Avatar

HEXSLAYER999

HEXSLAYER999

About

Username
HEXSLAYER999
Joined
Visits
229
Last Active

Comments

  • @aidNbsns said:

    This has been a ongoing issue for a while now about survivors in groups. Objectively playing in comms is stronger than playing solo, so how do you balance around this? After countless nights doing math and research and many lost nights of sleep i've conducted a solution.

    • For each survivor in the trail that is in a group decrease Generator repair speed by %75

    Note this will only affect those players in the group ( If you are a 2 man, only the 2 stack would have the change affect them, the other players are not changed)

    Now thats a simple fix for 2 and 3 man squads, how do you fix a sweaty 4 man bully SWF sweat squad?

    • When playing in a 4 man SWF Generators completed to power exit gates increased to 7 (from 5)

    Thank you for reading, if you have any feedback I would be glad to hear!

    Now how to fix sweaty killers?

    (As a survivor) I use to be a heavy advocate of nerfing swf but from two whole days worth of play solo queue with killers that have done at least two of the following (and in the purple and red ranks how shameful to guise themselves with ranks as if they had skill):

    1) camping hooked survivors.

    2) tunneling hooked survivors.

    3) camping and tunneling basement hook survivors (seems like the new meta).

    4) holding the game hostage by camping (and waiting till) last generators reach 0% progression (in order to then go after last survivors).

    5) over kill gameplay:

    Pig: tunneling a survivor that just got unhooked (although the survivor already has a reverse bear trap, and was rescued by two other survivors that could've been chased).

    Plague: plague touched generators, refusing to take corrupt purge- all fountains corrupt (which sounds like a bug because i thought plague automatically is given a corrupt purge state after a pool of devotion reaches a its automatic cleanse time (which is supposed to be a long time anyways but it was balance.


    Ive always considered myself a just person but this game is starting to get boring, im starting to feel like it might only be fair to swf

    Which sucks because i like playing solo

  • @danielmaster87 said:

    Where's my Myers-style instamori after a certain amount of hooks? Or how about no hooks? Just give it to killers at baseline. Does that seem too overpowered to you? Not to me. It's no more overpowered than hatch is.

    Unashamedly I will say, "Yes. I do want the 4k all the time." Doesn't everybody? Don't all survivors want to escape every time? Of course we want those things. It's more a question of did we deserve it? "Could I have gotten that last kill?" In many circumstances, yes. Could a lone survivor have escaped by doing all the gens and opening the exit gates while there are 4 gens left? Not on your life. So why do they get a free escape? Why do they get a comeback factor and killers don't?

    You could say NOED or Blood Warden can be used to make a comeback. But those are perks, whereas hatch is built into the game. If no gens get done and there's one survivor left alive, they STILL have a chance to escape.

    The common argument is "killers have an equal chance to find the hatch and close it". It doesn't change the fact that there's a chance the survivor escapes when they likely shouldn't have. And that's not the end of it either because once hatch is closed the gates get powered for some reason.

    Another argument defending hatch is, "But if there's no chance to escape, why shouldn't the survivor just hide?" If the killer gets tired of the survivor taking the game hostage, he should be able to open the exit gate AT ANY TIME. Please implement this. It's a compromise solution. It doesn't get rid of hatch but it ends one of its negative symptoms.

    The EGC should also trigger after the last gen gets done. Another great solution. That makes the EGC an actual threat to the survivors, instead of 2 full minutes of overtime where they can rescue their hooked teammate as easily as any other time in the game. They're pressured to open the exit gates and run out, before time runs out. It's a buff to Blood Warden? So what? That's still a fringe perk anyway that could be played around by 99ing the gates.

    I'm not kidding about my initial idea for a killer's hatch. If you're not gonna remove hatch, at least give killers an equivalent. 5 hooks or so into the game: the killer gets to mori someone. It's a shortcut just like hatch, because you can use a key to open it before all the gens are done. "But we can't tell how many hooks someone is on!" Add a hook counter below the survivor section of the UI! It's that easy!

    Thanks for coming to my Ted Talk.

    This seems like little peepee energy. Killers are not supposed to always get 4ks. Getting 4ks is supposed to be a challenge. The killer version of the hatch? Um permanently locking the hatch by finding it first...


    I've literally played two days worth of dbd solo survivor queue (because if it was swf i would say the killer complaints have merit) where every single killer had done two of the following:

    1) camped a survivor.

    2) tunneled a camped survivor.

    3) camped basement hooked survivors.

    4) camped last generators until 0% regression, essentially holding the game hostage.


    Aside from the obvious of 4ks purposefully being a challenge theres advice. You are always going to be facing at least one skilled survivor. You can tunnel the F out of that survivor (essentially wasting time from the match) or you can focus on objectives. Hooking everyone else (at the expense of losing 4k if the skilled survivor is good enough).

  • @Tubby_Squirrel said:

    Killer perk: Fear Scent

    You can smell their fear. Your prey cannot hide from you.

    Survivors that are injured or are suffering from any negative status effects leave blue scratch marks even when walking or crouching. These scratch marks persist 30/40/50 % longer than scratch marks left by running.

    "The beast took in the air... and slowly grinned."

    Hex: Thorn

    When a dull totem is cleansed the survivor who cleansed it looses one health state. When this hex is cleaned the suvivor who cleansed it is exposed for 10/20/30 seconds and their aura is reveled for 2/3/4 seconds.

    "It was a trap!"

    (Idk about you guys but I really like the idea of more 'trap' Hexes, like Deathslinger's)

    Fear scent sounds like a nice idea as part of a new killer's ability rather then perk.

    Most killers that cause negative status effects, the status effect work towards tracking survivors already (vomiting sounds and green smoke clouds on interactables for plague, trail of barbed wire for pyramid head). So it seems like a waste of a perk slot.

    The only killers this would kind of make since for but it makes them EXTREMELY OP is dr and freddy. Drs status effect does already reveal survivor location, PLENTY OF TIMES THROUGHOUT THE MATCH. Freddys status effect has no way of being removed from extended periods of time due to survivors always falling asleep (pyramids tormented can be removed by being freed/freeing someone from cot, plague sickness can be cleansed at a fountain. Alternatively if this perk is supposed to work outside of a terror radius then it makes game uber unbalanced (its much more fair to run nurses calling on these killers because tracking would be situational [survivor needs to be healing themselves outside of terror radius]).

  • @[Deleted User] said:

    Survivor: Gravesight

    Echoes of previous torment's can linger in the Entity's realm, and your past makes it easier to attune to them. You will occasionally see glowing sites which you can pass through to gain one of three effects:

    See the Aura of all Generators for 30s.

    See the Aura of all Survivors for 30s.

    See the Aura of all Totems for 30s.

    Killer: Abyssal Window

    When you search a Locker, the Aura of all Survivors in front of, and outside 32m of you are revealed for 4s. This has a cooldown of 80/70/60s.

    The killer one is. Odd due to not bei g able to move your pov as a killer when searching lockers (at least this is the case with console version of game). Unless you mean that auras are shown to the killer after searching lockers.

  • New survivors are horrible. How many matches i start where survivors start by running. Yes running during matches helps you get objectives faster but at the start of the match all it does is leave scratch marks right towards the group/themselves.


    The sandbaggers (get you hit or downed by being body blocked by a survivor thats in the way).


    The "unsafe hookers": newbies trying to get points by unhooking regardless if a killer is dangerously close (without having borrowed time).

    The unsafe hookers, sandbagger combo-or as i like to call it, the assisted tunneler. I hope that one was self explanatory.

  • That's very pretentious. Survivors are always saying why the game is unfair due to being paired with ppl that hold the match hostage, sandbag, and throw the match.


    I personally out of moral would let the one player that actually tried, to get some sort of progress, for their hard work in actually trying.


    Reporting them or even questioning to report/ban someone for outing players that are holding the game hostage seems very pretentious.


    The two hiding couldve been waiting for hatch spawn after killing two other survivors/or even finding a third (maybe even with a key), which is by far worst because its kind of like cheating

  • As a solo survivor not only due you have to try to outskill the killer, but you have to outskill other survivors too

  • @carnage4u said:

    This game is easier for survivors. Maybe at the lowest ranks with all new players who are all playing badly, the killer may do slightly better, but once people have a few hours of gameplay and/or play with friends. Killers are the weak link of this game.

    Tunneling/camping at high rank may at best give the killer 1 kill before game is over and all Gens are going, and most bully squads can easily clear 5 gens, and deal with a tunnerer/camper with ease.

    The exception is the players with 3,000+ hours that face off against players with les then a couple hundred, but that also plays out as it should. (this happens often enough to do terrible/awful/pathetic matchmaking)

    False. Solo survivors have tp rely on other survivors regardless of skill rank.


    Just yesterday i played a match where i a long with all the other survivors lost the match to a Jake trying to get the archive challenge of saboing 12 hooks (collectively not all in the same trial. He would sabo hooks near generators being worked on and we all lost because he wanted to complete his archive challenge in one trial.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/205686/why-the-looping-mindset-that-survivor-players-have-is-detrimental-and-is-slowly-killing-this-game

    You just called Me and a majority of other survivors pathetic. Looping requires the most skill and gives the killers a better chance than stealth. I have gone against stealthy players and it is worse than not being able to land a hit. I like the idea of changing up the gameplay meta, but I disagree that im a bully just because I am better than the killer who chooses to lost the game. And frankly with how you worded it you are directly insulting a big majority of the players and I believe that goes against the rules so you might wanna edit that

    Pathetic is someone that cries and whines about not being able to double pip.


    He even said in his argument that double piping happens to him at about a 50/50 chance. What more balance could a person want after 50/50?


    Hahahahahahaha

  • @Alphaphalt said:

    We all know how killer games go. Find your first survivor, he runs in circles for 3 minutes, all the gens get done and they escape with Adrenaline/BT/DS/DH. This has become so bad that there are only 2 killers (Sally and Rin) that can consistently perform well in Red Ranks if they want to double pip and retain their Rank 1. Even worse - Rin was broken last update so unless you were Nurse your pip was a heavily weighted coin toss. Some killers such as Caleb and Triangle Daddy can sometimes beat a strong Red Rank SWF, but can't compete if they use the Genrush Strategy.

    This is why I think the game should try and cut down on this stupid running in circles strategy to win every game without thinking. Instead, we should focus on the Stealth aspect of the game. I think most survivors (who aren't pathetic bullies) can agree that the suspense of a killer almost finding you in a hiding spot is far more thrilling than running around a pallet 10 times rinse repeat. The fact that there are 10+ pallets which can each last from 30 seconds to a few minutes (Bloodlust takes way too long to kick in) pushes the "chase killer only" meta that has plagued so many players into only playing Rin Sally and sometimes Caleb.

    We want to play Amanda and sneak up on survivors.

    We want to play Anna and line up a sweet hatchet on a Zarina who didn't quite hide well enough.

    We want to play Lisa and scare survivors with our Phantasms.

    But we can't - because the meta right now is looping, and any killer that doesn't excel there isn't viable.

    Hahahahahahahahaha...

    Hahahahaha...

    Hahahahahahahahaha...

    *laughs in spanish* jajajajajajajajaja

    To say your argument is one sided is an understatement.

    One of the only defenses a survivor has is wasting the killers time. Survivors are only able to double pip when playing with skill (and i use that word loosely because survivors almost NEVER work in a team).

    Double piping is not supposed to be easy.

    I will also give you advice that several streamers that main as killers do. Dont humor the survivor that loops. Go after the others. Yes the loopers will act altruistic and try to mess you up but that is when you can strike them to get them out of the way.


    Anyone who streams and is actually good as a killer will (not even saying it) will demonstrate it in their videos

  • Telepathy:

    Effects of aura reading abilities are shared between the player and the obsession without meeting any conditions required.

    You can see the effects of aura reading perks used by the obsessions (without meeting prerequisite, ex: object of obsession-killer will only see the survivor running object of o. Not the survivor who is sharing its benefits.)

    And vice versa (obsession will see the effects of your aura reading abilities without meeting the prerequisites)

    *considerably reduces the chances of becoming the obsession.


    Mind over matter:

    After cleansing a hex totem (must be a hex totem) this ability becomes active. After hiding in a locker for 20/10/05 seconds the survivor will receive an ability action option to teleport. When activated the survivor will teleport to a random locker on the map. If the survivor has high luck survivor will be teleported to a locker that is the farthest on the map from the killer. If survivor has low luck. Survivor will be teleported to a locker that is in or nearest to the killers terror radius. If survivor is able to successfully teleport from a killer while in a chase/killer searching lockers the survivor becomes the obsession.


    Hex: illusion

    At the start of the match 1/2/3 false totems will appear through out the map (completely intractable with full cleansing times)

    Survivors will not get any blood points from cleansing nor any bonus/tokens from cleansing related perks (such as with inner strength).

    This will waste survivors time. And give swf a disadvantage, will make them think that they are done cleansing totems after cleansing 5 (in the case of hex noed) when there might still be active totems throughout the map.

    The only counter is detectives hunch and small game. In which perks will not react to false totems


    Jackpot:

    After aiming at the killer and pressing the active ability button the survivor throws a rock at the killer. The rock has a 5%/25/45% chance of stunning the killer. Survivors can raise the percentage of success by increasing their luck by bringing salt offerings to the trial. Whether the jackpot was successful or not this ability goes onto a cool down of 3 minutes

  • Scrapper: perk that gives survivors a third health state after every 4/3/2 times the survivor stuns or blinds killer. It's not stackable, meaning you have to use the perk in order to get another charge.


    It makes for an interesting survivor gameplay

    Kind of like a new aggressor style gameplay.


    Ive seen a few twitchers who play this style

    One balance is that not everyone playing dbd is skilled enough to play that style.

    Another balance is killer can choose to go after the other survivors if they are not skilled enough to go after the survivor playing the aggressor style.


    Counter play is that it is easier to beat these players when they are the last ones standing.


    If more balance is needed, this perk becomes inactive once there's only two survivors left in the match. If there is one extra health state pending when this perk becomes inactive, the health state is honored.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1583601#Comment_1583601

    Well, my wording is poor.

    You only get 3 traps no matter how many other Effigy/Sign perks you have. (Unless there's a dedicated perk that would increase the number you can have). Equipping Terror = 3 Traps with the Terror effect. Equipping Terror and Hatred = 3 Traps with the Terror/Hatred effect. Equipping Terror and Hatred and Suffering = 3 Traps with the Terror/Hatred/Suffering effect. You cannot have 9 up at once. Only ever 3.

    Probably should change: "The Effigy's effect is the sum of all equipped Effigy Perk effects."

    To: "The Effigy's/Sign's effect is the sum of all equipped Effigy/Sign Perk effects. You cannot place more than 3 Effigies/Signs of any kind at once"

    Think of it as a Power, with these perks acting as add-ons that allow access to that Power.

    Yeah the UI would be pretty weird, as currently it would be 1/2/3 perks that look independent, but are actually synced.

    I Like it even more now! Lol

    It would be cool if a witchy survivor was made alongside the killer for these perks.

    He could have counter effigy/runes.

    Rune: Awareness. See killers aura when killer is within radius of a rune.


    Rune: Shrouded. Killers can not see survivor aura (even with perks or add ons) if survivor is within radius of a rune.


    Rune: Effortless. Any action performed by a survivor within the radius of a rune gets a speed bonus.


    Checks and balance of these perks can be:

    Killer get a max of 3 (when they level perk up to tier 3). Survivors can only use 1 with each tier increasing rune radius (in other words 1 rune per survivor for a max of 4 per match-if all 4 survivors take a runic perk).


    Killers cannot place effigies in the same radius as a survivor rune. Vice Versa. Survivors also cannot place runes within the same radius of another rune either.


    Survivors can cleanse a effigy (if they can find it) with a flashlight (just like the cleansing the hags phantasm trap) doing so will give the killer back a token allowing the killer to set a new effigy.


    Survivor runes can not be cleansed nor reset. Survivors however can see the aura of all survivor runes.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581880#Comment_1581880

    The actual design is subjective, so yeah, whichever would fit better.

    One thing I do want to point out with my approach, is these perks combine together if more than one Effigy/Sign perk is slotted.

    If you have Terror, Suffering, Hatred all slotted, when you place an Effigy/Sign, it has all the Trigger effects.

    In summary (If you have an Effigy/Sign perk slotted): You start with 3 charges. 3 Effigy/Signs can be placed at a time, consuming a charge, and a charge is gained once every 32s. When a Survivor Walks or Runs within 4m of your Effigy/Sign, it Triggers. When an Effigy/Sign Triggers it will perform all the effects of your currently slotted Effigy/Sign perks.

    This is in part to increase the speed at which they are placed, introduce a new type of perk interaction, and to reduce issues with having to decide how to deal with otherwise three options from a single state.

    Yeah, no, i get it. Its a good idea. I like how it adds more to hags arsenal. Since runic like traps are her gimmick it adds 3 traps per perk.


    I can see it being used for tracking by the stalking killers. They would make spirit, gunslinger, oni, demo, nurse, and billy nightmarish to beat tho.

  • @[Deleted User] said:

    Killer: Effigy: Hatred

    After Standing still for at least 2s, press the Active Ability Button to consume a charge, and place an Effigy at your feet.

    When triggered, all Survivors within 8/12/16m will hear The Killers Terror Radius and The Heartbeat as if The Killer was approaching them for 10s.

    Up to 3 Effigies can be placed at a time. You gain a charge every 32s and can hold 3 charges.

    The Effigy's effect is the sum of all equipped Effigy Perk effects.

    Killer: Effigy: Suffering

    After Standing still for at least 2s, press the Active Ability Button to consume a charge, and place an Effigy at your feet.

    When triggered, the Survivor that triggered the Effigy suffers from and is unaware of the following for 30s, or until one of the effects below occurs:

    • If they are, or become, Injured, they become Broken for 20/25/30s.
    • If they heal another Survivor, that Survivor becomes Broken for 20/25/30s.

    Up to 3 Effigies can be placed at a time. You gain a charge every 32s and can hold 3 charges.

    The Effigy's effect is the sum of all equipped Effigy Perk effects.

    Effigy information: Effigies are triggered by a Survivor Walking or Running within 4m. The Aura of an effigy can be seen by The Killer within 32m. The effigy does not have collision. Crouch-walking does not trigger an effigy. Effigies can be cleansed in 1s by a Crouching Survivor interacting with it. Survivors must be crouched to see the interaction button. Effigies trigger Small Game. Effigies trigger silently unless otherwise augmented.

    I like the concept but not the effigy part. An effigy is a statue or model of a person... I think you mean like a rune (kind of like the hags).

    In which case there's so much potential.

    Like a generic rune or symbol but they can use those symbols or pictures on the key chains on the hook as a way of customizing the runes appearance. (Idea)


    Or... You can leave generic symbol designs, It would make hag gameplay nightmarish and interesting with her phantasm trap symbols but now with your concept she has a plethora of new runes she can place on the ground each with their own buff/debuff/trap effect.

  • Jock or cheerleader survivor

    VIP: start the match as the obsession (the obsession circlet around player icon will be colored yellow-to show others that this ability is active). Protection hits taken for you reward others 5%/10%/15% more blood points with additional stacks per protection hit. However this perk becomes inactive when another survivor becomes the obsession. Perk reactivates if you become the obsession again.

    Perk that will reward others for being altruistic to you.


    Running laps: 15%/ 20%/ 25% blood point bonus for getting into chases with killer. Rewards survivors who take on the roll of looping killers.


    Royal B 🐝: after being unhooked within the killer's terror radius, ability becomes active if the rescuer is running ahead of you/not lined up to take a protection hit (body blocking/sandbagging you in a chase), you stun the rescuer (animation is similar to hag phantasm trap stun) rescuer will pause and jump in place as if startled, you are able to continue running off. This ability will not activate if you were rescued with borrowed time.


    If you survive the trial after using this ability, blood points awarded for surviving are doubled, if you do not survive trial you lose half of the blood points awarded in the altruism category.

  • For a witchy survivor:

    Healing aura: healing action button. Becomes active when a survivor is injured or in dying state heal survivors at x/x/x slow healing speed this perk is to help in healing progress, not to be stronger then actually healing another survivor. Survivor heals injured survivor at whatever distance. Just like when healing/selfcare survivor cannot move while healing from distances (cool fingers on temple animation when perk is in use). While the perk is in use the survivor whom is healing's aura is revealed to the killer.

    This ability is cool because if an injured survivor is being chased/or in dying state they can get some progress on being healed; this also gives the killer the option to stop chasing an injured/searching for downed survivor and to go after healing survivor.

    This healing has skill checks.

    This perk does not stack with med kit. Perk does stack with botany knowledge, auto didact and solidarity.


    Auto didact skill perk prerequisite cannot be obtained by healing aura due but healing aura can receive a buff in speed (by fractions of a second tbh) per auto didact stack.


    Multiple survivors cannot use healing aura to heal the same survivor. Healing aura cannot be used on a survivor that is being healed directly by other survivors (one will always cancel the other) Healing aura cannot be used on yourself, you can however make progress on healing yourself by synergizing solidarity with healing done by healing aura.


    And

    Third eye: active ability. After cleansing a totem this ability becomes active. Once activated the survivor can clear their mind of dr.s maddness status effect/plagues sickness/pyramids tormented status effect. (Or any unique to specific killer status effects) after 16 seconds/8 seconds/2 seconds.

    Can only be activated after cleansing a totem.

    Stackable with inner strength (the balance is the more ppl that using perks that work with cleansing totems-the less totems there will be available.


    Shrouded in darkness:

    After the second survivor dies by any means all aura revealing perks (killer, survivors, and your own perks that reveal your aura to others) will be cancelled for 5/10/15 seconds.


    This is essentially a time saver when trying to escape hatch. Killer won't see you. Survivors that will try to bait killers to you will not see you.

  • Great perk combo. This is the reason we have a plethora of perks. Killers also have perks that synergize well together and unlike survivor killers also have perks that not only synergize well together but also synergize with their power.


    Now i will say ######### them sweaty swatty swf groups. They are the whats wrong with this game.

  • killer is right here

    @HEXSLAYER999 said:

    Looks like a male version of the plague in that his flesh is decomposing as well. He is dark skinned (where his skin is not decomposing). Essentially he's got a mummy vibe. He has a dog helm similar to that of anubis.

    Just like the plague, tall and fast. His weapon are those two staves shaped like ankhs that can usually be seen in pictographs of anubis.

    This killer has tracking abilities through visual and auditory cues

    His powers are omens, signs, and the craft.

    Omens: survivors that stay in the same area 60 seconds (yes, this also includes when repairing gens or hiding in lockers, or healing more then one survivor in the same spot) have a murder of crows (since we are in the realm of the entity) circle overhead. The killer will be able to see through visual cues that survivors are lingering there.

    Through a rare add on. Murder of crows can be changed to a locust swarm. Survivors performing actions under the locust swarm are constantly pelted by locusts resulting in extremely difficult skill checks.

    Signs: much like premonition when facing in a cone direction towards a survivor 25-30m away the relic can hear the croaking of frogs (cicadas which are much louder through an uncommon add on) (through a rare add on all noises during the trial are muted for the exception of survivor cries and grunts.

    The craft: the relic can move totems where ever he wants. With a very long cool down. He must walk up to the totem and mark it. Then walk to the spot he wants to move it to and mark the spot. The totem will be transfered. It is a transference and not a pick up carry intractable because obviously you would just be able to pick up a hex totem and never put it down-so a transference is better. This power has a looooong cool down time so he cant just change totem locations all willy nilly whenever he wants. And totems being cleansed (even if they are marked) can not be transferred since they are being interacted with).

    Hex: infestation

    The pallets in the trial are infested with mites. Pallets disintegrate 8/6/4 seconds after being dropped.

    Hex: dark portals

    For every 3/2/1 totem cleansed, gain the active ability to respawn at random one of your already cleansed hex totems.

    Hex: Plutonic

    Gain a token for each hex totem cleansed for a max of 5 tokens

    These tokens are added to any other perks that use tokens. If running more then one perk that uses the token system the tokens awarded from this perk will be distributed among each perk one by one and at random

    In his mori he holds out one of his staves causing the ground to become like quick sand. The survivor begin to slowly get buried until all that's left is one of the survivors hands sticking out of the ground ✋

    The map can be an egyptian tomb with the exit actually being the opening to the tomb


    And i updated the survivor. I made a thing and im proud of it

  • @Onyx_Blue said:

    Third Eye - you could buff it and make it cure all abnormal afflictions on the survivor, not just killer unique conditions.

    Reiki Master - what would be the reason to make it cleanse slower at Tier1? Also, only 1 second faster isn't really worth it. Comsidering Thrill Of The Hunt slows cleanse speed down by 30% with all 5 still in play.

    Healing Aura - I would say make it Self-Care speed and not effected by buffs or debuffs in-play. That way it wouldn't be abusable if multiple people on a team had it and used it with Bottany Knowledge. Also, I'd say make it an action that doesn't offer skill-checks, since hitting greats would hurt the killer so much. And also doesn't stack with physical healing too. That way if the person wants to use a medkit on themselves, it would interrupt the Healing Aura user and kick them off the heal, also stopping them using until the physical heal is paused. Making it so you cannot be healed by a yourself or a teammate and also from a distance co-opperatively

    I don't want to buff third eye. I feel like with all of the abilities together it makes the survivor top tier already.


    I do however agree with healing aura, can i copy and paste your suggestion?

  • I have a better idea for reiki

    Im going to update it now

    My reason however for the drawbacks is that gameplay does have to be balanced. Did you see the corresponding killer though?

  • @bingbongboi90 said:

    The devs tried this one time and the little rat survivors abused it.

    Maybe if gens wont make any progress it is fine in this duration

    Again as mentioned above counter plays and the depth of customization with perks are what make this game interesting.


    They can give the killer the anti progression when survivor is within hook radius perk to the killer

  • @Dehitay said:

    Sure, as long as they make it to where no generators can progress when survivors are around the hook.

    Of course my friend thats what makes this game so interesting


    The counterplay ideas, why not?

    But they would have to release those abilities chapters apart (or! Make a killer survivor duo that are kind of related that way they can show off that mirrored aspect in the perks

  • This is the corresponding survivor. I will have their lores up soon.

    @HEXSLAYER999 said:

    I have an idea for a survivor

    A witchy/pagan/esoteric character.

    Perks could be:

    Third eye: active ability. After cleansing a totem this ability becomes active. Once activated the survivor can clear their mind of dr.s maddness status effect/plagues sickness/pyramids tormented status effect. (Or any unique to specific killer status effects)

    Can only be activated after cleansing a totem.

    Stackable with inner strength (the balance is the more ppl that use it, perks that work with cleansing totems-the less totems there will be available.

    Reiki Master or (ahem) hex slayer:

    Basically slightly faster cleansing speed perk. Tier 1 is much slower then regular cleansing. Tier 2 is maybe like 1/2 a second faster then normal cleansing. Tier 3 is like 1 second faster

    Healing aura: healing action button. Becomes active when a survivor is injured or in dying state. Survivor heals injured survivor at whatever distance (but at a much slower rate then regular healing-maybe at recovering from dying state speed; Just like when healing/selfcare survivor cannot move while healing from distances (cool fingers on temple animation when perk is in use). While the perk is in use the survivor healing's aura is revealed to the killer.

    This ability is cool because if an injured survivor is being chased/or in dying state they can get some progress on being healed; this also gives the killer the option to stop chasing an injured/searching for downed survivor and to go after healing survivor.

    Also if injured survivor is in chase long enough, (i emphasize slow healing speed-the equivalent of recovering from the dying state) healing survivor can fully heal injured survivor while in chase.

    Maybe when there are multiple injured survivors you can select by using one of the analog buttons

    This perk does not stack with med kits-it does stack with botany knowledge, auto didact and solidarity.


  • This can be the corresponding killer.

    @HEXSLAYER999 said:

    Looks like a male version of the plague in that his flesh is decomposing as well. He is dark skinned (where his skin is not decomposing). Essentially he's got a mummy vibe. He has a dog helm similar to that of anubis.

    Just like the plague, tall and fast. His weapon are those two staves shaped like ankhs that can usually be seen in pictographs of anubis.

    This killer has tracking abilities through visual and auditory cues

    His powers are omens, signs, and the craft.

    Omens: survivors that stay in the same area 60 seconds (yes, this also includes when repairing gens or hiding in lockers, or healing more then one survivor in the same spot) have a murder of crows (since we are in the realm of the entity) circle overhead. The killer will be able to see through visual cues that survivors are lingering there.

    Through a rare add on. Murder of crows can be changed to a locust swarm. Survivors performing actions under the locust swarm are constantly pelted by locusts resulting in extremely difficult skill checks.

    Signs: much like premonition when facing in a cone direction towards a survivor 25-30m away the relic can hear the croaking of frogs (cicadas which are much louder through an uncommon add on) (through a rare add on all noises during the trial are muted for the exception of survivor cries and grunts.

    The craft: the relic can move totems where ever he wants. With a very long cool down. He must walk up to the totem and mark it. Then walk to the spot he wants to move it to and mark the spot. The totem will be transfered. It is a transference and not a pick up carry intractable because obviously you would just be able to pick up a hex totem and never put it down-so a transference is better. This power has a looooong cool down time so he cant just change totem locations all willy nilly whenever he wants. And totems being cleansed (even if they are marked) can not be transferred since they are being interacted with).

    Hex: infestation

    The pallets in the trial are infested with mites. Pallets disintegrate 8/6/4 seconds after being dropped.

    Hex: dark portals

    For every 3/2/1 totem cleansed, gain the active ability to respawn at random one of your already cleansed hex totems.

    Hex: Plutonic

    Gain a token for each hex totem cleansed for a max of 5 tokens

    These tokens are added to any other perks that use tokens. If running more then one perk that uses the token system the tokens awarded from this perk will be distributed among each perk one by one and at random

    In his mori he holds out one of his staves causing the ground to become like quick sand. The survivor begin to slowly get buried until all that's left is one of the survivors hands sticking out of the ground ✋

    The map can be an egyptian tomb with the exit actually being the opening to the tomb

    I will work on both of their lores soon

  • Matchmaking does need to be fixed. But your argument is not effective reason enough remember survivors don't have add ons that change gameplay style and mechanics entirely like the killers do.


    And at red ranks killers are the same level as red rank survivors

    Only thing is killers have all their ability and perks. Survivor have their 4 man team.


    Only thing that can be done is create perks that counter play styles.


    That aside

    YES match making needs to be fixed

    (i play with a lot of red rank survivors that are not truly red ranks /baby sat or carried along by skilled team mates in swf/ and are ######### or don't contribute anything to the match always resulting in all 4 survivors getting killed)

    But also ive seen ppl play trials with killers and survivors in different color ranks but i want to blame that on swf.

    Yes swf needs to be fixed or nerfed

  • ppl can ######### on the devs as much as they want but literally one of the reasons the game was made was money (which mind you i very much appreciate out of how much money they make how much is invested to seasonally add content-which ahem is cost effective)


    They are obviously going to continue making changes that are going to raise the chances of more new ppl picking this game up and playing it (and not returning it)


    I also think this community is fortunate because not all other gaming co. Listen to feed back like behavior does

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415930#Comment_1415930

    Well, that's not my experience. Usually at least two people bring DS, in my survivor and killer matches. I basically never miss my DS skillcheck. But i agree with the solo queue problems to an extend.

    My opinion that can be investigated at any time. Balance=

    If you can play 5 matches as killer and survivor each

    And you are able to survive/get at least 2ks at least 2-3 out of the trials. Then the game is balanced.


    You will see that it is not the case with survivors (unless you're playing with swf and running a coordinated trial- which in this case you would be part of the problem).


    I will remind you that those who play swf friends literally play sweaty 4 team swats so chances are as a solo survivor you are never going to survive a trial by being carried by a swat because they exclusively play 4 team only.


    So as an assuming survivor playing the game to just play the games (without skill) because most players don't have skill you probably will not survive a single trial out of the 5.

    Ergo no balance

  • Thank you sir i recommend looking at my profile. I have other ideas

  • Well i dont agree 100% with your mentality. I do understand that theirs A LOT of swf. I played killer recently and i understand it is with coordinated groups i played some games that were not swf and got 4ks


    Its literally no middle ground. Survivors are super nerfed and ppl only do well when they swf

  • @ATOMIC_ACE_PUGG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410253#Comment_1410253

    Oh man what a nerf they made the decisive strike check bigger and it last a full minute. That is so fair and fun

    I dont remember the check being smaller. Anywho it is what it is. Ive come to the conclusion that everyone gets nerfed. And they made a video on billy's "nerf" and its not so bad. All billy got was a overheat mechanic.

  • @Onyx_Blue said:

    @HEXSLAYER999 what's the title of the post? I'll give it a read :)

    @HEXSLAYER999 said:

    I have an idea for a survivor

    A witchy/pagan/esoteric character.

    Perks could be:

    Third eye: active ability. After cleansing a totem this ability becomes active. Once activated the survivor can clear their mind of dr.s maddness status effect/plagues sickness/pyramids tormented status effect. (Or any unique to specific killer status effects)

    Can only be activated after cleansing a totem.

    Stackable with inner strength (the balance is the more ppl that use it, perks that work with cleansing totems-the less totems there will be available.

    Reiki Master or (ahem) hex slayer:

    Basically slightly faster cleansing speed perk. Tier 1 is much slower then regular cleansing. Tier 2 is maybe like 1/2 a second faster then normal cleansing. Tier 3 is like 1 second faster

    Healing aura: healing action button. Becomes active when a survivor is injured or in dying state. Survivor heals injured survivor at whatever distance (but at a much slower rate then regular healing; Just like when healing/selfcare survivor cannot move while healing from distances (cool fingers on temple animation when perk is in use). While the perk is in use the survivor healing's aura is revealed to the killer.

    This ability is cool because if an injured survivor is being chased/or in dying state they can get some progress on being healed; this also gives the killer the option to stop chasing an injured/searching for downed survivor and to go after healing survivor.

    Maybe when there are multiple injured survivors you can select by using one of the analog buttons

    This perk does not stack with med kits-it does stack with botany knowledge, auto didact and solidarity.


    I would love to play a witchy character there so many character troupes and cliches that can be done with this game including when coming up with perks that make sense with the character.


    I love licensed chapters because perk ideas have to really encourage or compliment character play style

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410871#Comment_1410871

    If you want to be taken serious and discuss, i would not call DS "inconsistent", because of a hard skillcheck 27 year old grown man.

    W.e guy. Talking about taking serious and discussing my argument is very neutral and factual. Saying as it is not everyone that plays as survivor is skilled. Survivor gameplay has changed so much due to the fact the before the nerfs survivors did not have to rely on each other in order to survive.

    Nowadays yes in order for at least 1 survivor to survive you have to trust that their are other survivors working on gens and not hiding or distracting the killer and not leading them to other survivors working on gens


    Im aware that this is not the case with swf but for the most part the biggest balance with playing survivors nowadays is that other survivors do not play altruistically


    No i do not mean by game definition of altruistic: unhooking and taking protection hits.


    I mean intentional body blocking. Hiding in the the area behind a survivor working on a gen and vaulting as to lead the killer to them. Or trying to lose a killer in chase by leading them tp team mates working on gens.


    A trial almost always guarantees you have a match with two skill-less players with chances of the last two survivors being 1 the guy/gal that carries the team (unintentionally as the goal to survive is to complete gens so you have no choice but to), and the douche bag that sabatoges everyone else. Usually product of a player who gets hooked once or twice after intentionally playing against the killer toxically and then tries surviving by getting everyone else killed

  • I didnt see the do all of the above to survive. I choose that one.


    Except walk and crouch everywhere (this is rank 1 behavior imo)


    I hate survivors that run, there are so many killers that pick off survivors easily within the first few minutes of the trial because survivors start match by running everywhere.


    Ive had some pretty immersive games where ive repaired a total of 4 gens without even getting seen by a killer and its because i crouch and walk everywhere

  • Its in my discussions i have an idea for a witchy survivor.

    However considering lorraine is psychic i dont see why she cant use them.

    Not saying the perks you came up with for her are not good. I like them very much including: death's image

  • They gave him a overheat mechanic. Long story short he can still do a lot of the same things but now he actually requires skills.


    And his two w.e perks got beefed up-guys get over it

  • @NightmareReborn said:

    I've been a Billy player for quite some time now, and I personally don't really like the changes made to him, mainly because I think he is as fine as it. However, I think these changes worsen many issues with the game in its current state, as well as its design philosophy. A lot of the stuff here is my opinion so feel free to disagree.

    The first issue I want to go over is the unnecessary and worsening complexity of newer killer powers. While this point could technically apply to the new Leatherface as well, I'll give him a pass due to him actually needing a change, as well as the newly introduced complexity actually being beneficial.

    The Hillbilly, however, I feel like is a different case. The thing about the Hillbilly's new power is that the added complexity (with the overheat mechanic) didn't really add much to him. I feel like the Hillbilly's current complexity didn't come from the power itself, but rather the player and their playstyle.

    For example: If a survivor is looping The Hillbilly around a relatively straight loop, the Hillbilly could sometimes rev their chainsaw and mindgame with the survivor, by choosing whether or not to commit to a sprint, which could either earn them a potential down or cause the survivor run away freely if they miss. This, more often that not, resulted in the better player coming out on top. However, now this mindgame potential is removed since the Billy can no longer rev his saw without the risk of it over heating. This change makes the player feel limited by the character, which is almost never a good thing in any game. It's change for the sake of change. This added depth to the power removes depth that the player contributes. I could also go into depth about how changes similar to these can hinder the new player experience, but that's a whole other topic on its own.

    That being said, I don't believe that necessarily ALL of the changes made to Leatherface or Hillbilly are bad. The new Ultra rare addon for billy looks cool, and for the most part, I like the changes made to Leatherface and his addons. However, there is one more issue that I think is really, really important, that needs to be brought up more often, and that is how for both killers and survivors alike, buffing should be significantly more common than nerfing.

    In a lot of games with large and diverse character rosters, it's only natural that some characters are going to be better than others, it just happens. However, instead of nerfing the better characters, buffing the weaker ones is almost always a better option. I feel like the Leatherface buff and Clown buffs were a step in the right direction, but since this was accompanied by a nerf to, what most people consider, the most balanced killer in the game, I can't say for certain.

    Nerfing should be saved for the upmost severe of cases, and should only be done if absolutely necessary. Look at pre-nerf Nurse as an example. She was widely considered to be the best character in the game at the time. Most killers and survivors claimed that her addons were the problem, and that basekit nurse was roughly alright as is. However, her base kit was nerfed regardless. Many players to this day still disagree with these changes, and although her tier placement wasn't affected too significantly, it goes to show how unjustified nerfs can make dedicated players feel.

    While I can't say for certain that all of my concerns will be true (since we'll have to wait until the PTB), I still feel like a lot of this is worth mentioning. Until then, all I can do is hope that things will be different than how I predict.

    Alright, that's my 2 cents on the situation. Feel free to agree, disagree, or do whatever. If there's something I need to clear up, I can do that as well. Thanks for reading!

    Fine points bit the rework didnt happen because of skillful players like you. They happened due to campers and tunnelers.


    His prowess was really strong. And required no skill to play as when used to tunneling and camping.

  • I LOVE IT. but i have bias to some survivor perks i came up with

  • And that you can be saved from final hook

  • They should make this A SURVIVOR PERK!!! ok yes you still die after 3 hooks but while the killer is within a certain radius no hook progress. And so that they just dont walk away to let you die in final hook the killer actually has to walk out of the radius in order for you to die. Tier 3 radius should be kind of far.

  • That's not a bad idea either

  • The first texas chainsaw remakes (the 2000's remakes) had some good musical pieces in it.


    However it would be so funny to hear a little banjo music in hill billy's chase music

  • And just as there are some skillful ass ppl that play killer well, and only play toxic vs the one survivor that plays toxic against them.


    I as a survivor do the same. The moment i see a killer playing op and toxic and piss me off (tunnelling-face camping). I decide to throw the match and play the most aggressive survivor gameplay possible.


    Ex: saboing hooks everytine someone is downed and even if i have a chance of getting caught and losing dropping as many pallets as i can on killer before losing a trial.


    Balance my friends

  • Everyone knows this dude. It affects solo survivors too.

  • Ppl are unsportsman like i get it but not everyone

  • Not everyone is like that. I played a match against plague 2 against one because she picked off two noobs easily and although the other survivor helped at the end of the match while powering the exit gates she left everything up to me.


    But plague did the same. Had better chances because she infected the gen so i not only had to wait for her to leave but for the gen to become uninfected as well.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410253#Comment_1410253

    DS is quite literally one of, if not the strongest perk in the game. Hell, it may be even stronger than it used to be in some people's eyes.

    Edit: for clarification, I'm fine with DS how it is. But it is damn strong.

    It is damn strong but not everyone runs it anymore.

    Only ppl that use it are ppl that know they are not going to miss that skill check.

    Im a level 5 survivor legit level 5 not a baby sat grinded with swf level 5


    And i don't feel comfortable running it. I only use it on days where all killers are playing sweaty or op that i just say ######### it today we go to war.


    I also accept once i use it that i might not be winning any matches and that my gameplay style is merely to piss off killers.

  • Guy calls me kid over complaining as a one shot killer with high mobility for getting stunned once (well maybe-very high situational) after tunneling a survivor that just got unhooked.


    I will say playing as a killer the way the game was intended to be played (no tunneling or face camping) takes skill but even so behaviour hasnt banned anyone for such gameplay style, they just give survivor counter abilities to deal with it.

  • @ytduh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410253#Comment_1410253

    kid, 1min is not a few seconds in this game

    if its weak why its completely head of meta

    is that out from your brain or butt

    27 year old man thank you very much. No adult is going to whine about a game that balances things out for both sides of the games so that everybody has fun.


    Killers all have powers. Survivors really don't.

    And i will really stress that your argument is very whiny. Any survivor that brings ds is acknowledging that they are taking a one time ability that is a situational 50/50 because they have to succeed a skill check.

    In other words they are using up one of their only 4 perk slots for something they might not even be able to use as opposed to running an ability they can actually use.


    Running a hex perk as a killer has better odds then ds

    Yes, killers acknowledge that one the hex ruin is cleansed, that they literally brought a perk that leaves them with an empty perk slot but the perk is actually effective from the start of the game up until the ruin is cleansed-and even so, killer are able to protect the ruin depending on gameplay style

1 2 3