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Kruxtix_TiTaN_

Kruxtix_TiTaN_

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Kruxtix_TiTaN_
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  • Thanks guys! I'll keep an eye out next time :)

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150155#Comment_2150155

    All of the perks can be good but they will need to be completely change (this is what I think) so here are the suggested change

    Breach:

    Your ability to gain info is supernatural.

    You can see the aura of killer regardless and the duration and range of any aura reading has been reduce to 75%/50%/25%.

    Devious deal:

    Your silver tongue even persuade the entity.

    Any entity blocks are reduced by 10%/20%/30%.

    Changed name: generous offering:

    Your are very generous even in dire situations.

    Whenever you on the first or second this perk is active.

    When a survivor is being sacrifice while this perk is active will be pause for 20/30/40 seconds.

    Use the action button to unhook and give the sacrifices survivor a hook state.

    The perk will deactivate it you are on the third book stage or use the perk (one time only).

    This is all of them. I couldn't think of any changes to number game since it hard thinking of an affect with that name so I'll leave that one out. Tell me what you think. I kept the idea of riveting soul but changed it to not be unfair for the killer but reward the survivor for losing a hook state while gaining pressure. I also try to keep the idea of having a perk that affected the entity is some way which I think I did pretty good on that.

    I like the idea for Breach, however with a complete change to it's design, I'd say yours would make an excellent perk on its own, outside of the Breach I have drafted. I'd say with a complete change that Breach simply isn't a perk you'd want in game, and would therefore be the one you'd vote out, correct? And none of the others are bad either because like I said, the majority of this post is about Survivor perks that are Entity related, so just about anything is valid. I would say that perhaps the times should be reduced to 10/20/30 over the 20/30/40?

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150155#Comment_2150155

    None of the perks are fair in their usage, perks shouldn't trump killer perks 100% or give free second chances for no work

    specific bloodwarden counter, no

    counter to the only 3 out of 81 killer perks, niche usage, still no

    straight increase on the amount of hooks it takes to kill a survivor with the survivor having to do absolutely nothing to gain it, extremely no

    vaulting a blocked window just makes strong tiles stronger, and againts killers that have to m1 chase and are always forced to loop 3 times adding a 4th isn't very fun, so just no

    Straight out the gate none of these perks are healthy or good designs for the game, even if they are in unmarked territory these are some boundaries that shouldn't be crossed

    Of course, that's why I'm looking for additional opinions. I think these perks could very well be implemented, but if new conditions from outside sources are needed, then I wanna hear them. For instance, why would it not be fair for a single survivor to escape the trial during Blood Warden when it requires that two are already killed? A. The survivor has to bring the perk. B. The Killer has to bring Blood Warden. C. They have to survive while two others die. D. They can't use it to get the last player out of the game. Killer can still get 3k, so how isn't that fair? Along with this, Riveting Soul is one I actually made for Killers, so I'm surprised people have an issue with it. Killing Survivors is extremely easy and sometimes I find it way too easy, so them having an additional chance on the hook while also losing upwards of 50% the remaining struggle timer seemed good to me. What are some prerequisites you think Riveting Soul could have in order to be activated? Perhaps something along the lines of "After being hooked once, accumulate 80/70/60 seconds of chase to activate Riveting Soul"? This will tempt Survivors to engage in a chase, but they have to be able to maintain it properly. The only issue with this idea is that it would make Breach toxic, because survivors would pair them for meta. Any ideas to add?

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149684#Comment_2149684

    1. I play both sides and I've been playing more survivor.
    2. Some of the downside doesn't do much
    • Breach is just an exhaustion perk.
    • number game hindered status affect at tier 3 and the regression of 5% aren't good downside for a perk that can counter the perks I mentioned in my original post.
    • devious deal downside isn't the problem of the perk but the perk itself is a problem.
    • And riverting soul has one of the weakest downside considering it give survivor another health state which take of 18 second of a 1 minute timed (that's 2 minutes and 42 seconds).

    3. your reasoning of the perk design might have good intention but are weak

    • Having dead hard or spring burst is better then breach (which now that I think about it, it more better then the other exhaustion perk but would be annoying) since with those two you don't need much skill to use them except for maybe 99 spring burst to use on command.
    • Even if number game can be used once it can counter perks (hard counter corrupt if more then 3 have it) and too niche of a perk. I don't think this perk would be good at all
    • Devious deal is just a weaker version of a key but still have it annoyance. This is unfair for the killer as he is punish for being able to kill to survivors and having blood warden activate. No perk should give a survivor and killer a reward because one or the other is doing well (that does go for noed as well).
    • Riverting soul is like mettle of man but instead of a health state, it a hook state which is worst. The reasoning of this perk is bad since what happens if the survivors are winning and all of them have this perk, how would the killer be able to turn the table around. It happens, you may be destroying or getting destroyed and Adding this perk would heavily impact the game as a whole but in a bad way.

    I get you want perks that does something new but these perk won't make a positive impact on the game and the community. I would be certain that some and maybe most would agree that these perk won't be healthy for the game.

    Your intention may be good and I hope I see more of your suggestion (perk ideas and others).

    Hmm... well I am here to discuss this because these are things I think would be interesting to have added, so are there any adjustments you might make to the perks to give them balancing factors? This is all just based on me noticing that the survivors really have no Entity related perks, where as there are many killers who do (and I understand why). It, to me, would just be kind of cool if we had a Survivor who The Entity was fond of, giving them an advantage against Entity related perks, but of course not all. Such as The Entity blocking pallets, the Exit Gate Switch, and the increased speed of struggling on a basement hook, would all remain unaffected. Plus, like I said in the post, Survivors and Killers are only ever given 3 perks, so with that: Is there one in particular you'd scrap over the rest?

  • @Trwth said:

    All of the perks here are designed to directly counter specific Killer perks, which is bad design. Apologies for the negative reply and no hard feelings.

    Understandable, but isn't that also a good thing? Yes, the perks can counter Killer perks, BUT if the Killer doesn't have said perks then the Survivor simply has a wasted perk slot, which even now, isn't an uncommon thing. And no need to apologize, I'm here for the discussion, that's why I bothered to post it lol

  • @zombitehdeath said:

    These park would never be in the game as it should stay like that

    Breach will be a strong perk that will reward the playing for simply having the perk (and I think that with all exhaustion perk, don't like them) this will be broken on maps that have strong Windows like the groaning storehouse

    number game absolutely hard counter corrupt intervention, dead man switch and thrilling tremors.but other then that it will be useless so unless they add more perk that block gen then this won't be used as much and so would corrupt since people won't know if the survivors have this perk or not which will hurt the killer meta who h is already small to begin with.

    Devious deal is a cheap perk that punish the killer for doing his objective and the killer would need no way out for the perk to have an affect so this is not a great perk or a fair perk.

    Reverting soul would be meta as it punish to killer for no reason and the downside will never be good compensation for this perk.So this will be and unfair and a meta perk which will tip the scale to the survivors and make killer unenjoyable.

    These perk are straight up not fun for killers nor it make it enjoyable for survivors (excepting for diverting soul but that make playing killer unfun and no one would play killer if that perk were to be in the game), your intention may be to make the game interesting but will make playing killer more annoying unless you completely change the perks to be fun and fair for both sides.

    Tbh, it seems to me that you primarily play Killer and are only looking at the case-by-case basis. Each perk here has an immediate downside preinstalled, where most that are out now do not. The purpose of a perk is to counter other perks, which has happened many times before. These perks are designed around The Entity, which is something I think we need more of on the Survivor's end of the stick. Don't get me wrong though, your defenses aren't a miss, but they are based solely on specific cases. Breach causes exhaustion which is a necessity and makes survivors choose between continuing their chase a little bit longer, or having dead hard or sprint burst functioning. Number Game can only be activated once, so it won't help a survivor who used it early on. Devious Deal is a balancing perk. The Devs have already stated that 2k a game is where it is supposed to be, so this perk simply makes Killers hunting that 4k even more aggressive in the late game, as they're trying to get further than what's expected. It can also cause a survivor to abandon the last survivor, which in turn still grants the Killer 3k. Riveting Soul is one I actually made for the Killers. When I'm Killer I find the hooking process to be quite dull because there just isn't enough hooking going on imo. Especially in matches where players are hooked too quickly. So, this perk comes into play, offering Survivor's more game time and aggressive Killers more points.

  • Two Killers in one game shouldn't be a 2V4 or 2V8, it should be a 1V1V6. Killers would be incapable of killing one another, but if they are brought together (say within 6 meters) then they will perform a "Struggle" against one another. The Killer that bashes the button more or completes the most skill checks in a time frame will get to walk away with a slight speed boost, while the other is stunned for 6/7/8 seconds. Survivors (being at a 2 man disadvantage) can use this time to work on gens, which should have a decreased repair time by roughly 25%, but also require one additional generator be complete. So, 6 total rather than 5. With this, an additional hatch should be implemented. This will allow each Killer to attempt sealing one and prevent the Exit Doors from being opened immediately. Hatches should open when there are only 2 survivors remaining in this mode, rather than 1 survivor like standard matches. This will permit Survivors to still attempt bringing the Killers together for some time to get away, but also bring them to the same tension level as a lone survivor. The game would no longer be to stop the survivors from escaping, but instead, stop the other killer from getting the most sacrifices. Oh, and on a final note, there should only be one Exit Door. The reasoning behind this is that it will force all Survivors to travel to the same place, inevitably forcing the Killers to get creative on how they're going to approach the area without accidentally interacting with the second Killer. This will be the funnel of the match, where the Killers are no longer working against one another. Instead, it'll be a "you first, then me" mentality, so that both walk away from the door with a Survivor on their shoulder, and maybe a couple on the ground. To prevent major toxicity, Killers would be able to see one another's Red Stains, giving them the ability to avoid Survivors that are trying to force them together. When the Killers are not in view of one another, they would be able to see one another's auras. Only Perks that prevent Killers from reading auras would be able to cancel out this dynamic of it. On a final, final note, Killer Perks will act just as Survivor Perks do. Meaning they remain individual and do not stack when it comes to tokens and similar mechanics.


    -1V1V6

    -Killer Struggles for Killer interactions

    -6 generators are needed for the Exit Gate to open

    -Generators are completed 25% faster

    -2 hatches, one for each Killer

    -Hatches open when 2 Survivors remain

    -One Exit Gate for Killer Tension (turns the tables)

    -Killers can see one another's auras and Red Stains (auras are affected by Survivor perks that can disable aura reading)

    -It's a battle between the Killers to kill more than the other

    -Killer Perks react the same way Survivor Perks normally would. (One Killers Tokens do not apply to the second Killer.)


    Let's make adjustments to the concept here

  • After five minutes with no productivity from any survivor, I think The Entity should show some displeasure. I play survivor every day and rarely play killer, but even I know that this is something that should be addressed. Haven't seen it myself, but if that amount of time is passing, The Entity should lunge up from the ground and buckle survivors to the ground much like Trapper's Bear Traps would do. No injury, but it would force them to "Remove Ensnarement" over 6 seconds and scream on the spot. I think that would make it fair, because if I'm not doing anything it's because some other survivor deserves to die for a lack of team effort, working on gens, or having not been hooked while having gotten me hooked in the past. I'll take the chance of being chased if there's a 50% chance the killer will chase down that little rat instead.

  • @Peanits said:

    Right now, the thumbs up are not used for anything. They are tracked and we can see who's getting the most. We'd like to use them a little more in the future, so if you've got suggestions, we'd love to hear them.

    The only thing I'm looking forward to is being able to see how many thumbs up and reports you've had against you. This could help players see how well they're doing. Getting a thumbs up could be followed up with seeing who all has given you them and when, but reports (for obvious reasons) should remain anonymous. I think I player Survivor very well and very team-oriented, but I'd like to know that the community thinks the same. Plus, if I could see what types of reports have been put against me, I'd know what to improve on.