ItsDaEmuDood
ItsDaEmuDood
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Great idea. Are the perks flat rates? Or are they tiering up like the rest? For Eviscerating Strike, would it be 50%/60%/70% and 5%/10%/15%? For Adept, would it be 3/4/5 seconds and 20/15/10 seconds? For Decimation, would it be 15%/20%/25% or 15%/30%/45%? I also have mixed feelings about Adept. Like, a fast action is pretty much guaranteed in a chase, and you get the notification afterwards, so it's not that hard to find them. I thought it'd be overpowered because of how much people do fast actions, but an aura reading is kind of like icing on the cake in a chase. So maybe you should rework it to something like this:
Unlocks potential in one's Aura reading ability. When a fast action is performed 40/50/60 meters away from you, then that Survivor's aura is revealed to you for 20/40/Until they enter your terror radius. And to balance Decimation, maybe have it return a generator to 45%/30%/15% progression? And maybe remove the automatic pallet destruction from the Fed state. Other than that, great idea. -
Trapper - Dude just loved his father, and when he couldn't be loved anymore, he snapped. Blew up the mines out of frustration and loss.
Wraith - Poor guy didn't even know. Innocence put to evil work. #JusticeForBingBong
Hillbilly - Dude wasn't even wanted. Bricked up for his entire childhood. Fed through a hole in the wall. Makes me wonder how they even remembered they had a son.
Nurse - She was just dreaming of a happy family story. After that foreman visit, she knew her life was going downhill.
Huntress - She was just going hunting with her mom. Damn elk. I hope we find that beast and bring it to the vengeful justice it should be served.
Clown - Dude basically lived on his own. His father pretty much didn't love him. He thought after joining the circus, that his life could change. Bad influences got the best of him, and he couldn't turn back.
Shape - Not much sympathy here. Killed his sister before he was ten years old. He was always a pure seed of evil, but he can give a damn good moonwalk performance.
Hag - Captured, chained up, eaten alive (kind of). Sounds like hell, and if it isn't, I don't know what is. When she finally got out, her captor got what he deserved.
Bubba - His family was out in the country, minding their own cannibal business. Even if it was looked down upon, that was no reason for the outsiders to roll around in their truck and come mess with them.
Doctor - Just a guy who loved brains. It was one of those cases where someone gets too into their job. This one got into the heads of many.
Freddy - He just loved being with and helping kids, and was taken as a pervert. It escalated to the point of Freddy v. Springwood.
Pig - She was intrigued by Jigsaw's work, and pretty much fell in love with him. So it was a bit sad watching her mentor leave her. She only followed what she believed was what Jigsaw left in store for her. -
@Master said:
@ItsDaEmuDood said:
@Delfador said:
As you know, hex totems are generally high risk high reward perks. Ruin and especially devour hope are very strong but they can easily be destroyed. NOED can change an entire game from 0k to 4k or all of your dull totems can be destroyed and you will remain as a 3 perked killer.When it comes to huntress lullaby, this perks is just weak. It is not that difficult to hit skill checks even if the killer has 5 tokens. You just need to pay attention. Basic hitting skill checks is just ridiculously easy. Devs most probably thought that it would slow the game down but it doesn't at all.
So what if we change this perk to a non hex perk? Also, instead of hooking survivors 5 times, we can change it to hooking 4 different survivors just like BBQ so it will also counter camping and tunneling. Killers will get something in turn for not camping and tunneling and hooking different survivors.
Do you think that it would too OP to implement or a reasonable change? I think that especially for pig and wraith, it could be a really strong perk since if you don't pay attention to the generators you will miss skill checks, and if you pay attention to the generator, you will get a hit.
Make it a normal perk. The only time this perk would be a problem is against Doc, especially if they're running Unnerving and Distressing, along with Terror Radius add-ons. Paying attention is key anyway, but isn't really used, as all the valuable information is pretty much fed to you. Make this a normal perk.
Not sure whether calm spirit will affect madness skillchecks, but that would be a counter then
Might as well make it counter Madness skill checks. It's starting to turn into the anti-Doctor perk, countering the only good part of his power, which is killing off any stealth, and even then, it's easy to get rid of Madness III.
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@Delfador said:
As you know, hex totems are generally high risk high reward perks. Ruin and especially devour hope are very strong but they can easily be destroyed. NOED can change an entire game from 0k to 4k or all of your dull totems can be destroyed and you will remain as a 3 perked killer.When it comes to huntress lullaby, this perks is just weak. It is not that difficult to hit skill checks even if the killer has 5 tokens. You just need to pay attention. Basic hitting skill checks is just ridiculously easy. Devs most probably thought that it would slow the game down but it doesn't at all.
So what if we change this perk to a non hex perk? Also, instead of hooking survivors 5 times, we can change it to hooking 4 different survivors just like BBQ so it will also counter camping and tunneling. Killers will get something in turn for not camping and tunneling and hooking different survivors.
Do you think that it would too OP to implement or a reasonable change? I think that especially for pig and wraith, it could be a really strong perk since if you don't pay attention to the generators you will miss skill checks, and if you pay attention to the generator, you will get a hit.
Make it a normal perk. The only time this perk would be a problem is against Doc, especially if they're running Unnerving and Distressing, along with Terror Radius add-ons. Paying attention is key anyway, but isn't really used, as all the valuable information is pretty much fed to you. Make this a normal perk.
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@RemoveSWF said:
@Someissues said:
@RemoveSWF said:
Do both.Nerf solo players and remove SWF.
SWF is the issue, Solo players aren't
If one person can loop for five generators, they don't need a team.
They do. Who would do the gens?
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One of my first discussions. It was a Killer idea I had to kind of counter gen rushing without commitment and overall altruistic Survivors.
https://forum.deadbydaylight.com/en/discussion/5047/i-have-another-potentially-bad-idea#latest -
@Runiver said:
@Jack11803 said:
@RuniverDo you think brutal strength being 50% would be fair or balanced in any way shape or form?
50% would be broken, especially on clown. It would make any pallet a deathtrap since you couldn't create any distance.
I use BS on half of my killers already, and I don't consider that perk to necessarily need a buff. It does its job, that is reducing the distance the survivor can create, as well as making it easier to keep eyes contact on a survivor.
10% more would probably not make it broken, but I doubt it's necessary.
Pallets are one of the only things that allow the survivor to break vision of the killer, and it's necessary for them to be able to do so consistently.Perfect way to put it. Thanks for showing everyone that not every Killer perk needs to be buffed.
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@ItsDaEmuDood said:
@Countfunkular said:
Okay how about something a little bit more positive and uplifting.Now the reason I put this in general discussions is because it doesn't quite fit on the killer page or on the Survivor page and I don't really want to split both discussions up just yet. To give you an idea of how to get this thing going and basically get the ball rolling.For the next update which is coming in the next 2 months.
I want the killer to be a teacher and the Survivor to be an intern.
+Teacher: a killer that has perks that punish failed skill checks or a power that keeps track of how many you failed until you score an instant down
+Survivor: making up for those failed skill checksBasically if we're going to have survivors and killer combos we should have them be a ying to each other's yang.
Basically we can get an idea going and basically vote on that I suppose I will go ahead and split both of them up among the forms of Survivor and killer and then apply them to the wish list. The one who comes up with the best idea that people can agree on will pretty much be mentioned in all post concerning this.
Have fun and be creative and please try to stay on topic
Oh and remember no license killers.
Well, if you look at every chapter, and even associate Claudette with Wraith and Meg with Hillbilly, and Dwight with Trapper, then the Survivors don't ever really match up with the Killers in the backstory aspect, except for maybe how they got pulled into the Fog. The Killers should have nothing to do with the Survivors. That's a tradition the devs have kind of kept up with.
By the way, the devs played around with a teacher idea back then, and stopped looking at it since. That wasn't the case for the clown, but he's not a creepy clown like everyone was expecting. He's more of a dark, melodramatic clown. He's not all happy and bright or anything like that. A teacher is associated with children, so that might kill the whole idea entirely.
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@Countfunkular said:
Okay how about something a little bit more positive and uplifting.Now the reason I put this in general discussions is because it doesn't quite fit on the killer page or on the Survivor page and I don't really want to split both discussions up just yet. To give you an idea of how to get this thing going and basically get the ball rolling.For the next update which is coming in the next 2 months.
I want the killer to be a teacher and the Survivor to be an intern.
+Teacher: a killer that has perks that punish failed skill checks or a power that keeps track of how many you failed until you score an instant down
+Survivor: making up for those failed skill checksBasically if we're going to have survivors and killer combos we should have them be a ying to each other's yang.
Basically we can get an idea going and basically vote on that I suppose I will go ahead and split both of them up among the forms of Survivor and killer and then apply them to the wish list. The one who comes up with the best idea that people can agree on will pretty much be mentioned in all post concerning this.
Have fun and be creative and please try to stay on topic
Oh and remember no license killers.
Well, if you look at every chapter, and even associate Claudette with Wraith and Meg with Hillbilly, and Dwight with Trapper, then the Survivors don't ever really match up with the Killers in the backstory aspect, except for maybe how they got pulled into the Fog. The Killers should have nothing to do with the Survivors. That's a tradition the devs have kind of kept up with.
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@Kale said:
@thekiller490490 said:
I'd like to see a PTB were the meta has been swapped. Killers have all the power and survivors must rely on teamwork to have a chance of winning. Because that is how these games should be. So can we all have a agreement with the 5-10% buff because I feel we are off topic.5%
Yes. Let's get back to a less heated discussion...


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@Jack11803 said:
@thekiller490490 said:
Alright @ItsDaEmuDood so you must suck to get bloodlust? I see plenty of great killer players get bloodlust. Might just be tier one but I don't think Monto sucks at killer.He’s not saying that, he’s saying in a basic chase without sprint burst, it that occurs chances are you could’ve done better. And even then it’s not really needed. I think they should just shrink killer hit boxes so they go around obstacles faster. Wouldn’t ruin stealth. But would hurt loops. Don’t know why they didn’t do this.
That's true. Clown's fat a** got Bamboozle so windows would be a more viable option. Killers that are skinnier like Hag, Freddy, Pig, Trapper, and Billy should have some smaller hitboxes so you don't get stuck or hit with a pallet on the edge more often.
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@thekiller490490 said:
Alright @ItsDaEmuDood so chases are completely balanced? I see plenty of great killer players get bloodlust. Might just be tier one but I don't think Monto sucks.Not trying to say that Bloodlust I makes you suck. Just that, good Killers don't need to consistently rely on Bloodlust to get hits. It might come up once or twice a game if the Survivor is a good looper, but if you need it on 8-9 out of 10 chases, then that's saying something.
P.S. I actually love Monto, thank you. Yesterday, I suggested on his Drift King Billy PT. 4 video that he start a new Basement build, the Myers basement build, which would use:
Fragrant Tuft Of Hair + J. Myers Memorial
Hex: Ruin
Territorial Imperative
Agitation
Iron Grasp -
@thekiller490490 said:
Bloodlust is fine. If you get a tier of bloodlust you have been awarded for keeping up with the chase and are being given a chance to get an easier hit.Bloodlust is for Killers who aren't experienced or skilled enough to make decisions in chases that actually threaten the Survivor. If you can get hits consistently without Bloodlust, then you're a high tier Killer. If you need Bloodlust I or Bloodlust II often to get hits or even just get close, then you're not at that level where you can have a heavy influence on the Survivor's actions or route. So Bloodlust is less of a reward, and more of a compensation for SUCKING AT KILLER.
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@Jack11803 said:
@ItsDaEmuDood said:
@ItsDaEmuDood said:
Brutal Strength. 15%/20%/25% or 10%/20%/30%. I don't think it should have anything to do with generators if the speed was buffed to 25% or 30%. It's a great overall perk, and works better on Clown, Huntress, and maybe Hag? Pop Goes The Weasel and patrolling in general are great ways to stop progress, unless you're up against like the Depip Squad or something. The reason it's not super fast when breaking pallets is because breaking pallets is supposed to give the Survivor time to run away, and dropping them creates that barrier. If you're shredding through these barriers without a dedicated build for it, then late game pallets aren't going to exist, and if you continue pursuing, it's going to get easier and easier. Scrap the generator part, and buff it to 25% or 30%. That simple.Not to mention, this also stacks with Fire Up and Myers action speed bonuses per tier up, if you're willing to pick either or stack both. At that point though, it'd just be a meme build.
Exactly, with 50% and enduring, pallets wouldn’t exist. It shares the same problem with bloodlust. It’s supposed to stop looping, but the alternative; actually breaking the chase, also gets punched in the gut
That's absolutely correct. Pallets are supposed to be a pain in the a** for Killers. So, if we buff Killers and their perks to the point where you break pallets without a downside or a second though, or even the possibilty of losing your prey, then it would be hell, and enrage the kids above us in this post. You need to think when a pallet is dropped. Do I:
A. Go around?
B. Break it and pursue
C. Break it and go around
D. Try to counterloop
You can't just sit there and break the pallet with no downsides. The current Brutal Strength makes a noticeable difference in the pallet breaking speed, which is probably what the devs were going for. You'd need a miracle for them to buff it to 25%, and 30%, like I said earlier, could happen, but probably won't. -
@ItsDaEmuDood said:
Brutal Strength. 15%/20%/25% or 10%/20%/30%. I don't think it should have anything to do with generators if the speed was buffed to 25% or 30%. It's a great overall perk, and works better on Clown, Huntress, and maybe Hag? Pop Goes The Weasel and patrolling in general are great ways to stop progress, unless you're up against like the Depip Squad or something. The reason it's not super fast when breaking pallets is because breaking pallets is supposed to give the Survivor time to run away, and dropping them creates that barrier. If you're shredding through these barriers without a dedicated build for it, then late game pallets aren't going to exist, and if you continue pursuing, it's going to get easier and easier. Scrap the generator part, and buff it to 25% or 30%. That simple.Not to mention, this also stacks with Fire Up and Myers action speed bonuses per tier up, if you're willing to pick either or stack both. At that point though, it'd just be a meme build.
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Brutal Strength. 15%/20%/25% or 10%/20%/30%. I don't think it should have anything to do with generators if the speed was buffed to 25% or 30%. It's a great overall perk, and works better on Clown, Huntress, and maybe Hag? Pop Goes The Weasel and patrolling in general are great ways to stop progress, unless you're up against like the Depip Squad or something. The reason it's not super fast when breaking pallets is because breaking pallets is supposed to give the Survivor time to run away, and dropping them creates that barrier. If you're shredding through these barriers without a dedicated build for it, then late game pallets aren't going to exist, and if you continue pursuing, it's going to get easier and easier. Scrap the generator part, and buff it to 25% or 30%. That simple.
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@RotBb said:
With the 2.1.0 update over the horizon, we are getting our perks nerfed. Sprint burst, dead hard, lithe, balanced landing, self care. They’re becoming less useful with the next update. Here’s my idea to keep their usefulness just as good.
Self Care- using a medkit to heal by yourself will make the medkit lose charges at 30/40/50% the speed. Lose progress when not using a medkit is healing is interrupted. Heal others with medkits 30/40/50% faster.
Exhaustion perks- normal activation situations still apply. Recover from exhaustion at 25/30/40% speed while running, 75/80/85% while walking, 90/95/100% while crouched, and 95/100/105% while not moving.Sorry, but the point of a nerf is to make a perk less useful, or drop it out of the meta. People were complaining that Dead Hard, Lithe, and Balanced Landing didn't need nerfs. They actually do because once Sprint Burst dropped out of the meta, people would turn to these perks for their Sprint Burst. Sprint Burst was the actual speed boost on demand. Lithe and Balanced Landing had certain conditions that needed to be met to activate the Sprint Burst within. Lithe was pretty much Sprint Burst, but you HAD to be in a chase to use it, and you couldn't use it in open areas. Balanced Landing also has its uses. You could have the Killer chase you, and just hop off a ledge, have reduced stun time, and get a Sprint Burst. The most probable reason that it's only a Rare Perk and not a Very Rare Perk is that it depends on the map's terrain, which is the determining factor of its usefulness. We do have map offerings too, so Charred Wedding Photographs, Jigsaw Pieces,The Last Mask, and even Heart Lockets would rise in use, threatening Killers with the ability to abuse the height of the map's main building's and height attractions. Adding these would simply be reworks, and might even make them better. The whole point of the Exhaustion nerf was for it to be less of a problem for Killers, especially good ones.
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They could change the way you play him. Earlier this week I saw someone's idea about when the Exit Gates are powered, Freddy comes out of the Dream World, similar to his movies. He can hit Survivors and down them outside of the Dream World, but could still pull them in to hinder them, but there would be no point unless there was a slow, which people in the Dream World should be indefinitely Hindered while they're stuck in there. Freddy needs a power rework, and he needs to feel power, and getting out of the Dream World should be top priority for Survivors, even if it means doing something like removing action speed from Survivors that are pulled in, or the aforementioned indefinite slow. The Dream World needs to be an actual THREAT, to Survivors, to the point where getting out too late could mean death.
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There's a discussion going around about how stopping generator regression should be a channeled action. You have to walk up to the generator, and perform a 5 or 10 second action to stop the regression, and then start repairing the generator as a separate action. While in the process of stopping generator progression, no other Survivors can interact with the generator. You can be grabbed off of the generator while performing this action. Would help killers who can get around easily like Billy, Nurse, and Hag, or killers who've got range, like Huntress and Clown, snipe away at anyone who gets near.
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@Master said:
If you add passive buffs, then you have to add passive downsides tooYep. Make it just like Identity V. Give them a passive downside that'll slightly or moderately affect them in the long run. Here's a list:
Survivor Passives or "Traits"
Dwight - You're a natural born leader, and feel pride proving yourself to your teammates. You do all actions 15% faster. You gain 5% bonus action speed for every Survivor within 8 meters of you, and your Skill Check frequency is decreased by 30%, and the success zones are increased by 30%. You're also physically weak, causing you to vault windows and pallets 25% slower.Claudette - You've spent most of your life learning about plants and the healing they provide. Your healing speed is increased by 20%, your self-healing speed is increased by 10%, and you increase the healing speed of your teammates by 10%. While healing or being healed, you give off your aura to Survivors within 28 meters. You're also physically weak, causing you to vault windows and pallets 25% slower.
Meg - You've spent most of your life being fast and containing your abundance of energy. You're able to recover Exhaustion while running at 40% the normal rate, and you vault windows and pallets 15% faster. You're also very clumsy with machines, causing you to repair generators 10% slower, and the chance of Skill Checks is increased by 30%, and the success zones of repair Skill Checks are 30% smaller.
Jake - You've spent most of your life off the grid, making and breaking various scraps and tools, and generally living rough and tough. Your sabotage speed is increased by 30%, you vault windows and pallets 10% faster, and you can stay on the hook 10% longer. Sabotaging a hook reveals the Killer's aura to you for 6 seconds. You're also only accustomed to taking care of your self, causing you to heal other players 30% slower, and causing teammates to heal you 30% slower.
Nea - You've spent most of your life evading the cops and being sneaky. While crouching, you reduce the sound of your breathing by 50%, and due to your quick movements following the shadows, you vault 10% faster, and your footsteps are visible for 1 second less. You're also into completing risky operations, no matter the cost. Your generator repair speed is reduced by 15%, Skill Check chance is increased by 30%, and success zones reduced by 30%, and regression penalties are increased by an extra 3%. When the Killer initiates a chase with you, you're Hindered for 6 seconds (this effect does not stack or multiply), and escaping a chase grants a 7% Rush speed boost for 15 seconds (Rush would be a new Haste effect, does not stack or multiply).
Rush has a cooldown of 15 seconds.Ace - You've spent most of your life gambling and getting unrealistically lucky. Your luck is increased by 10%, and you and your teammates search chests 20% faster. Once per game, after your first completed chest search, you can choose to trade your item back, allowing you to search the chest once again, granting an item of equal or lower rarity, with a 10% lower chance of a second add-on. Even with your damn good looks, luck isn't always on your side, causing you to either vault 15% faster, 25% slower, or at normal speed when vaulting windows or pallets, the result varying with each vault (Luck offerings and perks increase the chance of a faster vault). Not very used to machines, but is used to taking risks when playing slots and such, and might even rig the game. You repair generators 15% slower, and your teammates repair generators 10% slower.
Feng - You've spent most of your life tinkering with machinery and things of the sort. Your repair speed is increased by 10%, Skill Check frequency is decreased by 20%, and their success zones increased by 20%, and regression penalties are reduced by 3%. Missing a Skill check has a 40% chance to not alert the Killer if they are within 40 meters of the generator. You're physically weak, causing you to vault 25% slower. You don't have a good chance of winning with a teammate out. While a teammate is on the hook, you perform actions 30% slower (this does not stack).
David - You've spent most of your life fighting for your reputation, and to protect the few friends you've got. You vault windows and pallets 15% faster, and the duration of pallet stuns are increased by 20%. Gain a 5% stackable bonus to all Bloodpoint gains for each Survivor that escapes. You're also terrible and clumsy with machines, causing you to repair 30% slower.
Kate - You've spent most of your life bringing others up with your songs, and creating communities around them. Co-op actions are performed 20% faster, and you heal and are healed 15% faster. Those who trail you don't wanna dance, but it's not like they can keep hold anyway. Vault speed is increased by 10%. While in a chase, you reveal your aura to other Survivors for 3 seconds every 10 seconds (with no overlapping time).
Laurie - You've spent most of your life getting backstabbed by close friends, and then returning the favor, so you don't trust a lot of people. Healing speed is reduced by 30%, and teammates heal you 30% slower. You're able to confront the Killer head-on, fuelling rivalries. When you stun the Killer with a pallet, your aura can not be read by them for 6 seconds, and you vault windows 10% faster, but vault pallets 25% faster.
Quentin - You've spent most of your life determining what is real and what isn't, so you have a good idea of what to expect. After you're hit, the Killer's aura is revealed to you for 6 seconds, and your boost after being hit is increased by 2 seconds. You developed a resistance to sleep and narcolepsy. Your action speed is only reduced by 30% while asleep. You vault windows and pallets 20% slower, which is doubled while sleeping.
Tapp - You've spent most of your life seeing and investigating more or less everything the human mind can handle. You can hang on the hook 20% longer. When you're downed, you're able to crawl 40% faster and recover at the same time, recovering 15% faster. You remember when you chased all those criminals back then, and reversing the role helps you bring back some memories, causing you to vault windows and pallets 15% faster.
Bill - You've spent most of your life fighting in wars, and then doing your best to recover and put the agitation and older wounds behind you. Those old wires seem familiar. You repair generators 15% faster, and you gain 10% more repair speed for each Survivor that is sacrificed or killed. You are able to hang on the hook 30% longer. You groan 50% louder, and teammates heal you 40% slower.
Credit To Lalaoz for the base of the original ideas, and this idea of passives in the first place.


I'd say it's a pretty good list. If I put something into a Survivor's passive that resembles the effects of one of their teachables, I'm saying that the perk's effects should be a passive, and that a new and better or more useful teachable should take its place. Hope these ideas get looked at by the devs. We should actually have certain advantages or playstyles in mind for playing certain Survivors. For example, people would actually play Jake for Sabo Builds, or Dwight to Gen Rush as a squad, or Nea for stealth and quick evasion. Just hope it helps the character's in-game abilities fit their backstories better than they currently do.
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Amazing. Great time waster. You could tunnel if you wanted to, or pick off a key Survivor late-game, or use it to secure a kill if the game's pretty much over.
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Great idea, but is the proposed change to Plunderer's an actual change or would all that stuff be added to the current Plunderer's? Secret offering would really shake up the game, so you don't just automatically know it's a more. I'd also really like to see the artwork for these new coins.
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Too overpowered. Hatch should be worked hard for opening. You shouldn't get a free escape if you and your team were so unable to cooperate that only one person is left while everyone's dead.
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@Cecaelia said:
We where talking about it in another discussion but Boil Over is overall useless and has no good synergy with any other perks (besides DS if you're not the obsession) or even really counters any of the killer perks.Reworked Boil Over
You work out. Your thrashing makes it harder for the killer to ascertain a stable grip upon you; making the killer walk 10/20/30% slower while transporting you.or
20/30/50%
Your determination gives off a fierce spirit when facing danger. You wiggle out 3%/6%/9% faster and your effects of struggling are 25%/50%/75% more effective on the Killer.
Keep the first part of Boil Over, and add the same action speed that Leader would provide you if it affected struggling. Pretty simple, and it's still outplayed by Iron Grasp. Now, Survivors, don't complain about being outdone by Iron Grasp. Killers have to deal with literally everything you guys throw at them in the game, so just let them have this little victory, and you guys can own the rest of the Entity's realms. -
@RayChispper said:
Opinions?Great killer. He's got a darker backstory than the rest of the Killers. Perks are very interesting and open up different playstyles. To The Thief is backwards in values though, so you'd want the range to be bigger to be more beneficial to the user. Speed and Terror Radius values would be 115% and 32 meters. If you don't headshot with the revolver, does it do nothing at all? I say it should be where you shoot them, and if the shot hits, it marks them, so the next time they are hit, you strike the gunshot wound, causing extra bleeding, an increase in their groans of pain, and Mangled effect. The bleeding and Mangled would last for 20 seconds, and the groans of pain would last until you hit them again. Deduction would've been a nice addition to the game before the Mid-Chapter patch, because they're making the new Bitter Murmur, which has a range from the completed generator, Auras instead of trails, and retains its end game function, so it'd just be another version of the perk. You should rework that one, but leave it still tied to generator completion. There should be a way to reload, because being a Trapper or Wraith with no power automatically makes you a low tier Killer. So maybe pickups on the map, or rewards for hooks? You need a way to obtain more ammo, as having no power kills any threat to Survivors. I think you should get 2 bullets after you hook someone base, and then have add-ons that allow you to get more bullets after hooking someone. Also, I'm gonna call the chargers clips, because that's pretty much what they are and how they function. Here's a list:
Add-Ons For .38 Caliber Revolver
Common - Slightly increases movement speed while aiming
Common - Slightly increases movement speed while reloading
Common - Slightly increases the amount of bullets obtained after hooking a Survivor
Common - Slightly decreases reload speed
Common - Slightly increases the time of applied effects
Uncommon - Moderately increases movement speed while aiming
Uncommon - Moderately increases movement speed while reloading
Uncommon - Moderately increases the amount of bullets obtained after hooking a Survivor
Uncommon - Moderately decreases reload speed
Uncommon - Moderately increases the time of applied effects
Uncommon - Adds 1 extra clip to your weapon
Rare - Considerably increases movement speed while aiming
Rare - Considerably increases movement speed while reloading
Rare - Considerably increases the amount of bullets obtained after hooking a Survivor
Rare - Considerably decreases reload speed
Rare - Considerably increases the time of applied effects
Rare - Adds 2 extra clips to your weapon
Very Rare - Auras of shot Survivors are revealed to you for 6 seconds
Very Rare - Tremendously increases reload speed
While reloading, all Survivors within a 15 meter range are Hindered
Very Rare - Hitting a shot Survivor applies Hindered for 15 seconds
Very Rare - Reduce your Terror Radius to zero for 6 seconds after shooting a Survivor
Ultra Rare - After reloading, see the aura of the closest Survivor within 32 meters for 6 seconds
Ultra Rare - While you're out of bullets in your clip, gain 15% movement speedGreat ideas, and I hope you use the Add-Ons list well.
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Jake and Claudette, in the Rotten Fields
Kate and David, in The Thompson House
Meg and Laurie, in the Strode House
Dwight and Quentin, in a Badham Preschool classroom
Bill and Nea, upstairs in the Crotus Prenn Asylum
Ace and Feng, in the Grim Pantry
Tapp just faps to some VHS Porn in The Game -
@FrenziedRoach said:
Beast of Prey should just activate when Bloodlust does, we're on the same page thereDistressing is fine as it is. It's currently a staple of many Docs
Fire Up does need love
Spies From The Shadows justs more distance, the auras are unnecessary.
Thana is.... well... just slightly weak. Buff it's base stats and do nothing else.
Unrelenting is fine as it is.
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@thesuicidefox said:
@Orion said:
1. I'm saying it makes no sense to give BP for this perk. How is it altruistic to point out a generator?
2. It will be free most of the time, since lockers aren't usually in visual range of each other. Chases are already long enough; no need to extend them further.
3. Maybe they changed it since I last played (been a little busy IRL), but last I played, it was hard to see for a brief moment.
4. Survivors already have a ton of chances, plus second-chance perks. Killers can stand wherever the [BAD WORD] they want, and there's no reason to punish them for it. Killers are supposed to be the power role; not Survivors. Suggestions like this completely forget that very basic principle.- The altruistic part is because you do it with another player. You don't even need to point at something just do the same gesture as each other.
- No it's not free because it has downsides. It triggers a notification so the killer knows what locker you came out of. It has a risk because most lockers are grouped together, in fact you'd have a very low chance of going to a locker far away. You also can't attempt to kobe, which might not be that big of a deal but it can make a difference in some cases, but the idea is you trade 1 kind of escape for another.
- I honestly don't notice it. I have no problem tracking someone that I just hit, except when I'm Freddy and they are a P3 Claudette and even then not that much.
- You just have to stand farther away. The fact killer can totally prevent you from making a save is BS. If a killer sit that close to you there is no way you can be saved, don't pretend like you can. If you want to talk about things for free, bad killers get free kills because they can camp hooks. Now those killers will get punished for it. If you don't want to get stunned, then don't stand so close to the hook. Killers being in a power role doesn't mean they can completely block hook saves. That's like saying the catcher should be able to just pick up home plate and carry it with him so no one else can score.
But I'm not going to argue the camping issue with you here. Thank you for the feedback, but you are obviously not the demographic I'm trying to reach here. Go check out my killer perk ideas because then you get a better picture of what I think killer should have.
Y'all need to chill. Don't know why y'all heated about some ideas, but I like chocolate ice cream.
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@Master said:
Freddy is already really strong in low ranks because low rank survivors dont know how to deal with him.
Also SC isnt used on rank 20 because the teachable isnt learned yet.Yes its sad, but devs are balancing the game around rank 20 gameplay (funny but by their logic, nurse actually needs a buff
)This is very sad. The devs need to get it together, and start balancing around Rank 1 - 5 gameplay. That's where the good players are, that's where the good balancing needs to be: up there with them. It's so stressful that the better you become, the fewer options you have for success. I mean, what's the point of creating all these Killers if you're only going to need three of them in top tier play. This is terrible, and there's no excuse for it. If people wanna have fun, you're going to need to suck, at least for the time being. We shouldn't be forced to choose between withholding our rank or playing a diversity of Killers. It just isn't fair.
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how is it op? it requires survivors to be greedy. say u see a lit totem. but u dont notice any effects from any other hex perk. if u chose to break it. its a risk. maybe % needs to be lower. but i feel like its a great idea
It doesn't really matter if it's lit or not. Cleansing totems is kind of an instinct for Survivors, especially if it's lit. This is a good reason Hex totems don't reveal which perk they're tied to until they're gone. It's pretty much a guarantee that a Survivor who sees a lit totem will cleanse it unless they are in some kind of chat with the Killer, are asked not to break totems, and something super unlikely. But, the perk itself would be pretty overpowered, seeing as there's no time limit to the slow, so the values should be balanced to 5%/6%/7%, like the Killer's version of Hope. Also, I think a new name would fit it well.
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He swings at the Dwight, hoping to keep his precious totem baby safe...
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@Mc_Harty said:
I said it before, I'll say it again.This will nerf Vigil more then Sprint Burst.
This is also very true, as Vigil won't even be active while running. Poor Quentin, his best perk getting indirectly nerfed because the big-mouth Decisive T-Bag Flashlighters were messing with the poor servants of the Entity again. R.I.P. Vigil's good use while running, you will be missed.
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@Eskay said:
Currently what they want to do, imo, is really stupid because it will, no doubts, decently nerf sprint burst but dead hard will be absolutely destroyed and there will be no point of using it.People are saying the Sprint Burt nerf is a nerf, but I see it as a buff. Look at it this way. What you can do is use Sprint Burst at the start of your first chase, as normal. But then you escape. What you can do is, and yes, it sounds dumb, but like, keep running around the map. This'll preserve your SB for when you wanna use it. When you want to, just stop moving when you get behind cover during a chase. Then wait for that like 1 second, and boom, you're off. I remember when I started playing this game, I didn't realize how Survivor sided it was, so I was like, "Hey devs, can you allow us to prime Sprint Burst? So like, when we run normally we don't use it. So then, when we need it, we can activate the perk, AND THEN start running super fast." Got hit with reality. I remember the first DS change they were gonna do too. It was a buff, as you would guarantee a Decisive, but you wouldn't get healed now. So then you just save it for last hook. People thought of it as a nerf, when it really wasn't.
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@No_Cluie_Louis said:
The pain of the hook and the terror of the killers presence provide you with strength you didn't know you possessed. For every 20/15/10 seconds the killer is standing within 32 meters, gain a token. When unhooked, for each token you have, gain 1 second of sprint burst. During this sprint burst you leave no scratch marks. This idea probably isn't balanced, but please give ideas for improvement and changes
Good perk, but this would only be good if Borrowed Time wasn't in the game. Borrowed time already covers the part about being instantly downed after being unhooked. Even if it is dependent on the rescuer having it equipped, it's pretty popular. And you know what's even more popular? Sprint Burst. After getting hooked, it pretty much cools down unless you get saved instantly. So, run Sprint Burst like most Survivors do, get hooked, get saved, and hope the person has Borrowed. The worst case scenario is if the Killer's there as you're getting unhooked, which would result in a tunnel. But they're usually not, so that's that.If Borrowed didn't exist, this would be pretty good, but again, if the Killer's close or Mama Hunterina is winding up in line of sight, then you're pretty much screwed, even with your Sprint Burst + Dance With Me upon-being-saved perk.
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@Brady said:
I really like the first suggestion, possibly a 2-5 second animation to stop the regression would be nice.Same here. I'd say make it a 5 second animation or 4 seconds for balance, so it would be punishing to do it near the Killer. And, if you're in SWF, you'd need communication to determine if the Killer's coming, and if it's safe.
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@Brady said:
I really like the first suggestion, possibly a 2-5 second animation to stop the regression would be nice.Same here. I'd say make it a 5 second animation or 4 seconds for balance, so it would be punishing to do it near the Killer. And, if you're in SWF, you'd need communication to determine if the Killer's coming, and if it's safe.
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Actually a good perk, but the values should be changed so it's not OP. To get 150% repair speed, you'd need to be using Left Behind, have all other Survivors dead, have no 5 incomplete gens, and be using a toolbox. So that 150% is a bit much, but lower it down, and you've got a decent perk.
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Amazing Killer, and I'd love to see the map. Problem is, Harry is a bit too focused on lockers. Maybe changing his third perk to something a little different would help. Everything else is great.
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Mither Mayhem - No Mither, Tenacity, Resilience, and Unbreakable.
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@MineAntoiya said:
@Tepiglover88 said:
Okay maybe I am crazy but I keep hearing "Da da da da da da da da Afro Circus, Afro Circus, Afro, polka dot, polka dot, polka dot, Afro!"Think you're suffering with a mild case of insanity xD Goddamn Doctor Main! kappa
Lol I see what he means. It's just the same sort of rhythm. Love this theme song. Please do more!
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I love this idea. More communication for the Solo Survivor, and less punishment for not doing SWF.
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Great idea, but Silence is like Nurse's Calling with a larger range at the cost of some activation conditions. Survivor seems too focused on window escapes, so he'd be screwed if caught in an open cornfield area, Macmillan, or like The Game.
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Maybe a third perk could make you immune to killers aura reading abilities while in their terror radius.
Nah. We've got Sole Survivor. Even though it is super situational, and the situation needed for it to be effective is very grim, it's pretty much the same concept.
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@ItsDaEmuDood said:
@JusticeZERO said:
Is she a killer thats a child or has their been age progression since the entity took her?She did age, but it kinda got speed up, so she looks around her late 20s or early 30s.
Lol. Don't think MCote would allow a little baby to serve the Entity, no matter how cruel.
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Good idea, but we're gonna need some new perks. Pretty sure Mr. Evan The Trapperman wouldn't be happy with perks he can't use.
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Good idea, but we're gonna need some new perks. Pretty sure Mr. Evan The Trapperman wouldn't be happy with perks he can't use.
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Pure. Art. Hunterina looks so good.
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Very good, but Achilles Heel is just Make Your Choice inside the terror radius.
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@Nick said:
The amount of hours people put into this. Holy molyGet used to it Nick. You've gotta love the close-knit community over here.
https://www.youtube.com/watch?v=DTKQ2A_KkLk