also makes the blight and hilbilly difficult to play, since survivors have an abundance of walls to duck behind.

    In short, I think it would be great if the maps were all much closer together in terms of quality.

  • I think it's pretty straightforward, Michael Myers should be able to drive a car, since he does that in the movie.

  • @WishIcouldmain said:

    As a Legion main. Do you run Blood Echo? I've heard it is good on Legion and Plague.

    I'm not a legion main, but I love running Blood Echo with legion for two reasons. The first is he's one of like, two killers that use it really well. The second is that making people exhausted, which they will be since legion is great for injures, takes away their exhaustion perks, which makes chases as an m1 killer that much easier.

  • Is it annoying? Sure. Is it one of the few proper times to use a flashlight? Yes. You should only ever try to flashlight a killer while he's locked into an animation if you don't want to get hit

  • @horrortale_sans said:

    how will this work

    Well you drive a car by putting the key in and turning it all the way forward for a few seconds, putting it in drive, putting your foot on the gas pedal and turning the steering wheel. If you wanna stop, put your foot on the brake pedal. Use one foot for both. If you wanna stop driving, put the car in park, pull up the e-brake and taking the keys out. Don't forget to lock the car so it doesn't get stolen.

  • @pleasedontbetoxic117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824935#Comment_1824935

    Well thanks for the comments. The FOV would be underground like the Demogorgon's tunnel ability while can see outliers of survivors and objects within a 16 meter radius but able to track generators normally.

    I also wrote this before the Plague came out.

    I didn't realize that, I guess you were ahead of the curve on that one, sweet!

  • I love how much detail is put into this, I dont think I've ever seen someone put achievements to go with their chapter on here before. Not to mention how much detail you put into this with the cosmetics and add-ons.

    I like the concept behind the Brute. Gameplay wise, he sounds kinda like a wraith alternative to me. While the wraith isn't completely invisible, but has his terror radius repressed, The Brute is essentially completely invisible, but has a larger terror radius. When he's traveling underground, what does his vision look like? Is it similar to the demogorgon, or would the camera be right above the ground. I do have a couple balance suggestions. I think he should either take longer to exit the ground, or have reduced movement speed temporarily afterwards. Cause wile the increased terror radius would still give people more time to react, at 135% movement speed, you could catch up to them no problem pretty quickly. To compensate for that though, I think it could be fair to reduce the cooldown of the ability a little.

    As far as perks go, Fresh Meat sounds a little to similar to infectious fright, especially on killers with instadown abilities where a hit is also a down. Dark forces I like, it seems like a good way to protect your totems while also making you more dangerous in the end game, especially with The Brute's unique ability. Could make survivors think twice about 99ing gates. Blood rush I also like, but I think the extended duration should be shorter. I feel like in 20 seconds after ending a chase, you could run off, find someone else and still have bloodlust. And now that you're in a chase again, you're still maintaining it.

    Semper Fidelis really only needs to do one of those two things. Endurance only effects you if you would be put into the dying state, which if you're healthy, you wouldn't be unless the killer has instadowns. There's also really no point in Fighting Spirit ignoring exhaustion since being hooked instantly cures exhaustion. Also ignoring exhaustion for escaping from a bear trap is just kinda a slap in the face to a killer with an already fairly weak ability. The exhaustion should also just trigger regardless of if youre in the terror radius. Being able to potentially use two exhaustion perks back to back is kinda whack, ngl. Intense Experience though, I take no issue with, that's just pretty useful.

    Overall, I do really like this chapter and the amount of effort you put into this is amazing. I would love to see more work with this much love put into it from you.

  • @Lord_Xylum said:

    After you commented on my post, Wrath of the Queen, I wanted to see if you had any character/chapter concepts of your own. This is the first thing I saw. A Werewolf killer would be very cool, and easily marketable for BHVR. I would like to land a few opinions though, regarding balancing/usefulness.

    For The Werewolf himself, the only thing missing is knowing exactly how long it takes to reach maximum charges on his power, to reach that Exposed status effect. If it takes too long, you'll find yourself tunneling one survivor just for one down, at the cost of several generators.

    Regarding perks, Opportunistic is okay, its one of those niche perks that most Killers have to start.

    The way Tireless Hunter is, it's inferior to Play With Your Food. I'd either increase the speed buff, increase how long it lasts, or cause Survivors to suffer the Hindered status on top of the 5% speed increase.

    Finally, Rabid Fury can be a very good perk, because it can cause a lot of chaos, on top of forcing at least one Survivor to be much more careful with their approach to you at all times. However, it's missing some clarification, such as: After the 120/100/80 seconds, does the Obession stay Exposed forever until they are downed? The timer may need to be increased a little bit, so that this perk alone isn't enough to put too much pressure on Survivors.

    All in all, great Killer concept and definitely sounds fun to play.

    I have a bunch of other character/chapter concepts too.

    How long if takes to reach max charges could be a little complicated, give that you gain charges based on the trails you detect, with the length of the trail in the area also effecting how quickly it charges up. But thats part of the reason why I wanted to give the player much more control over when they activate their power. If they wanted they could activate it early for the basic effects to get an extra leg up in a chase to finish someone off and then end it early too, so they don't have to start over from the very begining. I think maybe a good way to quantify how long that would take could be that if you smell one trail thats the full 15 seconds of travel distance, that could fill up around half of your power meter.

    Opportunistic I know isnt the most powerful thing ever, but I thought it fit pretty well with the killer's theme.

    Tireless Hunter, I see what you mean comparing it to STBFL, although I also think you could run the two together without it being too redundant. I think the way to go would be increasing the duration of the perk, like maybe to 12/14/16 seconds.

    And yes, Rabid Fury stays active until the Obsession is downed, although I think this one is justified by how the obsession is constantly being switched around with it, and at any given moment you really only have a 1 in 4 chance of finding the correct person.

    Glad you liked that chapter my dude.

  • Aight here's that more specific feedback I promised:

    I really like how the queen's touch does something unique for almost ever unique interactable item in the map. All of them will be useful in some capacity too, which is great. My only point of concern is the 20 second aura for chests. For an aura being read, 20 seconds is an extremely long time. But then again, there are only so many chests in a map, which means it can only trigger so many times. I'm having a hard time deciding if the small amount of chests balances out how long that aura reading is. The rest of the interactions though, I take no issue with.

    The Queen's strike also looks like I very powerful ability that also rewards you for being strategic with the queen's touch, which I like. As far as the range goes, it would be nice to have so clarification on the attack range. Is it a projectile like the huntress, or is it more of a beam like the doctor? And how wide is the attack range if its like a beam?

    For tracks your prey, once again, 20 seconds is a very long time to have your aura read. I'm all ears only reads auras for 6 seconds and even then it has a pretty long cooldown. I think for this one the aura reading time definitely needs to be tuned down, especially when you realize that this could potentially pair very well with iron maiden if the survivor was in a locker. The effect for survivors outside lockers I think is perfectly fine though.

    Jaws of death, for as powerful as that effect seems, it also seems like a pretty niche perk. But I also could see myself equipping this if I see a key, kinda like how I'll bring Lightborn if I see a flashlight in the lobby.

    Horde's Wrath, I have no complaints, I like that a lot. I imagine this could be really scary used in combination with Play With Your Food.

    Helping Hands, admittedly, just kinda looks like Vigil, but slightly harder to activate.

    Bullseye is very interesting concept wise. That would give a level of power to the survivors I dont think the game has really ever seen before. My main question would be about how aiming with the thing would work, and how big the hitbox of the projectile would be.

    I already said my piece about Reversal, like it a lot.

    I'm sure this looks like a lot of constructive feedback, but overall I do really like this chapter a lot.

  • Overall I really like this, I plan on giving more specific feedback when I'm not as busy as I am right now.

    But I also do want to say, when I saw survivor with a hex perk I was thinking "ok, no way this could work". When I read what it does I was like "ok, that's actually really cool, I like that".

  • Blood favor is generally pretty useless in my opinion. Usually when you hit a survivor, they're gonna use their speed boost to get to a different loop, usually outside it's effective range. On top of that, it has a pretty long cool down, making it potentially useful less often. On top of THAT, it's a hex and risks getting removed entirely. I'm fairly confident it was only made a hex perk to justify Hex: Undying's existence, in the off chance that the only DLC killer someone owns is The Blight. For it to be even remotely useful, I feel like you would have definitely have to remove it's hex requirement. Maybe a reduction on it's cooldown would help too. Even then, the situations where it would be useful would be few and far between, for the reason I listed at the beginning of this comment.

  • Yeah, the nurse is my least favorite killer to play by far. With every other killer in the game, if I was bad enough with their power, I could theoretically just play them as an m1 killer and still have moderate success. Nurse doesn't have that luxury. Sure her power is theoretically the strongest one in the game, but if you are not downright excellent at using it, you lose. I swear the matches where I play bad as nurse are the ones I get mocked the most relentlessly. The matches I play as nurse are the closest I get to uninstalling the game.

  • I don't think you can really call a perk combo OP if it can be removed entirely in as few as two bones if you're lucky. I kinda agree with the rest of the post though.

  • It takes more than 2 days to learn counterplays, have some patience my dude.

  • The Twins are definitely one of the most interesting killers that the devs have released in a while. Victor is really easy to deal with if he whiffs even one lunge, it takes all of 1 seconds to kick him in the jaw and take him out. And if you know he's idle nearby, just take your finger off of shift for a few seconds. Just admit you're salty you lost a couple matches and don't just throw out statements with no thought behind them.

  • Probably my favorite maps are Red Forest and Crotus Prenn Assylum. Of all the maps in the game, they honestly feel the most balanced to me.


    My least favorites are probably Hawkins and Midwich. With the maps mostly being composed of tight, cramped rooms with long walls, they are very difficult to mind game on, and honestly boring to play.

  • Blue skin?

    Talking about how a person's past can be a burden?

    I think it's pretty obvious who the new killer is.

    It's The Spirit's Great Great Grandma.

  • Honestly, of all of Laurie's perks, D-strike is currently the least problematic. OoO is way too powerful in the hands of a SWF, giving everyone in the voice chat unlimited info on where the killer is. Sole Survivor promotes a very selfish plastyle, and is one of two perks in the game that requires your teammates to die before it works. As such, no one should ever use it. The only change I think D-Strike could really need is reducing it's remaining active time when a different surivor is hooked, since it's supposed to be an anti-tunneling perk anyways. OoO and Sole Survivor are in need of more drastic changes, and comparatively, D-Strike is in a really good place.

  • I feel like nemesis is more likely. Idk why, but I extremely doubt an animatronic would be added to the game. Probably cause it generally seems to run contrary to the lore of DBD.

  • As a PC player, I often wish there wasn't a post game chat.

  • I feel like it's going to be a licensed chapter. I think I remember them saying in a stream they try to shoot for 2 original chapters and 2 licensed chapters in a year, and we've had 2 original chapters and 1 licensed chapter this year. Who this licensed killer might be, I have no clue, but I like to think it might be another one from a video game.

  • I would change how Adrenaline slightly. I'm fine with the ignoring exhaustion and the speed burst, it's the instant heal I really don't like. I believe this perk's design is incredibly outdated. Instant heals existed in medkits before in the anti-hemorrhagic. The insta-heal effect got changed because being able to just instantly heal yourself on a whim was just busted. Ever since the anti-hemorrhagic syringe, only one other insta-heal type thing was added, and that is For The People. And that's also a perk you can only use to heal other people and you recive a MAJOR penalty for doing it, being broken for a minute and a half a tier 3. By comparison, with Adrenaline you gain a full health state AND a speed boost with basically no penalty since it ignores exhaustion just for being alive. I think a good way to keep the perk true to itself while also changing it so it's design is no longer outdated would be to have the healing portion of it working like the modern anti-hemorrhagic syringe. I think it should heal the survivor over a 15 second time period. And I also think the perk should have an active element. Right now adrenaline is really a completely passive perk, which is something Ruin got reworked for being. I think it would be good to have the time to heal from Adrenaline be reduced for every generator you complete. This way you can work to make the perk even stronger over the course of the match if you want to, adding at least a little bit of strategy to it instead of just waiting for it.

    So yeah, those are my ideas for changes to adrenaline and my justifications for them.

  • Personally, I'm not a huge fan of this rework idea. BBQ and Chili is at it's most powerful when survivor's don't know you're running it. With this rework, survivors will always know that you're running BBQ and react accordingly. Sure, survivors can just guess you're running BBQ and react accordingly, but if you're not running it they're essentially wasting their time.

  • @CheyeneKL said:

    LOL I'm gonna use Ash just cause of this post. Imagine telling people they can't use any of the killers that have the DS bug right now/any other bug. Wouldn't that be silly?

    I've noticed some killers recover surprisingly fast from DS, is that the bug you're talking about?

  • Following a discussion with @Deadeye , I also went and designed a few survivor perks that would interact with Dead Zones.


    Weathered Explorer:

    Your familiarity with harsh environments strengthens your constitution.

    For a total of 30/35/45 seconds, you completely resist the effects of Dead Zone perks you are within.


    6th Sense:

    You have a supernatural awareness that lets you know when evil is present. 

    While you are healthy, you see the borders of Dead Zones highlighted by a red aura as long as you have sightline. After being put into the injured or dying state, this perk deactivates for 40/35/30 seconds.


    Beacon:

    You wield the hope of yourself and others to combat evil. 

    Every time you perform a safe unhook, get unhooked, heal a survivor 1 health state or get healed on health state, you gain a token, up to a maximum of 5/4/3. Next time you enter a Dead Zone, with the maximum amount of toekns, you consume all tokens to cause it to instantly relocate or destroy it outright, depending on the Dead Zone’s spawn conditions. Upon relocating or destroying a dead zone, you gain 500 bloodpoints in the survival category.


    Deep Cleanse:

    You are thorough in your attempts to root out evil.

    Every time you cleanse a totem, you reduce the radius of all Dead Zones by 5/6/7% for the remainder of the trial. Gain an additional 20% bloodpoints for cleansing totems.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619818#Comment_1619818

    Well, having a visible notification for dead zones is already something better. Regarding survivor perks, I think, as I said before, you would not like something that depends on the killer bringing Dead Zone perks. Like "If you cleanse a Hex totem..." would be pretty ... niche.

    And at least from naming and fluff, I think I would also not like survivors to create dead zones. Couldn't imagine yet a nice way to design survivor perks around that mechanic.

    You do have a point, if a survivor brought a Dead Zone related perk and there are no Dead Zones that would kinda be a wasted perk slot. Although, on the other hand, survivors that guess right now can have some potentially fun interactions with the Dead Zones. It could both make them feel powerful and maybe proud of themselves for being prepared. And I'll admit, part of the reason I'm defending survivor perks that interact with dead zones is I kinda already made a few and kinda like how they turned out. But yeah, I definitely agree that survivor perks shouldn't be able to create Dead Zones.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619392#Comment_1619392

    It affects gameplay on both sides. Survivors can counter hexes, have Inner Strength, have hex detection perks, can benefit of being the obsession, can be the rancor target and need to adapt their gameplay etc.

    So far you had a single Dead Zone perk that actually indicates the area by fog, otherwise there is pretty less feedback unless they get affected by it and then also don't have consistency on it as the areas constantly change. So there is no "this area is bad, I run another loop" or any other interaction. So as is, this is for me less of a new perk/game mechanic rather than a new category, like aura reading perk, tracking perk, chasing perk, slow down perk, then introducing area of effect perks.

    Ok, I understand what you're getting at now. I think it to indicated that you are within a dead zone, it could work how perks like dying light or thanataphobia do, where the perk icon appears near the player's perks to indicate that they are within a dead zone. With that information survivors would be able to know when they are in a dead zone and make the decision to leave it if they think it's safe or necessary. In order to flesh out this as a new game mechanic, I could try and take some time to write up some survivor perks that relate to Dead Zones.

  • @Deadeye said:

    Basically I like the idea. The only thing differeent with this is, that Hex and Obsession influenced both sides, Dead Zone perks only give benefits to the killer. And I think you don't want to have survivor perks that create deadones, and no survivor perks that depend on the killer picking dead zone perks

    I'm not sure I entirely understand what exactly you're trying to say. Obsessions can sometimes give benefits to survivors, but hex perks only ever benefit the killer. Could you elaborate on that point?

  • I recently published a new Killer called The Drowned, and they come equipped with two Dead Zone perks, so I'll also share those perks here.



    Dead Zone: Whirlpool

    A Dead Zone with a 12 meter radius spawns in a random location. Over a period of 20 seconds, the radius of this Dead Zone will increase to a radius of 32/40/48 meters. Survivors within this Dead Zone suffer moderately from a dizziness effect. After spending 30 seconds at maximum radius, the Dead Zone will disappear and spawn in a random location, repeating the process. 


    Dead Zone: Trench

    2/3/3 Dead Zones with a 15 meter radius will spawn in random locations containing at least 1 vault location. While within one of these Dead Zones, survivors that perform a vault suffer moderately from the hindered status effect for 2/2/3 seconds. 2 of these Dead Zones will change to a random location meeting the same requirements every 30 seconds.

  • I actually designed a whole new system of perks called Dead Zone perks. These are perks that apply to specific areas of the map. You can read the post I made about this system and some example perks here:

    https://forum.deadbydaylight.com/en/discussion/171523/new-killer-perk-system-suggestion-dead-zone-perks#latest

  • I detailed a possible change to cruel limits in my Perk Changes Megapost in this category of the forums

    What it does is when a gen is completed, all vault locations in the map are blocked, with the time they're blocked depending on how close to the completed gen they are. I believe it had a min time of 10 seconds and a max time of 20/25/30 seconds.

  • @Bulbasaur2008 said:

    Change dead hard so it does not have that 1s immortal phase. Survivors use it these days mostly for making distance to get to window or pallet, and it would give more room for team play, instead of cocky 1-man rescues. You could also make that forward dash longer.

    Also buff PGTW so it freezes when you start breaking generator - i had countless instances where i started kicking gen 1s too late and it did not apply - it was just normal kick. It wouldn't be like that if it was frozen at the beginning of animation.

    Monstrous Shrine should stay as it is (maybe a little nerf numbers), but it should apply to all hooks (not only basement).

    I would also like to see some minor buff to Deerstalker - like 2/4/6% faster bleeding out while in downed phase, or make 1/2/3% faster walk speed if at least one survivor is downed.

    Gearhead is also a bit trashy perk, it should be redone completely. Something like "while you are in chase and you hit your target once, you'll see aura of all generators being repaired(or survivors repairing them) for 2/3/4s". Or on the other hand it could be OP for killers with high mobility...

    I like that change for PGTW, it sounds like a small but necessary quality of life change.

    I wanted to keep monstrous shrine to basement hooks, cause I think a perk that makes the basement more dangerous is an interesting concept, it just needs to be stronger than it currently is if its gonna apply to a small portion of the map.

    I definitely like the idea of deerstalker giving a speed buff for downed survivors. It would give a reason to run it if you're memory and/or searching skills are good so you don't need to see the auras.

    As for gearhead, I was a little scared to touch that one. It's effect is very inconsistent but its also very easy to activate. That being said I also agree it could stand for a rework

  • I just realized I forgot to include This Is Not Happening, so that perk is now in this list.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616458#Comment_1616458

    Where is it beneficial for Survivors to break Breakable Walls on Dead Dawg?

    I can think of one specific spot. In the saloon itself, on the second floor is a room with two breakable doors. Until one of those doors is broken, the window is the only way in or out. If you find yourself vaulting that window while in a chase, and neither door is open, you're completely stuck there.

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