ItzZane_
ItzZane_
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- ItzZane_
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@danielmaster87 said:
Wow, you lore riders are something else.
Trust me, Not all of us are like that
@Falkner09 said:
Have the devs themselves ever confirmed that the Entity is harmed by light? I'm pretty sure that theory became popular belief because a fan made a long essay on one of the forums claiming it must be true, and everyone liked it so the fans decided it was official lore.
Now these same fans are acting like the devs have broken the law by contradicting their own imagination.
Lmao if it's harmed by light Why did it make flashlights and make gens light up? If it's harmed by daylight?
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This will be great! but i want to change it a little bit:
Prestige 1: First teachable perk
Prestige 2: Second teachable perk
Prestige 3: Third teachable perk
Or maybe it will give you the 3 teachable perks BUT prestige 1 is level 1 for the 3 perks prestige 2 is level 2 and prestige 3 is level 3 a.k.a maxed
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Get character to lvl 50
farm BPs (1million or more)
prestige
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Maybe wraith could use his bell to crush the survivor's skull then he would smack them with his weapon
Or he could pull the survivor's skull and spine out of the survivor just like he did with azarov?
Trapper idk how i would change his mori
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@Mineguy said:
Lucky break will not only hide your blood, in the upcoming ptb it will also disable your scretchmarks as soon as you're injured. Yeah the time is reduced but... You get hit, get the speed boost and no killer can see where you are going. This with iron will and the survivor just disappears to heal themself and then they have at least half of the perks 90 seconds left.
It's not like players use poised lightweight distortion etc... Why would they use lucky break? + It's only 90 seconds and when you heal urself it will take time It will NOT become meta
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@Shroompy said:
Clementine is only 16 or 17 if I recall correctly making her too young to be added, it would be cool al though I don't see it happening
They could do the same thing for cheryl a couple of years had passed and clem is 18+
@bjorksnas said:
No, to small and too young the youngest we have right now 18 any younger and it more seems like child abuse than multiplayer survival horror gameplay
Bruh we have quentin & laurie BOTH of them are 17 and nothing happened
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@RiskyKara said:
Don't hurt my Clementine she's been through enough ;_;
I will still feel bad for killing her but It would be cool to have her in the game
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@Yords said:
I mean, maybe? She's a little too young if I'm being honest.
I don't think people would be too happy to kill Clementine lol.
I mean...we have quentin and laurie Her being in the game wont be a problem, But yeah NOBODY would be happy with killing clem
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@Sonzaishinai said:
Lucky break is about to get a buff that when combined with iron will allows survivors to just dissapear when they get hit. Which will be very problamatic.
Thankfully killers have a perk that will mitigate some of the shenanigans from this perk that being spies from the shadow.
Which brings us to the next logical conclusion. Yes, you heard it here first folks. Calm spirit will become meta!
When they put it as only perk in the shrine last year's april fools we were all laughing. But who's laughing now?
I HIGHLY doubt it, 3 perk slots that are only useful when you're injured sounds like a dumb decision to do
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Nope if it was JUST claudette it would've been offensive but he's doing it to meg dwight and jake And he's wearing claudette's mask because it's a mask Not because she's black Idk why people say it's offensive
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0 chance
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@ShadowRain said:
They won’t, all they care about is “survivor fun”
Lmao you're so biased
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@Pirate said:
Hey Devs! As if you ever gona read it anyway...
I am here even before the PTR so I can be one of the first peoples opinion you are gona ignore and ruin the game for several months. Just to see more riot in the community and are forced to change stuff back.
First and most important:
Lucky Break
Please! Dont! PLEASE! Thats the opposite direction you need to go! If you give any survivor the ability to hide blood and scratch marks for 90 sec every time they are injured this will completly ruin the game! This is with no doubt the most broken thing scince DS could be used my everyone without limitations. Combined with Iron Will and dark clothes people will be invisible for 90 sec! Even if you would make it a one time use and deactivate the perk completly it is still as strong as DS without limits on whole team! I cant discribe in words how unhealthy this idea is! E.g. How should a nurse ever again follow a survivor when he has no blood and no scratch marks after the first hit or a spirit, and they are the strongest killers now imagine the weaker side!
Demogorgon
Demo needs some basekit buffs! And the ability to remove your own portals would be nice without using an addon that does it every time!
The Huntress
"Soldiers Puttee" is a brown addon not an ultra rare! Iridescent Head went from the most broken addon to the most usesless one (excluding the meme stuff), why not change the effect? One user here once suggested to make the new Iridescent Head reload the hatchets on hit making huntress able to not reload when playing well! This sounds like the perfect ultra rare addon!
Toolboxes
Adding more skillchecks is cool... but it also makes them more effective! I play only around 20% of my games as survivor but still I am rank 1 and I hit 90% of my skill checks great! This will just make toolboxes stronger across the board! And the repair bonus on OOO is also not necessary.
Please! Listen to use before its too late!
Damn you wanted buffs for killers and nerfs for survivors I agree with demo and soldier's puttee but lucky break being OP? lmao it doesn't reset when you heal And toolboxes are fine the way they are
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2103889#Comment_2103889
okay now i'm confused. If BT is supposed to activate within a certain amount of range depending on the killer than that's a little off. It needs to activate if the killer is at least 32 meters away from the hook regardless who the killer is. Sorry I'm like kind of frustrated.
I think it's a pretty fair change
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2103860#Comment_2103860
I get it now. It would make sense because why should it activate if a killer is on the other side of the map???
It won't, BT now works with the killer's terror radius regardless if they're undetectable or not AND they have to be near the hook, for example a clocked wraith is facecamping and you save the survivor who's being camped that survivor will get endurance Why? because the wraith is within 32 meters, Like if he wasn't cloaked you will hear his heartbeat which will trigger BT if you save the camped survivor It depends on the killer's terror radius The smallest terror radius in the whole game currently It's huntress she has a 20 meter terror radius
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@Yords said:
I would like to remind people that every change is not final and we still have time to give feedback (yes, I know it might be futile, but you miss every shot you don't take) to the devs what the iri addons can be changed to.
Here is what the iridescent head could be changed to:
- When a survivor is hit by a hatchet 20 meters away from the Huntress, they will immediately be put in the dying state.
- The iridescent head no longer reduces the amount of hatchets the Huntress can hold
So basically, it would change the iri head to be weaker, but not useless and definitely strong. It would reward good Huntress players for hitting longer range shots and if survivors start to play it more safe, it would buff her zoning potential. Usually when survivors are zoned out, they will only take one health state, so they can play a little greedy like this. With the new iri head, they will be much more cautious about it, giving the Huntress more pressure without it being busted. I'm sure many people would love this change.
Here is what the soldier's putee could be changed to:
- Whenever the Huntress has one hatchet left, her movement speed is increased to 115% until she reloads.
- During this time, she does not emit a lullaby.
The current soldier's putee is honestly pretty bad. It is bad because no Huntress is going to spend more than 10% of the match without any hatchets. This buff would allow you to have a hatchet and be able to get the jump on survivors with your short 20 meter terror radius. It would synergize with monitor and abuse as well, giving her another build to work with. It would give her a high risk high reward strategy too, I mean she only has one hatchet and no lullaby with this, so if she got the jump on survivors she could probably down them.
The quality of life change would be to increase the Huntresses base movement speed to 115% when she has no more hatchets left.
Thoughts?
I think hatchets should be reduced to 4 hatchets tbh or maybe 3
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@Nathan13 said:
32 meters? 24? guess we'll find out tomorrow
For example ghostface's terror radius is 32 meters
when he's using his power and he's camping and you unhook a survivor that survivor will have endurance IF you're within 32 meters I hope this made sense
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Idk abt totem counter being base kit tbh Its good but bad at the same time Idk how
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Yes
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Bruh new object will kill distortion tbh They should buff distortion by starting with 3 tokens and 5 at max and you'll regain the tokens by escaping a chase
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2102397#Comment_2102397
You cannot bait out a dead hard that's used for distance for a pallet / window that's right in front of them lol
it's so braindead when people say "just bait it out" when that's not how it works in reality. if it was that simple to do it wouldn't be the most used exhaustion perk in red ranks
I play both sides Like yeah it's true that you cant bait it out when they're near a window/pallet It honestly depends on the killer ur playing as and the perks that ur using tbh
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2101826#Comment_2101826
And no survivor perks should be that braindead and successful either
E to outplay?
You can bait out DH but freddy can be OP regardless if you're an old or new player
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@Ramxenoc445 said:
Okay so first obvious one
https://us.v-cdn.net/6030815/uploads/BS1PPNS7QEJA/huntress-iri.png
I do not like this at all. Her entire well being as a killer is based around hatchets and limiting her to just one regardless of what it does is a death sentence. Throwing hatchets is all she is. Throwing hatchets is her way of life she's far too slow to be limited to just one. Why not go with the change everyone felt would be good which was giving it a range requirement to one shot. This was the huntress players that have the skill can still be rewarded for their skill and huntress players can't just do what Billy does and get up on your butt and get you almost for free. This is a bad change in my opinion because it doesn't tackle what people ACTUALLY hate about the add on. Just lowers the amount of times she can try to do the thing people hate.
https://us.v-cdn.net/6030815/uploads/HTL06GA4IMAI/huntress-new.png
This one I kind of like. If someone using her knows they're not very good at hitting their hatchets they can use this to help them out so that its not do or die with playing her landing hatchets. The problem with it though is that it will also encourage ONLY using hatchets up close. It only works while you don't have hatchets so in my head with this you only have reason to use hatchets up close because if you miss them all you know you'll have a bigger chance of catching the person you can't hit with hatchets.
Overall can't stand the first change. Second one might turn out to be nice, but expectations for how it'll perform for people is very low considering it just brings her up to the standard killer speed as an m1 killer with no power.
The Iri head change is really bad I think it should down survivors who are 15 meters far Thats the only change i would give her iri head addon
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I LOVE this update finally something i don't disagree with
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2101166#Comment_2101166
Don't substitute the concepts please.
In any other game daylight wouldn't be an issue.
But in game where one of core things is that the day NEVER starts this is a huge issue and people ignoring it just don't care about the lore.
You know that the realms are just copies? and the sun isnt really the sun? same with the corn you cant eat it etc etc...
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@Profezia said:
They actually think it's a good idea to make a daylight map in this game.
Even dead dawg saloon was a least failure because the sun there could at least be partially explained by a sunrise or a sunset, so it's kinda stuck in between so it was close, but never actually started. Just like death for survivors.
Dear "Dead by DAYLIGHT" developers, would you mind answering a few questions?
SINCE WHEN ENTITY STOPPED BEING HURT BY LIGHT?
since when killers, who get literal burns from weak flashlights stopped being afraid of broad daylight?
WHY DID YOU FEEL LIKE IT WOULD BE A GOOD IDEA OF KILLING THE IRONY OF "DEAD BY DAYLIGHT" BY ADDING A MAP WHERE THERE IS DAYLIGHT?
CAN SURVIVORS JUST DIE PERMANENTLY WHENEVER THEY DIE ON THIS MAP?
CAN YOU JUST RENAME THIS GAME INTO SOMETHING LIKE "CIRCUS OF PAIN" ? IT WOULD BE WAY MORE LORE ACCURATE THAN WHAT WE ARE GOING TO HAVE NOW?
Delete the sun from this map.
Make it dark.
Stop ruining the last pieces of consistency in an already ruined lore.
Or just say ######### it and start adding teletubbies as killers, it wouldn't do any worse at this point anyway.
Dude, Let's wait til the map gets released I HIGHLY doubt coldwind being this bright Let's just wait And don't get pissed off over something THIS small lmao
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The hatch and risky repairs challenges are really painful Those are the ones i struggle with the rest of the challenges are easy tbh
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Myers needs a full rework not a buff Since BHVR renewed their license with halloween maybe a myers rework? with laurie's face changed? and haddonfield fixed? And a tome with laurie & michael that would be sick ngl
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https://www.youtube.com/channel/UCyNbxnwqbcj8TERPitNrQWg This channel is so ######### creepy ngl Im surprised that youtube didn't shut it down or anything
WARNING: Don't watch any of the videos If you get easily scared/creeped out
idk if it counts as an internet mystery tho
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The best anime chapter DBD could bring is future diary tbh Or death note
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Totems should be harder to find tbh
I play both sides equally btw
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2099342#Comment_2099342
Added in! Thank you, this was a really good idea! :)
Np! :D <3 I wish the devs would see all the changes
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2099295#Comment_2099295
I actually like this idea a lot more, as it aligns more with Spies from the Shadows! Maybe reduce the reveal time to 5 secs though so it'll better align with the cooldown and also have it only be within 32-24 meters?
I'll try this again:
Animals seem to trust you as they often stay calm in your presence.
The chances of alerting nearby crows are reduced by 100% and your urge to scream from pain is suppressed
When someone disturbs a crow within 20/24/28 meters from you whether it's a killer or a survivor their aura will be revealed to you for 5 Seconds
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Object sprint burst built to last And head on with a flashlight and double batteries with a SWF you will bully the ######### out of killers with this build tbh
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I've never seen any hillbilly since august It's not because of the overheat mechanic It's because they removed charge addons and hillbilly is hard without charge addons IMO
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@thefallenloser said:
The meta in the game could use a real shake-up. Here's my idea on re-balancing most of the survivor perks, so that survivor have more viable options.
As a foreword, these are just my ideas, not actual implemented changes. No "BuT KillERS, SUrviVORS oP," I will make a post like this for killer perks as well in the near future.
Let's jump in!
- Ace In The Hole -
- After retrieving an item from a chest, select 3 of 4 randomly generated add-ons of rare quality or greater. Allows for the use of 3 add-ons. Increases luck by 3%.
- Adrenaline - (no change)
- Aftercare -
- After unhooking survivor, you will see each other's auras. When hooked, survivors who could previously see your aura gain a 10% increase to healing, sabotage, and unhooking actions until you are unhooked. Aftercare resets once you are unhooked.
- Alert -
- When the killer breaks a pallet, wall, or generator, their aura, as well as the aura of the broken object is revealed for 6 seconds.
- Any Means Necessary -
- Reset a dropped pallet. Resetting a pallet will inflict a stackable 10% Hindered penalty for 20 seconds.
- Appraisal -
- Start the trial with 3 tokens. Consume 1 token to rummage through an already opened chest for an item 80% faster. For each generator completed, regain a token. Increases luck by 3%
- Autodidact -
- Start the trial with a -25% penalty to healing skill checks. Each successful skill check grants an additional 15% progression bonus for hitting healing skill checks, up to 5 tokens. Guarantees at least 1 skill check each time you begin healing another survivor.
- Babysitter -
- After unhooking another survivor, the rescued survivor will not leave scratch marks or pools of blood until they are healed or the survivor who unhooked is downed. Reveals the killers aura to both survivors for 5 seconds. All survivors heal the unhooked survivor 50% faster for 30 seconds.
- Balanced Landing - (no change)
- Better Together -
- Survivors will see the auras the generator as well as all other survivors within 32 meters. If the killer downs a survivor, all survivors working on the same generator will see the auras of all survivor for 10 seconds.
- Blood Pact -
- While not the Obsession, see the Obsession's aura. After healing them, move 7% faster while within 16 meters of each other. While the Obsession, heal all other survivors 20% faster.
- Boil Over -
- Struggle sway is increased by 75%. Obscures the auras of all hooks while being carried.
- Bond -
- The auras of any survivors within 40 meters are revealed to you.
- Borrowed Time -
- Unhooking a survivor while the killer is within 24 meters will grant the unhooked survivor the Endurance status effect for 15 seconds.
- Botany Knowledge -
- Healing speed and med-kit efficiency is increased by 40%.
- Breakdown -
- After being unhooked or unhooking another survivor, the hook is broken for 180 seconds and reveals the killer's aura for 6 seconds. Increases luck by 3%.
- Breakout - (no change)
- Buckle Up -
- Determine the progress of survivors' ground recovery by aura intensity. After healing a survivor from the dying state, they gain the Endurance status effect for 8 seconds. Reveal the killer's aura to both survivors for 6 seconds.
- Built to Last -
- Your item will have its charges replenished by 50% for each generator completed.
- Calm Spirit -
- Do not alert crows or scream. Scratch marks are visible from 10 meters less.
- Camaraderie -
- Gain a token when a survivor is hooked. For each time a survivor is hooked, you gain 5 additional seconds of hook time. If multiple survivors are on the hook at once, gain 10 additional seconds for each survivor.
- Dance With Me -
- After performing a rushed action, you leave no scratch marks for 10 seconds. 30 second cooldown.
- Dark Sense -
- When a generator is completed, see the killer's aura for 10 seconds. When the last generator is completed, see the killer's aura for 20 seconds.
- Dead Hard - (no change)
- Deception -
- Interact with a locker while running to trigger a loud noise and erase your scratch marks for 5 seconds. 25 second cooldown.
- Decisive Strike - (no change / reduce timer to 30 seconds, timer pauses while being chased and on the ground, deactivates when another survivor is downed)
- Deja Vu -
- Reveals the auras of the three generators closest to each other at all times. While on one of the highlighted generators, the auras of your teammates are revealed.
- Deliverance - (no change)
- Desperate Measures - (no change)
- Detective's Hunch -
- After a generator is completed, generators, totems, and chests within 64 meters of that location have their auras revealed for 20 seconds.
- Distortion -
- Start the trial with 3 tokens. A token is consumed each time your aura would have been revealed, it is hidden and scratch marks are erased for 10 seconds. Regain a token when a generator is completed. If your aura is revealed due to cooperative interactions, your teammate's aura is also hidden.
- Diversion -
- After being chased by a killer for 15 seconds, Diversion activates. Activating Diversion will remove your scratch marks for 3 seconds and create a loud noise notification from 20 meters which will leave behind scratch marks.
- Empathy - (no change)
- Fast Track - (no change)
- Fixated - (no change)
- Flip-Flop -
- 75% of recovery progress is converted to wiggle progress and vice-versa. After escaping the killer's grasp, gain the Endurance status effect for 10 seconds.
- Power Struggle -
- Reduced wiggle requirement to 20%.
- Poised -
- After completing a generator, you repair generators 15% faster for 30 seconds.
- Plunderer's Instinct - (no change)
- For the People - (no change)
- Head On - (no change)
- Hope -
- For each generator completed, gain a stackable 1% movement speed bonus for 30 seconds. When the last generator is completed or the exit gates are powered, gain 3%, for a maximum of 7%, until the trial ends.
- Inner Strength - (no change)
- Iron Will - (no change)
- Kindred - (no change)
- Leader -
- When survivors are within 16 meters of you, their healing, sabotage, totem cleansing, chest unlocking, and exit gate opening is increased by 25%. The effect lingers for 15 outside of Leader's range.
- Left Behind -
- When you are the last survivor, the hatch is revealed to you. You leave no scratch marks or blood trails, and your aura cannot be seen.
- Lightweight -
- Your scratch marks fade 5 seconds sooner.
- Lithe -
- After performing a rushed vault, move at 150% speed for 3 seconds. You vault 5% faster. Exhausted for 40 seconds.
- Lucky Break -
- While injured, Lucky Break will prevent you from bleeding for 120 seconds. If healed during this time, the duration of Lucky Break will reset.
- Mettle of Man -
- Your aura is no longer revealed while healed after Mettle of Man activates.
- No Mither -
- You begin the trial healthy. You leave no blood trails and breathing and grunts of pain are reduced by 100% You can recover yourself from the dying state. After recovering yourself from the dying state, you become broken for the remainder of the trial.
- No One Left Behind -
- Once the exit gates are powered, the auras of all survivors are revealed to each other. Gain a 50% action speed bonus to unhooking and healing other survivors. Open exit gates 20% faster. See the location of exit gates at all times. Grants 100% bonus bloodpoints in the Altruism category.
- Object of Obsession - (dev proposed change)
- Off the Record -
- Being unhooked or unhooking another survivor will not trigger a loud noise. The unhooked survivor and survivor who unhooked will not have their auras revealed, leave scratch marks, blood trails, or grunt from pain for 80 seconds.
- Open-Handed -
- You and your team reads auras from an additional 16 meters. Increases luck by 3%.
- Pharmacy -
- Unlock chests 80% faster. The unlocking sound is silenced. Produces 2 Emergency Med-Kits the first time you open a chest and an Emergency Med-Kit with another item for each subsequent chest opened.
- Premonition -
- After escaping a chase from a killer, see the auras of the killer and all survivors for 5 seconds. 30 second cooldown.
- Prove Thyself - (no change)
- Quick and Quiet -
- Don't make a loud noise when performing a rushed action. 15 second cooldown.
- Red Herring - (no change)
- Repressed Alliance -
- After repairing a generator for 60 seconds, Repressed Alliance activates. Activating Repressed Alliance on a generator blocks it from all interaction for 45 seconds. Reactivating Repressed Alliance will automatically remove 5 seconds from the timer and unblock the generator.
- Resilience - (no change)
- Saboteur -
- Saboteur does not deactivate until you fully sabotage a hook.
- Second Wind -
- Second Wind will work with med-kits and Autodidact. Second Wind will automatically heal you once the Broken Status ends if you would have otherwise been healed earlier. Reduce heal time to 10 seconds.
- Self-Care - (no change)
- Self-Preservation -
- Increased range to 20 meters.
- Slippery Meat - (no change)
- Small Game -
- Looking in the direction of killer traps and totems within 45 degrees and 16 meters will trigger Small Game. After looking in the direction for more 3 seconds, the totem has it's aura revealed for 10 seconds and you cleanse totems 10% faster.
- Smash Hit - (no change)
- Sole Survivor -
- When a teammate dies, gain a 20% progression bonus to generators, healing, sabotage, totem cleansing, exit gate opening, and chest unlocking for 60 seconds. You become the Obsession.
- Solidarity -
- Healing another survivor will also heal yourself if injured at a 100% conversion rate.
- Soul Guard - (no change)
- Spine Chill - (no change)
- Sprint Burst - (no change)
- Stake Out -
- Being within the killer's Terror Radius for 15 seconds grants a token. Hitting a good skill check will grant a 1% progression bonus on generators. Hitting a great skill check grants a 2% progression bonus. Consumes a token when succeeding a skill check.
- Streetwise -
- Start the trial with 25% item efficiency. For each survivor hooked, gain an additional 2%.
- Technician -
- Generator progress and repair noises, and the failing of generator skill checks are silenced while working on them. Failing a skill check applies an additional 5% regression penalty.
- Tenacity - (no change)
- This Is Not Happening -
- After being injured by the killer, gain an additional second of speed increase. Become Exhausted for 25 seconds.
- Up the Ante -
- For each survivor still living, all survivors gain a stackable 4% luck increase, up to a max of 12%.
- Unbreakable - (no change)
- Urban Evasion - (no change)
- Vigil -
- Recover from Exhaustion while running at 40% of the speed. Negative status effects inflicted onto you that would have otherwise been permanent will be removed from you and allies within 16 meters after 30 seconds.
- Generators within 32 meters have their auras revealed to you. Each time a generator is completed, see your teammates' auras for 16 seconds.
- Visionary -
- Wake Up! -
- Each time a generator is completed, gain a 15% movement speed increase for 15 seconds.
- We'll Make It - (no change)
- We're Gonna Live Forever - (no change)
- Windows of Opportunity - (no change)
I'm gonna get a lot of hate for this.
I have a better change for calm spirit:
Animals seem to trust you as they often stay calm in your presence.
The chances of alerting nearby crows are reduced by 100% and your urge to scream from pain is suppressed
When someone disturbs a crow whether it's a killer or a survivor their aura will be revealed to you for 4/5/6 Seconds Calm spirit goes on a cooldown of 10 seconds
- Ace In The Hole -
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@jamally093 said:
Simple question what survivor perk is worse then No mither I want to know because to me No mither is completely useless but I want to know what everyone else thinks is the most useless perk.
TINH is so ######### bad
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You can headcanon ######### you want but the survivors can't escape the realm they're just going to repeat the cycle over and over til they lost their hope and be thrown into the void OR become a killer
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2098394#Comment_2098394
does the broken indicator matter? the perk wont help slugging anyway
I mean, Killers tunnel the ######### out of me when i use no mither Unless they're a baby killer who doesn't know any survivor perk
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@swager21 said:
any means necessary would just be windows of opportunity 2.0
autodidact buff seems reasonable
breakdown also seems good
calm spirit really doesnt need that
left behind should make opening exit gates 25% faster instead of giving 7% more movement speed, that would turn basic loops into infinites against 110 killers
no mither needs a complete rework, recovering from the dying state should be the only pro to the perk:
you cannot fully recover from the dying state but you can get to 99 instead of 95
you can recover while crawling (like tenacity but without the crawling speed increase)
grunts of pain are reduced by 50% normally but if you are crouching you make no grunts of pain at all
you leave no pools of blood
you start the trial healthy but as soon as you get hit youll get the broken status effect permanently
grunts of pain in the dying state are muffled when the killer is in a range of 8-12 meters
finishing a heal on a teammate will give you the endurance status effect for 8 seconds (might be a bit broken but who knows)
AMN is a very situational perk it would make it a bit useful Also only dropped pallets will be revealed And calm spirit REALLY needs a buff it's useless if the killer isnt doctor tbh Also it would make sense because the crows would trust you And they will help you
The no mither change is good but the broken effect indicator shouldnt be revealed to the killer tbh
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Yeah thats a no lol
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He should carry 3 traps as his basekit tbh
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Spine chill shouldn't light up when the killer is undetectable Since the name of the effect is undetectable while spine chill Literally detects the killer
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@Yords said:
I bet it's mcote
It's the dbd twitter guy
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@megswifey said:
I have been really out of it this month and have been taking a break from major stressors. I started watching silly shows about house hunting or a monkey asking for oranges and they really helped me shut off the pesky part of my brain telling me to worry. Also, if you have any pets, boop their lil nose,,, it's pure serotonin I promise ;w;
I don't have a pet My boyfriend does but I can't get out because of covid ;-;
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@OmegaXII said:
You want to prevent tunnelling. Yes tunnelling sucks, I get it.
But let’s ask one question. Is it SO DAMN HARD to bring 1 DS out of 16 perk slots??
And don’t give arguments of DS being useless or no one brings it in solo queues. It’s FAR FROM USELESS. With just one DS it already forces killers to respect it and not tunnel. Even in solos where all other teammates don’t bring it, you yourself can bring it to force an obsession. Why is it so hard??
Asking for obsession basekit is basically asking DS to be basekit. This is very impactful and it’ll shifts the balance of whole game. Survivors will have more slots to put more second chance perks, and killer has to respect it. It’ll create a scenario where killer is against 20 perks because he respects DS but nobody brings it.
Unless there is a overall killer-equivalent buff, obsession base should not be a thing right now.
Why should i run a perk that I didn't use before the nerf lmao
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Future diary, Yukki as a survivor and Yuno as a killer
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@Jasix said:
Yes because all survivor mains do this... eyeroll. If you are a killer and play 1,000 matches that means you would potentially interact with 4,000 survivors - of the roughly 30,000 players who play survivor - daily. So once again - generalizing what survivors/survivor mains do is a broad generalization to say the least.
The only time I have ever "clicked" my flashlight was to try and blind the killer. Am I survivor main? Technically - no - I play roughly 60% of the time as killer so I have "only" played about 1,900 hours as a survivor.
FINALLY someone realizes that nice survivor mains are there Not all of us are toxic mofos