Karaage
Karaage
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- Karaage
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Hi, I always considered old Kindred to be a selfless perk and it was still used so I think there are some selfless people out there.
But yeah, I'll think of some buff.
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Sounds nice. Maybe reveal aura of other survivors as well?
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I imagine the Black Box effect would transfer to the new obsession.
BTW, even without Nemesis, it's already possible to transfer obsession using Decisive Strike or Furtitive Chase.
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I think Silent Hill visuals would apply only to decayed ground and Nightmare area.
1) Yes, they can run straight and outrun him. My idea for this killer is that he'd be a setup kind of Killer, similar to Trapper and Hag. You'd need to spend some time decaying the map first. He'd be good at loops tho; not only could he decay the whole loop, the extra range on his attack would be like 1.5~2 times the length of a pallet, so You could potentially Swing at someone over low walls or pallets.
2) Rage activates only when You get hit by a pallet; similar to how You see a Killer take a pallet in the face and notice he has Enduring so You start pre-throwing Pallets to prevent Spirit Fury, this perk would have the same counterplay.
3) My idea for Shared Pain is that other Survivors would see the downed Survivor getting Broken, so they have a choice whether to help at expense of their own health or not.
4) Unchained is pretty much just a fanservice for all DS Haters; DS has 5 second stun, so You if you get hit by it the perk instantly activates. And no one else can block for the DS user either, since they're all Exposed ;)
5) And yes, Nightmare does have a time limit. I just didn't put it any numbers because
lazybalancing numbers is a hard job. -
I think 15 seconds of searching is too long for just a reward of max 6 seconds of aura reading. Other than that, interesting perk ;)
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I was thinking of 32 metres originally, but it seems too high for me. With 2 people downed, that's almost like half of the map covered? (exaggerating a little). If we want to buff it, I was thinking of quietening foot steps as well as hiding scratch marks. Main purpose of this perk is to be ninja around downed and hooked buddies after all ;)
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False Hope
When all is lost, they hold on to the last glimmer of hope... but none may escape Your grasp.
Once Hatch has spawned, gain ability to see Hatch's Aura within 24 metres. Standing still on top ot the Hatch for 2 seconds activates the Perk.
Next time Survivor interacts with the Hatch, the Hatch is closed for 40/50/60 seconds and all Survivors' location is revealed for 5 seconds. Hatch is blocked by The Entity and cannot be opened until timer expires. Hatch automatically opens again when timer expires. This effect can only be activated once per Trial.
While the timer is running, all Survivors gain Exposed Status Effect.
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I think single UTA grants 9% Luck max, so 3 UTAs would be 27%. But 27x3+30=99%, so doesn't make much change. I added luck multiplication mainly because I had no other idea for bonuses You'd gain from gaining higher Tiers of the Perk. Now that I thought about it, adding small cooldown to the perk would work best.
I don't agree with the overpowered tho. Survivors sacrifice 3 Perks slots (UTAs) + 4 Perks slots (GL) just for authentic M1 simulator experience (that is, without even caring about skill checks). That's 7 perks slots that are not Meta perks which Killers don't have to deal with anymore. And I personally don't think that any high ranked Survivors have any problems with hitting skill checks, so what advantage would they gain from sacrifing all these perks slots?
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Last one of these community challenges was Howling Grounds (February 2018), I think. Before we had Fall Masquerade (September 2017), Blood Feast (August 2017) and 1st Anniversary (June 2017).
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I see plethora of technical issues this would bring, but it is fun indeed :)
Also wouldn't it work better as gamemode? Survivors in 1st person, Killer in 3rd.
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"for every second of repairing" immediately made me think of gen-tapping. Survivors see Ruin? Gen tap. Survivors (with exh perks) see Overheating? Gen tap.
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Hm.. while You're slugged You're much more likely to be found by sound rather that blood trails, so reducing sounds of pain while in Dying State would work better than leaving no blood if You plan to ninja crawl Your way to victory in EGC.
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Corrupt Intervention has 80-120 seconds duration, so I feel this perk should also have similar duration. Like Corrupt is hexless version of Hex:Ruin, this perk could also be a hexless version of Hex: Third Seal :) good idea overall.
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Great perk! But reading it gave me deja vu of old version of Deja Vu, meaning it would most likely not be used. How about giving it Deja Vu treatment? is what I thought about. Reduce duration to max 60 seconds, and give it a way to reactivate itself during Trial.
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It sounds really situational, requires someone running next to a Totem and person with this perk already waiting there for them (sounds like SWF?). Not likely in potato solo q. Not to mention potato solo q'ers are unlikely to even notice that they're under the effect of the perk.
Other than that, I like Your idea :)
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Pass the Torch - it sounds like the auras of generators would be revealed to the team at infinite range, and also without any time limit? I'd restrict it to for example 48-64 meters and add time duration of 10 seconds? The 15% repair bonus is too op though, and you could just tap gen to refresh it infinitely.
Shellshock - may be a little too complicated the way it works now. It also uses 2 kinds of Tokens at once: the ones you gain from Bloodlust/getting hit, and the second ones that increase Your healing, making it possibly hard to keep track of. Personally I'd make it so You can only gain Tokens (1 from Bloodlust, 2 from getting hit, 2 from escaping, 3 from surpise attack), each Token grants healing speed, and all Tokens are spent after healing for one full health state.
SOS - combined with Hope You gain 113% Speed, which may not be balanced. Other than that, it sounds fun.
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You can already cancel being healed while in Dying State, so I guess same method could be used to cancel being carried.
Also, this perk would pair up nicely with Urban Evasion or Fixated :) Also did some counting, and the only downside I see it that carrying teammate while crouching (no UE) is actually slower than crawling with Tenacity, but other than that it'd work great.
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They way I see it, Gambler's Luck and Technician would be activated one after another. They wouldn't stack, like giving 80% protection, but first GL would try to activate with 30% chance, and if it fails then Technician would try activate with 50% chance. Or the other way around.
I do agree gaining Tokens may be little too powerful and I don't realistically see this perk in the game. My idea was to limit its power by giving it cooldown. 30-20 seconds is Quick&Quiet's levels of cooldown, but how about 120-100 seconds and perk starts the trial already on cooldown?
Also, the cost of perk slot is indeed something to take into consideration. The perk itself does nothing, so You'll need to invest at least 2 slots to gain anything from it. That'd leave only two slots for everyone's favourite meta perks like Adrenaline, any exhaustion perk, Self-Care, Borrowed Time, Iron Will etc.
I wanted to create a support only perk similar to Open Handed, that enhances other perks and also give some new purpose to sabotaging, since it's pretty much dead.
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Hm.. I can already imagine a survivor T-bagging Killer then standing still to trigger Endurance Status. But Killer is smart and just face camps the standing Survivor. It brings back memories of old Hatch stand-offs :) Except Survivor will die to EGC eventually.
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I think a perk that passively affects survivors may be too strong, at least basing on the fact that all released killer perks so far have some sort of trigger. Unnerving Presence, other perk that makes skill checks more difficult, requires survivors to be within Terror Radius, and Thanatophobia requires at least 1 survivor to be injured. Mindbreaker seems to be an odd one, so not sure about it.
And 20% more bloodpoints seems little low. 50~100% would be fine.
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30 seconds sounds a little too much. This perk makes me think about Iron Maiden, so how about 15 seconds? But instead change cooldown to 60/50/40 seconds.
Edit: Also You can go crazy and add that cooldown only starts after exposed effect has expired; meaning that if You manage to down another survivor with this perk it would refresh its duration since the cooldown didn't start yet.
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Mangled - The Survivor is heavily injured and requires more time to be fully healed.
Legion and Borrowed Time trigger Deep Wound - The Survivor is on a bleed-out timer until healed or mended.
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You wrote 'mangled' and it is a status effect that makes You heal slower, I think? That's not how Borrowed Time works. As the perk is described now, if You get hit during vault, You not only get downed but also debuffed with mangled. So it gives absolutely no advantages and only hinders user?
But since You mentioned Borrowed Time, I'll assume You meant You get BT effect instead of mangled. I'll also assume You meant the BT before it was changed into applying Deep Wounds. I made up some description using old BT that should be ok:
Brat: Start the trial with 2 tokens. While vaulting any damage taken that would put you into the Dying State from the Injured State will instead trigger a 10/20/30 seconds bleed-out timer and consume 1 Token. Taking any damage during or reaching the end of the bleed-out timer will put you into the Dying State.
That said, it'd still be a free hit protection, but maybe reducing bleed-out timer can help balance it.
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Brat is too overpowered and won't make it into the game. Remember Mettle of Man on release? There was already big backlash against gaining just single protection from getting hit, and Brat not only grants You multiple protections, it also is much easier to activate.
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Good catch. Closing hatch activates EGC with 180s timer, while it also activates Hope with 120s timer. So technically You can still be caught after 120 seconds.
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Imagine pairing it up with Hope for 115% movement speed :) Killer would never catch You in chase (unless it's Nurse, Spirit, Billy, Trapper, Hag, Clown, Huntress, Freddy, Demogorgon, Plague).
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I found the post: https://forum.deadbydaylight.com/en/discussion/31803/chapter-concept-ancient-reckoning
Your perk certainly is more complicated than mine :)
My perk philosophy is simple is better, I don't really think about competiveness. I only play killer casually at green ranks, and I like unique perks most, e.g. hangman's trick or Hex: Third Seal or Dark Devotion lately.
That said, I only thought of this perk on spur of the moment. Game calls Items and Chests "killler's belongings", but gameplay-wise killers are quite indiferrent when survivors interact with them, so I wanted to remedy that.
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I notice many DCs happen after first survivor gets downed (the one DC'ing is the downed survivor).
All I can say, being found and downed first does not mean the game is over for You already and there's no point in staying. The game is not over until You die on the hook; even if You're downed and dead on next hook and killer is already picking You up there's still a chance You can get away somehow (either DS, or Flip-Flop, or Boil Over, or teammates may pull off some amazing save or block the hook for You).
In my experience, I could get downed and hooked first, then camped and tunneled after getting saved and gethooked again in a very short period of time, but I would still escape in the end. Granted, the first part of the game would make me extremely tilted, but DC'ing or killing Yourself on hook would only reward the Killer, and I saw no reason to make such scuzzball happy, no?
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@Yung_Slug said:
Could see some use in anti-slug builds and certain SWF groups with flashlights and insta-heals. The insta-heals with that perk might be a bit too powerful, now that I think about it.
Can always add anti-medkit rule to it, similar to Autodidact.
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@Pigster thanks for feedback!
Perk may not be viable much, but I like its simplicity more than adding extra effects, making using it confusing and such.
But one idea I got from You, is like adding pseudo Second Wind to it?
New Blood Price after changes:
"While You're in Healthy State, gain an additional 50/75/100 % speed increase to healing up others. After you have healed other Survivors for the equivalent of one Health State, substract one Health State from Yourself and gain Broken Status Effect for 45 seconds. After 45 seconds You're healed back to Healthy State. Perk gets deactivated if You're put into Dying State while Broken."
So now I got rid of Tokens, and You get 2 Heals per 90 seconds, similar to We'll Make It? Except You'll be Broken most of the game now.
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@Pigster as You noticed, We'll Make It only works after unhooking someone. This one works in all situations. That said, We'll Make It does sound much better. Blood Price would be much more situational and clutch perk.
Edited: Also, No Mither + Tenacity + Blood Price sounds like a combo I'd like to use :)
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Hi @Pigster, sadly the max limit on healing speed is 100% (We'll Make it says it in description too), so combining it with WMI or Botany won't work.
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@TheUnendingNightmare @Yung_Slug
I made it 28m to mainly counter aura reading of Nurse's Calling by Stealth Killers, so like when You're healing Yourself and suddenly You start hearing Voices and no Terror Radius so You know You're in danger. As TheUnending noticed, You can already hear TR at 32m so I thought that range was sufficient, also greater range would make it less useful in detecting killers.
I think Spine Chill messes with Stealth Killers more. My perk at least needs to be activated first to work. And @Yung_Slug , I really like the idea of screaming :) As the perk is for now, You'd get lots of free aura blocking, since at least every BBQ use by killer should activate it (at least if other Survivors use Bond, which is good for soloque?). By revealing location You mean the Killer Instict, right?
Also, revealing in revenge Auras of survivors that see Your Aura is a neat idea, but I'm thinking of Voices to be more immersive concept. Like, You're paranoid and hear voices in Your head. Is someone watching me? What was that? Where is everyone? What is everyone? Is anything real?
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@NuclearBurrito
WGLF is strictly BP-farming perk with no extra effects, while BBQ also grants strong Survivor Aura reading for the Killer.
Also, You should've been here when WGLF granted 200% BP 😉 It was the most
funbroken thing. -
@csandman1977 yea, forgot about that.
Since that's the case, dc'ed survivors will not leave Corpses behind, only Husks which are considered still living (?), I think. So the perk usage will be limited only to 1/ Mori'ed survivors or 2/ slugged survivors that bled out. So You could slug the Husk and have it bleed out if You really insisted on using this perk. I wonder if other survivors can interact with the Husk, like heal it?
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On a sidenote, I'm really disappointed that none of the new perks adds Oblivious status to the Survivor. When I first saw the leak for this new status (hear no Terror Radius but also not be affected by all debuffs coming from being within TR), I was excited that we'd get a new perk that both hinders but also gives advantage to player (similar to No Mither).
Granted, it'd would counter only a few things (Overwhelming, Distressing, Unnerving, Coulrophobia, Infectious Fright), and now that I think about it, it would counter completely Legion's Killer Instinct, but at the cost of never hearing TR again, and things like Stake Out not working. It would also pair nicely with the new perk Inner Strength, or Object of Obsession (if You're masochistic).
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I wonder if Surge will activate Overcharge on generetors?
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The scratch mark perk gonna be counter to Predator, not that I see many killers use it. But it's a perk good for spirit, so scratch mark perk gonna be a counter to Spirit?
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My idea was, since they're technically not Your Auras, You being blinded shouldn't affect You. Also, I just wanted to use word "trumps" in any context >:) For now, only Kindred uses it, we need more!
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Thanks for feedback!
About Blessed; I thought increased healing speed to be main focus of the perk and added aura reading just as a bonus, not to rival Empathy.
About Chatty; as name implies, it's all about survivors meeting and conversing face-to-face. 8 meters range is the same as Prove Thyself, and I'd imagine having a talk at 24 meter would be quite hard ;) (unless You shout, but then killer would hear You).
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I bought him, and that's what I got, white costume and knife.
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It's out now :)
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It seems I overreacted and should just wait patiently till Steam updates itself, sorry everyone :)
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By adding broken I don't mean entering Basement would injure You and put You in Broken Status. It'd be only applied if You enter Basement already injured or get injured while inside Basement.
I don't mean this perk to be super useful or anything, just interesting/situational at best. It could pair well with some meme basement builds (and You wouldn't even need to play Bubba for some instadowns :) ), but it'd be something like Hangman's Trick or Hex:Third Seal in sense of interesting but not helping much.
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Yea, that's the idea, unless You get hatch. Since many people call Legion "guaranteed first hit", I thought of making Pig "guaranteed one kill" killer.
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Hey there, just dropped in to share my idea on RBTs. Thought about it some time ago, but I don't think it's good enough so didn't write about it.
My idea of reworking RBTs would be to completely remove RNG elements from it. It would work as follows:
>You start the Trial with 5 Traps, but only 4 Boxes.
>Removing Traps in Box now has 100% chance of succeeding, but time required to remove them is increased (You may make it so that time required is increased depending on how many generators are done).
>Removing Trap permanently disables the Box that was used for the remainder of the Trail.
>Survivors removing Trap can be interrupted by other survivors with Trap.
>Pig can't interrupt survivor removing Trap in the last Box.
So my idea is so that survivors can remove Traps in any Box, but doing so removes the Box from the game, so as game goes on Pig has less Boxes to patrol. I made it so there's less Boxes than Traps so being last survivor trapped is a death sentence (unless hatch) so do Your best to not be the last one ;)
I also added that survivors with Traps on them can interrupt each other while removing them in Box. I thought it's add tension for when there's only 1 Box left and 2 survivors have Traps on them. Either 1 of them be altruistic and die for the other or both die together :)
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I included Deafened status so that when You enter the Basement You can't hear or see (Blindness) the Killer approaching, making Basement saves more stressful and scary.
I added Broken to prevent healing in basement; not useful for healing right after being unhooked since You'd suffer from Exposed anyway, but to prevent survivors from hiding and healing in Basement at any other point in the game.

