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Maelstrom10

Maelstrom10

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Maelstrom10
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  • Ruin - helps immensely with the now run soul guard preventing people from wanting to cleanse it. Also you can put a trail next to your totem and proxy camp it if they know where it is.

    (Surveillence could pair very well with this, and his "trails" ability, giving a lot of gen pressure through knowledge of gens being worked on)

    stbfl - allows you to get off more hits in a shorter amount of time. pairs well with his rite of judgement to follow up on attacks, much like shred on demogorgon. also since rite of judgement is a nonstandard killer attack if you get very good at landing them im pretty sure you don't lose stacks for attacking the obsession which is a neat little bonus.

    Discordance - allows for good info early and late game, forces spreading on gens (pairs will with deathbound.) Also with his ability to multi-hit survivors, discordance can give you the info you need to possibly get to where multiple survivors are. Its hard to hit but super rewarding to pull off acting as a through the walls multi shot huntress hatchet.

    Dark devotion - hit the obsession, and go for others, or leave and come back. either way screws with his terror radius and they might think your running one of his default perks.

    Deathbound - Not the best perk on him, but one of his defaults, and promotes either all healing (wastes time and gives you undetectable on them) and sticking together, all healing and staying apart (which gives you stealth and pressure) or staying injured to prevent the scream effect (grants pressure through staying injured.) The info gain, and the potential to force them into doing either one thing or the other gives less to focus on and is allround a very good perk.

    Tinkerer - Ironically not a perk people would automatically think is good on him, but with his ranged attack, being able to know when a gen is near popping, sneaking up on them and using your rite of judgement to hit them through a wall at peak range without them knowing your near is Spicy to say the least. Helps prevent people popping gens, and gives you stealth.

    Pop goes the weasel - doesn't work on his cages (so you have to hook people negating the cage portion of his power) HOWEVER. with his built in tracking from rite of judgement, you can proxy camp gens very easily by placing trails around a gen giving you info when people return to them in a 3gen strategy. also pairs well with trial of torment (Which by god i hope is buffed)

    Make your choice - pairs well with people healing against deathbound. Gives you info on the healing, and allows you to instant down the rescuer no matter where they chose to heal, under hook or safely away. Also if paired with nemesis and furtive chase (a entire 4 perk combo mind you so you may want to think about it before risking your entire build on it.) allows you to ALWAY'S sneak up on the rescuer and instantly down them. the only way to counter this is to not heal at all, which puts everyone at risk (or only healing non-obsessions which reveals them with deathbond anyways) Very dirty build.

    Sloppy butcher - slows healing. very good perk all round tbh.

  • already posted a thread in feedback for 4.0.0 but trail of torment NEEDS a buff. 80s is way to long for 15s of effect, not even something that nurses addon bad mans last breath has. Bad man's last breath has a cooldown of 60s, on an already high movement speed killer, and is activated on everyone in the match for 16s. Also dark devotion lasts for 30s, has a cooldown of 30s, and puts your terror radius on others.

    The yellow highlight on the gen also works against you, as experienced survivors will use that as an early warning that you've gone stealth. its supposed to attract survivors, in the hope that your going to patrol that gen or hide next to it (much like insidious camping behind a corner on a gen) but in my mind this only works with pyramid head within a 3gen, whilst using his trails.

    My personal hope is they remove the cooldown (which would allow any killer to be stealthy) and make the gen aura the gen explosion notification instead.

    -------

    Soul guard seems strong off the bat - but if an entire team is running it of swf, there going to want to keep totems up. this means running ruin against a swf squad makes it far more opressive, as they'll only want to cleanse it for the last gen so they can get their perk use, or if there all dead on hook. It also makes other hex perks less likely to be cleansed, such as huntress lullaby, devour hope. less useful when running trap hexes, but still. Its the entire anti perk to inner strength - sometimes the best thing to do is nothing at all, but sometimes doing nothing at all is the worst possible thing you can do to yourself. its trade offs are pretty strong imo, preventing tunneling a downed survivor or just picked up survivor, but it allows you to gain some serious use out of your hex perks. Devour hope so long as they can prevent a 5 stack, would turn a whole team into a team of no mithers essentially. Only could be a problem when paried with ds and unbreakable. but thats a 3 perk combo for some very rare situations, much like the head on ds quick and quiet and inner strength combo which is 4 perks.

    My only change is that personal uses of soul guard will not grant the endurance effect when getting out of the dying state, however whenever someone picks you up it will. in turn, i would buff the endurance effect to be granted regardless of whether your being effected by a hex totem. this would make it slightly more balanced, giving you an always anti tunnel effect (countered by being picked up) but you can only have the infinite unbreakables if you let yourself be subjected to a hex.

    -------

    Forced penance - ngl i really like this one. prevents people using "bottled-time" to take multiple hits in the endgame, and just counters wglf players (which i am to a T.) You can't just take hits willy nilly and expect to be healed, by the medkit or inner strength you brought automatically, as your now at a greater risk by just having this perk in the game. Creates a bit more fear when going for bodyblocks as the killer could be running this perk and makes 1 for 1 saves riskier, expecially against pyramid head.

    -------

    Deathbound - Seems underwhelming, but really... isin't! its the answer to literally all my stealthy killer needs. any time a survivor heals another, your garunteed to get the proc, and if they stray to far from one another, your now a stealth killer against them. Splitting up after healing under hook is now so much more risky, and promotes grouping up - which in turn allows killers to snowball easier, and survivors to not snowball gens as fast. Deffinately seriously considering this on oni, myers and legion. Its honestly going to be one of the best legion perks now and syergises with all killers but perhaps spirit. Also it promotes being injured as a counter which is always juicy.

    ------

    Blood pact - haven't had a chance to test this yet, but depending on the haste speed effect - time this could be pretty strong. 8s is not long, but even if its a 20% movement speed buff thats pretty good. will only be really weak if its a haste effect like that of hope - which is whilst not weak, only really helpful against killers with 110% movement speed.

    ------

    Repressed alliance - At first glance i was very much in ######### mode. why would i want to block gens as a survivor? are they adding gen effects for blocking gens down the line? then it hit me. Its the perfect absolute counter for pop goes the weasel and ruin, whilst still remaining balanced by blocking off the gen from being further worked on. : gens can't regress or be kicked/have status's tied to them whilst blocked, so blocking off a gen stratigically can PREVENT a killer from popping a gen (unless they camp it which will cost them 30s) can prevent a killer "popping the gen" whilst they chase you, or using ruin to regress the gen as they chase you. Its ironically very poweful, with siginificant drawback and in a swf squad or just around players whom can play around it, i see this as being an incredibly good perk!

    my only change would be allowing the player who activated repressed alliance to deactivate it on the gen they were working on (preventing others from working on it and the killer from effecting it, but not yourself), or for a side effect of repressed alliance being that you can now "unblock" a generator thats been blocked by the entity if you have it up.



    All round i really like the perks this time round. some of the killer perks (namely trial of torment, and posssssibly forced penance) could use significant buffs, but the survivor perks are in a really good place, and could be tweaked slightly to be less powerful or have more synergy/counterplay (Soulguard and repressed alliance.)

  • It's a bug fix. It's how he was intended to be played, and how he was on release (as those add-ons to my knowledge haven't been touched since.)

    It's really not that bad haha, I think otz may have discovered this without knowing it was a bug when he was developing his killer add-on tier video, but it never did feel right to me. Glad to hear it's a bug.

  • @Cheers said:

    I'm also someone who plays killer and survivor (about 50/50) and personally this would ruin it. Does it need a nerf? Yes, but it doesn't need to be nerfed so much that it becomes a cosmetic item.

    How would you change it though? i mean i personally don't want to see it nerfed into the ground, i'd rather it be a cosmetic item in the mori aspect, with an additional bonus of perhaps starting the trial with all survivors injured etc. something that can be played around, but doesn't automatically give the killer such a huge advantage as removing two entire hook states. I mean atleast with devour hope its earned and can be taken away ie has counterplay, or with rancor where its a single* (Excluding ds, nemesis and furtive chase) mori at the end of the game where they've likely all ready been hooked a ton/acts as a cypress/doesn't give the killer an explicit benefit against the team and can be outplayed. i've had tons of teams body block for the rancor knowing they'd be killed, or the rancor survivor hiding out and escaping/devour hope teams where people realise i have it and cleanse it.

    Mori's just need counterplay/balance. Least its not like the original one where you'd down them at the start of the game and immediately mori them!

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226178#Comment_1226178

    You cant blame/punish someone for having poor internet as it could be all they have available in their area or all they can afford.. besides half the time its DBD's servers having the issues anyway.

    I won't lie, dbd's servers at times feel like they are mushed together like a raspberry pi that was mistakenly put into a sandwich, but at the same time you have to purely recognise that despite the poor connection (Expecially in this scenario) its not the devs fault? Hell i was getting disconnected from half my games last week which sucked and i honestly thought i had something wrong with my pc/wrong with the servers in nz, but i waited and they've evened out. even bought myself a new wifi dongle to use since mine was showing issues (being 9 years old as it was.) Nothing but stable internet since.

  • @LALYTHIA said:

    You got DC'd on one time and suddenly the penalty hasn't made any difference? LOL right.

    Maybe don't slug to 4k and they won't DC for hatch. 🤷

    I mean slugging for the 4k is an intended thing within the game. you can do it and well within your rights to do so. DCing for the hatch is using the disconnect button to give your partner a free win which is not intended seeing as if you actually stayed in the game either downed or dying that player would have never gotten the escape. this screams entitled survivor main, and seeing as how i play both sides regularly and am red ranks, i totally get this mans gripes with doing so. It's just plain unfair to abuse the game as such, expecially when you can get away with doing so for free if you don't care about disconnect penalties/rank, and only care about depriving the killer of a kill that they earned throughout out playing you.

    Expecially when the game gives you tools to combat slugging... and you know, you can always just play better and not have to resort to such tactics or perks anyways

  • I mean the biggest thing i like is that its a free port. Anyone can play it if they have the medium to do so (ie a medium-strong phone/tablet/even pc or hell anything that can run android at a decent enough level.) It's also got so many ways of earning that of which we already have in the game, and whilst i expect that will level out and get slower over time, it doesn't objectively feel "pay to win" to play it as survivor or killer. The bots and other adjustments are just icing on the already good escape cake that is dead by daylight mobile and if it weren't for the shoddy internet connection i have at work, i would likely be non stop playing it throughout my 30min breaks!. will never truly be able to compete against console or pc (i mean it is mobile) but with how they've done it, it sure as hell tries and does a pretty good job imo.

  • @Peanits said:

    I'm sorta' against that. In theory, you'd want to block perks that people are using frequently so they are encouraged to switch things up, but that would mean that the same handful of perks are being blocked over and over. If it were to block This Is Not Happening or Monstrous Shrine, it would be like nothing changed. Meanwhile if it did block the meta perks frequently, it would get really annoying after a while.

    But most importantly, I'm just not too crazy about telling people what they can and can't use. If someone wants to be a Head On gamer because that's just their jam and it makes them happy, go for it. It would really suck if your favourite build gets blocked for a week just because. If anything, blocking perks that aren't used often as is would decrease the variety of perks being used and push the people using them towards the other more meta perks. Given that this isn't a super competitive game, I would much rather see balance changes so that more perks are considered viable.

    Also to add onto this, what would happen when (if a majority) of those perks were those that were non-teachables? newer players/those that don't pay for more content and have decided to earn it, would be roughly out of a majority of their perks seeing as how it can be quite a grind if someone wanted to earn a majority of their perks and not purchase outright the dlc killers/survivors. Not in a pay to win aspect, but that it might get to that point if non "paid"/earned perks were blocked.

    Also i like doing my meme builds thank you. diversion/quick and quiet/red herring are just fun.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223568#Comment_1223568

    The cooldown is a non-issue if you know how to manage it. It also can be activated whenever you want and carries you much farther and much faster. Breakout can only be used when you’re already right next to the Killer and only grants a 7% boost.

    eh, i've never found sprint burst to be entirely reliable even though ik how to manage it perfectly. im probably just more liberal with my usage of it, ie using it more often and finding it on cooldown, therefore finding breakout more useful, a la dead hard, where it provides a similar distance (i think breakouts is slightly better then dead hards could be wrong.) Obviously sprint burst grants longer distance and is faster, but i just find it personally less reliable then using breakout paired with bodyblocking/a flashlight. also breakout with MoM is suprisingly ok, even though its not always useful and if your anything worse then a rank 5 player, usually just acts as a detriment to your team. On proper builds, tanking hits with both those perks, an bottled-time medkit/dead hard you can make a killers life a living hell if your smart. if your smart. (ie you get MoM stacks, and eventually can tank two hits for someone being carried to hook, whilst also generally harassing the killer throughout the game possibley helping others wiggle out, possibly not depending.)

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221991#Comment_1221991

    Oh, Saboteur is completely broken. It's Breakout I was calling the bad Perk.

    "Break out also makes it slightly easier to position yourself for a flashlight save as it begins working during the pick up animation"

    Two words: Sprint Burst.

    Sprint burst goes on cooldown and isin't always up. break out is always useable. and i wouldn't call sabotuer broken except in a 4 man swf, which then again can break a lot of strong perks (ie 4 swf unbreakable/ds becomes incredibly op etc etc)

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221902#Comment_1221902

    There’s a difference between a Perk synergizing well with other Perks and a Perk directly relying on other Perks to be good. For example, Monitor and Nurse’s are good by themselves, but if you’re running Breakout without using Saboteur to prop it up, you might as well be reported for trolling.

    I mean i've gotten new sabotuer to work without anything else just usually requires taking a hit, same with breakout. Break out also makes it slightly easier to position yourself for a flashlight save as it begins working during the pick up animation but to each there own i guess :)

    also do value your input even if we don't share the same opinion and hope i wasn't coming off condecending via talking about perk synergising being better then individual perks etc.

  • @Demogordon_Ramsay said:

    Much like Cruel Limits, this seems very situational and still suffers from the same flaw as current Fire Up of only being good when shouldered by other Perks, which I greatly dislike. Perks shouldn't rely on other Perks to be useful. What if I want to run OTHER other Perks instead? Screw me, I guess.

    i mean a lot/majority of perks work best in perk builds/are better paired with other perks, atleast this version of fire up has some use outside of the endgame

    killer examples

    enduring/spiritfury - monitor and abuse/nurses - thrill of the hunt/any totem perk/devour hope - nemesis/pwyf - nemesis/furtive + make your choice etc

    survivor examples

    sabotuer/breakout - plunders/ace in the hole - tenacity/unbreakable - exhaustion perk/vigil - quick and quiet/head on/lithe/dance with me - healing perk/empathy etc

    my personal opinion is that dedicated builds that make you very good at one thing or a few things, are always more fun then chucking on super useful yet objectively bland perks every game. Running bbq/sloppy butcher just because they always get benefit gets bland after a while/or is just meta in its own right. i think its why people hate ds to much ignoring its actual effect in game, because its so stock standard and you see it in every single match. having the option of differing builds which offer unique ways of playing the game that can be often better (expecially on certain killers) then a mixed bag of meta perks will always be more fun to me imo

  • @YaiPa said:

    no, fired up needs a rework, it was thought for old Freddy, an endgame killer, since his core idea has been scratched the entire perks needs to be changed. I mean the weapon recovery is nice, but anyone would just slap noed for an endgame perk, rather than fired up.

    it's like trying to balance MoM keeping its original effect, it will always be almost impossible.

    But think of it this way. its giving you essentially a better bamboozle, brutal strength etc all potentially during a chase which can be paired further on top of those perks. If your chasing someone and a gen pops, and you say were running brutal/fire up, you would shred pallets 40% faster for 30s. Thats insanely good. let alone the suprise potential for bamboozle pairings, or just simply the immediate pressure that having access to what is essentially 3-4 different perks in one for 30s is.

  • @csandman1977 said:

    As a solo player i think there should be some UI improvements to help game knowledge, and level the swf vs solo gap.

    1) As said before, a chase indicator would be amazing. That knowledge i feel is one of the biggest strengths of the swf squad. And also for killer if there are multiple survivors running similar outfits, you can tell who your chasing.

    2) An ability to convey to other survivors who the killer is. Maybe something like, if you've been in the terror radius of a killer and then come across another survivor, you can press a button to say the name of the current killer.

    3) Totem counter as i do totems when i see them and i think if a survivor comes across a totem and a counter says 1, they arent going to leave that totem be. Then there would be zero reason to still fill the forums with nerf NOED threads

    4) Killers camera shouldn't be locked into looking at their feet while vaulting or breaking things. Survivors can look behind them and still vault. I'm not saying killers should have 360 degree camera movement but 90 degrees would be nice. Also locking animation for picking up survivors should stay to allow flashlight non sense

    5) Some hex perks shouldn't be known until requirement are met. Devour hope springs up after 3rd token. Why does huntress lullaby give warning before first hook? It's inconsistent.

    6) I think there are many add ons and items that are downright useless. I don't know numbers, but I'm sure there are things that are used in less than 1% of games across all platforms and ranks. Just remove them. Or change them. I vote for removal as those wasted bloodpoints on items no one uses adds redundant grind for zero reason.

    7) I think there should be environmental hazards added to the map. Terrain that slows both killer and survivor. Triggered actions that change the map a little. Switches that both roles can use to open doors or close windows.

    8) An anti camping perk that activates once a game on 2nd hook that teleports the survivor to a random locker that another survivor has to open.

    All great points though i vote for reworking rather then disabling things. Make things genuinely useful rather then just a void of nothing diverse.

    @DetailedDetriment said:

    Trees.

    yes

    @hex_genrush said:

    Secondary objectives

    Could you elaborate? with the current state of the game and way its moving i don't feel secondary objectives to lengthen generator times or waste the killers time are neccessary but i am 1000000% percent down for additional things to interact with and do in the game. things like more totems, and totem like objects or allowing the killer to break chests to be granted addons at the end of the match are things i see as very good ideas.

    @TheButcher said:

    Survivors already being too strong, and having so many tools that let them ignore their mistakes. Making them feel invicinible, and ruining the atmosphere of the game to the point where I don't even see why it's under "horror" genre anymore. SWF makes it even worse, turning the Killer role into a job we should be getting paid real money to play, instead of paying BHVR to play it. Closing the gap between Solo and SWF play will let BHVR update the game with changes that makes Killer a more relaxing and fun experience. Closing the gap will allow BHVR to look at the game more than just a looping simulator, and possibly bring back the horror aspects to the game - so it's fun for everyone. Which is why you need:

    Voice Chat is required in the game to close the gap between Solo and SWF. Any changes they make to perks, items, add-ons - etc in an attempt to close that gap, not only is a waste of time because it takes up a utility spot that SWF can ignore, but it's also pointless because when used by SWF it becomes even stronger - making SWF even easier to play.

    I understand the common complaints: No one will use it, You don't want to hear some ego head yelling in your ear all match, language barriers, "kills the atmosphere" but all of those are not going to be as big of a problem as people express them to be. Also;

    1. If people don't use it, then that's their own choice not to use tools given to them. The game will still be balanced with SWF in mind - making the game better for everyone, including Killers experience.
    2. Muting people will be an option.
    3. People of the same language will only be connecting to the same servers anyways, and if it was even a problem after that language based dedicated servers can be used. More and better servers is something BHVR should be putting their money to into anyways, so i'm surprised this is their own biggest complaint when people tell them they need Voice Chat.
    4. Because people don't talk in Horror movies, especially slashers? Because running in circles around a brightly colored red and blue pallet is deffiently not hurting the "atmophere"? Having visual and sound notifications to absolutely everything a Killer does - except stealth Killers doesn't ruin the "atmosphere"? The games already not a horror game, and now it's also 0 fun for the Killer to play because they won't balance against SWF is apart of the problem. People have suggested proximity chat, and even though it still wouldn't be as strong as SWF on comm's it's a more "atmospheric" option for a tool that needs to be implemented.

    Something that already can't be argued against, which was already shown in previous threads. Enjoy.

    i'm all for adding voice chat, but i do feel it would make a ton of survivor perks redundant which is why i feel they haven't gone for it. i mean how many people would use bond, empathy, self care (haha not that its thaaat useful anyways), or other survivor revealing aura perks when you can just tell people where you are and who the killer is/where they are?

  • @Fibijean said:

    For me, there isn't anything like that in the game. I can think of a bunch of things that I personally think the game would be better off without, but none of them are objectively, irredeemably bad. The struggle mechanic, for example, I think ought not to exist, and in my opinion that hook phase should be automated. However, there is a valid counter-argument to be made that the struggle mechanic assists with immersion by keeping the player engaged with their character's physical struggle (although in this particular case, I personally feel that the negatives far outweigh the positives). There have been a couple of features in the past that I looked at and thought, "I have no clue what the devs were thinking there", but those things either turned out to be bugs or never went live.

    This is perfect, I too am of the belief that the struggle mechanic should be adjusted. Idk if it should be automated or not, but i've accidentally died due to so many system mishaps during struggles, or just times it didn't believe I was actually struggling. More fustrating then it's worth and I actually broke the spacebar on my old keyboard because of it imo. Good discussion to have!.

    @PrettyFaceKate said:

    Make struggle hold a button instead of smash a button. That's the closest thing I can think of.

    I mean the survivor is holding the entity tentacle/claw so it makes sense! Sort of.

    @Raptorrotas said:

    It wouldnt break the game's balance if all killer abilities were to be buffed onto HB's niveau. The forum always talks about the solo-swf gap, but not the killer tier gaps.

    Ngl I agree with you. I assume you mean hill billy? I agree, but I also believe hill billy needs some adjustment In the add-on department. Make all of his add-ons useful, and make the charge combo still possible if not better, but have some kind of downside that actually will effect good billy players for balance. Hillbilly level is a good representation of what all killers should be.

    @Cheers said:

    We need to have more 'emotes.' Not like dancing (as that would lead to toxicity) but rather things that could be useful for the team like stay here or stay down low.

    100%! Hell I'd love to have simple survivor voicelines or a "tag wheel" which gives you simple actions to say/do in order for better communication between teammates. Also a chase indicator for all survivors besides just the obsession would be very nice.

  • Only change i'd make is to any means neccessary.

    Keep the cooldown, and make it passively regenerate tokens, but make lifting pallets a bit faster, with about 1-2-3 tokens per match. This would make it very hard for swf to abuse, yet open up situations where two or more players could start lifting pallets behind a chasing killer to stealthily extend loops. My optimal buff to it would be = 2 tokens. Regenerates tokens within 60-45-30s whilst outside of the killers terror radius. Takes 2.1s/2.2s to reset a pallet. (a typical pallet stun without enduring takes 2s So it would be just slightly longer than a killer stun to prevent instant stunning them again. Could also allow during certain points of the animation (ie when its almost lifted or lifted up to be hit through the pallet and disable collision as a killer counter if well timed and disable a killer being able to break it, but tbh i feel killers should have priority over breaking it vs a survivor lifting it.)

  • first person with some tweaks, ie having a subtle ghostface "location indicator" (the half circle) if the killer would be in your third person perspective in a 10m radius behind/to the side of you, to indicate something coming near. along with the ability to turn your head a on a full half circle shoulder on a gen/possibly further by tweaking shoulder animations so the players can look behind.

    It would work but require quite a bit of tweaking. If killer has undetectable though/your oblivious it would not have a location indicator relying only on sight (which would make it a bit harder, but would be a bit more fair on stealth killers) Allowing 360 movement whilst in first person would also be a nessecity, even if backwards running/walking was slightly slower to compensate for the ability to pan around in 3rd person whilst looping. ie this change would be purely to allow first person players to react as 3rd person ones would in the ways of movement. Would also allow for proper full moonwalk/running if in first person as you could press S or down on your control stick to move backwards!

  • @NursesBootie said:

    I really like the idea of multiple spawning basements and the letting the killer choose on his own. Could even add two basements spawns on each map or something like that.

    I also like the corrupt intervention for totems idea.

    same here haha

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179994#Comment_1179994

    Considering technician doesn't affect other survivors on generator because it's a lone wolf perk wouldn't that be counterintuitive

    Honestly very. Though I wouldn't personally mind a 15% toolbox efficiency buff using it. Paired with streetwise to make for gen builds. I mean it would be two perk slots for faster gens, possibly 3 with prove thyself. Seems fair.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184141#Comment_1184141

    The way I understood it, it seemed like it read the aura of any Survivors 16+ meters away from the basement.

    Ahh that's fair. Should of worded it better. Meant it as a buff to discourage camping. To discourage it further and make it easier to save do you think the distance from the basement should be increased to 20/32m for the aura reading but have the buffs apply outside of 16m of the basement?.

  • @YaiPa said:

    what's the point? it's basically unhooking but requires a perk? which pros this would give? the time would be roughly the same and it would only confuse baby survivors even more, which is something devs clearly don't want since they're slowly removing every unique interaction or feature...

    Could be a useful option endgame. Killer takes you to a close hook to exit gate. Open it and sabo release the survivor. Even if the killer manages to down them, or you, you can likely escape. Honestly just want it for more diversity of build and sabo options.

    @indieeden7 said:

    You do realise the hook will just respawn like 30 seconds later?

    You do realise it could still be useful against a camping killer? Can't hook them immediately. Wouldn't apply borrowed time despite you getting a save but still has its uses.

  • @28_stabs said:

    So the last survivor must stay in a locker until the end to counter this bs?

    Or could have it deactivate when only two survivors are left? if it really becomes a problem that is. or just shift the bonus to if there are only two survivors remaining in the trial, the undetectable bonus becomes the first bonus ie your undetectable but cannot see their aura, therefore you can possibly sneak up on them outside of the basement, but can't track them down instantly.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184136#Comment_1184136

    Thanks. I'm trying to view this from an angle of "what makes these perks unappealing?" and going from there.

    Re: Shadowborn: I've always thought that what Shadowborn has over Monitor and Abuse is it provides a greater FOV increase than M&A does. M&A has a lower increase but gives you the Terror Radius effect as its trade-off.

    Maybe either further increase Shadowborn's effect or have it offer something else as a secondary effect such as seeing the auras of other things there Survivors might go for besides generators, such as seeing Dull Totems are as well as Hex.

    I personally think shadowborn should increase the time aura's stick around for! ie you see an aura with perks or addons, and then shadowborn extends that time by 2-3s. Could also extend the range by 8m?

  • @Rivyn said:

    Why, when we have Breakdown?

    as an alteranate additon for players not running it or for those that don't have jeff...?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183379#Comment_1183379

    Monstrous Shrine might be the single worst perk in the entire game. I mean, if you like it...more power to you, I guess.

    https://forum.deadbydaylight.com/en/discussion/comment/1183398#Comment_1183398

    Perhaps add a stipulation that the Killer also has to be further than 16 meters from the basement in order for the perk to be active?

    I thought thats what i said though..? that outside of 16m of the basement, the perk reveals the auras and grants undetectable?.

    @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183442#Comment_1183442

    Furtive is gimmicky but at least lets you lower your TR beyond normal limits which can be very effective. Overcharge actually isn't totally useless at high ranks as it prevents gentapping. Bitter Murmur at least provides consistent information on Survivor movements. Cruel Limits is very specific but can make indoor gens a lot less safe.

    Monstrous Shrine only works IF you get a basement hook, which is dependent on factors like map RNG, and only reduces hook timers by roughly 5.4 seconds per stage. Even if you extended it to every Hook on the map it'd be a pretty awful perk and as most Survivor teams, especially good ones, will not leave allies to rot on the hook it's extremely, extremely unlikely to ever make a difference between a hook state.

    This is a more out-there idea, but one of my ideas for a Monstrous Shrine buff would be all Basements spawn in possible locations, but are invisible to Survivors and they simply see the floors/walls as if no Basement existed. When the Killer walks where the stairs would be, the Basement materialises there as normal permanently and the other potential Basement spawn vanishes.

    This way the Killer chooses their Basement spawn location, and perhaps gets the benefit of barring Survivors from the Basement as a hiding place or for chest loot until they actually go to the Basement for a hook.

    This... THIS IS PERFECT. this change could be in addition to the one i proposed... allowing you to essentiallly activate and use the basement on your side of the map, making it convenient for the player, if the basement has multiple spawns. it also takes away the op side from my hypothetical proposed change of making all basements active when using the perk rework.

    @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183499#Comment_1183499

    The Kobe% is a 1% total reduction chance. If it changed the base chance of a self-unhook to 0 it would be more justifiable but the 1% total reduction is miniscule.

    Let's say we keep running basement hook only builds and 4K every single time in the basement. If every Survivor makes three self-unhook attempts, that's a total of 12 unhook attempts for about a 60% chance that none of those self-unhook attempts will succeed. Monstrous Shrine increases that to just under 70%, so even IF the Survivors try self-unhooks as much as possible in the dream scenario which will essentially never happen in-game, Monstrous will STILL only make the difference between a Kobe and a Survivor wipe 10% of the time.

    At least, if I got my probability math right. There's a high probability (budumtish) that I screwed it up.

    You will get ~20 seconds off the game for your win condition IF you camp multiple Survivors in the basement at different times. If that is the case, and you're camping Survivors in the basement one by one, Monstrous does pay off but you wouldn't be playing even remotely effectively. A good Survivor team should genrush you and by the time the first one's dead, with or without Monstrous, up to four gens could already be done in that time.

    You are correct that 20 seconds is a long time, but how much time can Monitor & Abuse save you in a match via allowing you to get closer to a Survivor before they hear your TR and run off? How much time can any detection perk save you by allowing you to locate hiding Survivors when you'd have missed them otherwise? Ecetera. Sure, Monstrous does save you time but IMO most other perks still indirectly save you time and make your goals quicker and easier to perform, and do it better than Monstrous, it's just that there's no way to quantify how much time Save The Best For Last can net for you (even though I know it's WAAAAY more than 20 seconds in the average match).

    If you're roaming, they will almost certainly get saved and you'll hook them again, the timer doesn't matter.

    I'm generally pretty light when it comes to calling perks "useless" or "bad". I defend perks like Brutal Strength, Sloppy Butcher, even Overcharge. Monstrous Shrine is indefensible. Even in a facecamping basement Bubba build, it's a bad Perk.

    Honestly this is the best response as to why monstorous shrine is bad. i do believe the math is off on the unhook chance but yeah

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183417#Comment_1183417

    And I'm going to stand by my position that without a full sabo squad, Breakout is literally useless. No one else is going to come help you free the carried Survivor in 99% of situations, and the distance between hooks is far too short for anything you can do to ever matter.Unless the Killer misses three or four swings on you and then lands the fifth, the carried Survivor isn't breaking free. The Perk is trash, just like the rest of Yui's loadout.

    Well i mean lets atleast agree to disagree that the perk is fun in concept. We don't have to agree on its strength man. i just find the perk fun :)

    @inferjus said:

    Agitation

    Increases slightly/slightly/moderately weapon's range when carrying survivor.

    Wouldn't mind this added to iron grasp actually. agitation already increases your speed to levels above a survivors run speed in order to get hits, so pairing it with iron grasp and mad grit with this change could lead to suprisingly fun backpack builds!

    @Zeidoktor said:

    A few options for No Mither, to go along with its seeming intent to be a "high risk, high reward" perk:

    1. An increase in Boldness points gained over the course of the Trial, much like Prove Thyself, Distressing, or Thrill of the Hunt
    2. Acting effectively as a Boldness offering, awarding 50/75/100% more Boldness Bloodpoints at the end of the Trial.
    3. A mix of both, #1 by default, #2 if you survive the trial, though perhaps with reduced percentage gains?

    An additional effect for Beast of Prey: Reduce the amount of time required to enter Bloodlust.

    Either a set number of seconds to get to Tier 1, or a percentage that works across all tiers. Probably nothing crazy, something like 1/2/3 seconds more, or 2/3/4? Or 5/10/15% which, at max, becomes 12.75 seconds for Tier 1, 25.5 for Tier 2, 38.25 seconds for Tier 3.

    Mindbreaker: The Exhaustion effect it inflicts is cumulative, meaning the longer you stay repairing a generator, the longer the Exhaustion will last when you either leave it or hit that 50% mark when Mindbreaker ceases working.

    these are some solid changes ngl! though i'd prefer they added just a 100% point buff akin to wglf to No mither, as it is incredibly high risk. Allowing it to be disguised until seen would also be nice as well (ie the survivors icon is unbroken just normal health at the start of the match, but there a injured survivor normally, and go down in one hit as usual, then when hit they go down, and after that point they forever have the broken status icon.)

    @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/139740/add-a-simple-small-buff-to-an-underwhelming-underpreforming-perk

    I actually think fixated as it is is probably my favorite perk but I’d love to see it work while injured

    it's also one of my fav perks! allowing it to work whilst injured would be amazingly useful, and also just allow for variety in stealth builds. i know they were going for a reason to not stay injured, but honestly just buff the perk haha.

    @Lexilogo said:

    This one isn't original, but Overwhelming Presence should slowly drain the durability of all items (held or dropped) within your Terror Radius, especially now that fully drained items aren't consumed.

    Shadowborn IMO needs a bonus effect beyond an FOV increase (because Monitor exists), so I'm going to suggest removing the Red Stain while you are not Chasing a Survivor.

    the overwhelming presence change is good, very good but im unsure if it would be too powerful... i mean it would be a global franklins demise with no requirements as doctor.... Shadowborn 100% needs a secondary bonus. im thinking allowing auras to be seen for perhaps 2s after they would normally dissapear? this plays into the sight factor a bit, and also increases synergy with a hell of a ton of other perks and addon's!

  • Read most of this, but as it's 6am and I haven't slept yet, I'm just going to add this if it hasn't been been already stated.

    Healing another survivor should grant the healed survivor survival points just as you get altruism points.

    Survivors selfcaring get them. Bridge the gap. Make it efficient to heal by someone, and be rewarded for it.

    Please

    Would make the survival category so much healthier, as you'd gain points the same way you would altrusim.

  • @GoodBoyKaru said:

    Surge should apply the 8% bonus additively, not take priority. Therefore it'd work well with PGTW (28% on all gens).

    Lightborne should grant immunity to firecracker blinds too.

    Deva Vu reveals the aura to all generators you're seeing to anyone within a certain range of you.

    Kindred grants the buff to all survivors whilst someone else is on the hook.

    Up the Ante, as well as increasing luck, increases movement speed after being unhooked/unhooking yourself.

    Aftercare doesn't lose the buff when you're hooked.

    Second Wind should work with For The People.

    Autodidact should increase the chances of getting a skillchecks whilst healing.

    Streetwise ensures you can't drop your items without replacing it (wither with the effect of a perk or by yourself).

    Only disagree with autodidact (as it could be too powerful if the skillcheck buff is to high) kindred, as it's already incredibly good now, and would remove other people's need to run it creating a weird niche situation where you want one person to run it as then you don't have to. And surge, as 33% decrease on all surrounding gens would be broken. Instead, allow pop to be applied even if a gen is regressing.

    @Tarvesh said:

    Technician - Increases toolbox efficiency by 50% and increases repair speed by 1% for each other survivor repairing a generator.

    I'm sorry but 50% increased efficiency would make toolboxes better then they already were post update, expecially paired with streetwise. Drop that number a bit and remove the speed increase due to already having the silencing effect and that's a very good perk buff.

    @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179751#Comment_1179751

    If you’re getting consistent usage out of Breakout in its current state, then the Killers you’re going against have awful hook pathing and suck at actually hitting Survivors while carrying someone. The Perk is incredibly easy to counter by simply ignoring the Survivor using it.

    Using Freddy as an example is the worst idea known to man because everyone agrees that he has far too much going for him. The other 18 Killers shouldn’t be forced to live with F-tier Perks because Freddy needs nerfing.

    I'm gonna actually stand by my position on break out here. I have consistently gotten it to work, And in swf squads it can be nuts with people taking hits etc. Hook blocking is a thing you know, so it doesn't require bad pathing, just poor downing of a survivor in an inconvenient spot, and taking a hit under the hook. Can shorten the time to carry a survivor considerably, expecially with sabo being buffed in speed so much. Is it always useful? No. Is it always wise do to so? No. Can you make it impossible for a survivor to be hooked if your good? Yes. Expecially in a team with leader-sabo-breakout and something to heal. Leader from someone and a sabo box to insta break a hook after taking a hit, leave and heal up and the carried survivors out. Both manage to escape (hopefully) and you can heal up and repeat. Even if the killer gets one of you, the increased speed from breakout can make it a bit easier to get into position for saboing.

  • @gantes said:

    So something that encourages killers to camp even more when survivors are hooked in the basement? Nah thanks I'd rather not have any more perks that encourage unhealthy playstyles

    H..how does this encourage camping. Aura reading that reveals every other survivor outside the basement to go hunt? An undetectable bonus on top of that if your lucky enough to get two survivors in there?.... If anything it encourages getting one down there for the bonus (which is similar to bbq might I add which discourages camping) and possibly getting a second down there if your lucky and see someone going for the save, or are playing a basement protector like trapper or hag etc.

    I don't see how this encourages camping. If anything the opposite as suddenly you have a huge powerbuff from a single survivor being down there.

    @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183385#Comment_1183385

    The basement only exists for camping. Why having an easy defended area and then just walk away to let the survivors unhook for free? If you get 2+ people into there with it, the survivor team is forced into your hands quickly; because you can literally sit at the top of the stairs while everyone dies and they won't be able to do the gens faster than the survivors are sacrificed.

    And this turns the basement into a tool that allows you to go for any survivor at your whim, and sneak up on them if you have two plus*. It encourages leaving the basement, and if we went with the addition that it opens all possible basement spots, then you wouldn't even have to camp to get Max value. Just hook one in each basement and boom you have aura reading and unlimited stealth.

  • Honestly yes please. Add map hazards and dynamic portions to maps. Small lakes/ponds of marshes that are loud and slow survivors with very strong loops in them (also should deplete a dying survivors bleed out timer 3x as fast and create noise cues). Things that injure survivors and slow killers, like a live wire on the game map that if stepped on electrocutes the player. A small boiler room in an indoor map with a chest/two chests that has to be risked getting injured by boiling steam to gain access to. A cliff or building so large that if leaped off of without balanced landing or lightweight, injures the player and slows the killer. Garbage bins for survivors to hide in that act as lockers.

    Small odd things like that.

  • @KingFrost said:

    Monstrous Shrine Buff:

    Hex Totems are blocked by the entity for 80/100/120 seconds.

    It's corrupt intervention for Hex Totems basically. Get some use out of Ruin and Devour Hope and Huntress Lullaby.

    I feel this could be its own perk though, or added onto corrupt intervention/thrilling tremors.

  • @Shocktober said:

    It's not that bad of a perk on those who can afford to run it. But you need to get multiple people down there for it to really shine. It's probably my favorite perk in the game, even if it is suboptimal. Nothing better than deleting people as fast as possible.

    Atm it's generally known to be one of the worst perks in the game aside from predator and bloodhound. Sure it gets rid of people in the basement slightly faster, but that's both completely unnecessary and encourages camping whilst using it (due to the fact that it's a default perk which typically new players might use and want to get use out of.) There is no way of really getting it to shine imo.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179589#Comment_1179589

    Breakdown is hot garbage without a coordinated sabo squad. All of Yui’s Perks are. That 20% wiggle buff does very, VERY little without the intervention of the entire rest of the team. Brutal Strength is also extremely overrated and does next to nothing; it needs a speed buff. The bonus regression increases the regression speed from 1/4 the base repair speed to 3/8. If that's worthy of being put on a timer then Ruin needs to be hardcore nerfed again.

    Break down even with just me running it has saved teammates countless times. Popping that on, and taking a hit, can deffinately save a guy from being hooked if your good about it.

    Only reason I said the brutal strength requires a timer, is because it's not really a gen regression perk, and making it have 150% regression on top of using pop for example (which is a very common perk combo on Freddy due to how he functions, pop with his teleport and brutal to chew through pallets people pre throw) would be make Freddy even harder to go against.

  • @dhealy646 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177216#Comment_1177216

    Buckle up should increase the recovery speed of survivors within 20m by 25%

    Bingo!

    @TAG said:

    Diversion - Now uses a straightforward cooldown instead of having to remain within the Killer's TR.

    Also incredibly good change! Also to make it even more useful, it should lock the "pebble" to the closest aimed object. Ie if you aim towards a window at the range of the pebble, it should lock to it, and create a fast action there, instead of at the ground 5 feet away.

    @BattleCast said:

    I have some ideas for Survivor perks that I have posted other places. Here are some of my ideas for bad perks:

    Babysitter: When you unhook a Survivor, their blood trail and scratch marks as well as their grunts of pain are hidden for 10/15/20 seconds. You and the Killer see each other's aura for 4 seconds.

    Currently Babysitter FAILS to protect the unhooked Survivor because the duration is so short and doesn't even hide your grunts of pain.

    Camaraderie: While running in the direction of a hooked Survivor while not in a chase gain the Haste status effect (5%/6%/7%). Other Survivors running in the direction of your hook also benefit from the Haste status effect while not in a chase. If another Survivor comes within 32 meters of your hook while in the struggle phase, your struggle timer is paused for 20 seconds. Camaraderie cannot stack with other haste bonuses.

    Camaraderie's current effect is complete and utter garbage and will maybe work once in 100 games.

    Second Wind: Healing another Survivor for a total of 1 health state OR unhooking another Survivor activates Second Wind. After being unhooked or unhooking yourself you will passively heal over 34/32/30 seconds. You passively heal twice as fast while in a chase. Second Wind will not activate if you are broken.

    Second Wind has an annoying to accomplish activation requirement and a weak effect. So making it easier to accomplish and a better effect is necessary to make this perk better.

    Stake Out: While within the Killers terror radius while not in a chase OR while looking directly at the killer while not in a chase for 20 seconds will reward a Token. When Stake Out has at least one token, Good Skill Checks are considered Great Skill Checks and consume 1 Token. Tokens consumed via Stake Out reward an additional 1%/1.5%/2% healing or repairing progression.

    Why use Stake Out again? I can hit great skill checks!

    This Is Not Happening: While injured, Good Skill Check zones are removed and Great Skill Check zones are increased by 25%/50%/75%. Great Skill Checks achieved while injured grant an additional 0%/.5%/1% bonus repairing or healing progression.

    This Is Not Happening? Is this perk a joke or something?

    Wake Up: Exit gates are revealed to you within a 128 meter range. You open Exit Gates 10%/20%/30% faster. While opening the Exit Gate the Killer's aura is revealed to you. As soon as the Exit Gates are powered, all other Survivors see your aura within a 128 meter range.

    Not a horrible perk, but definitely needs a better effect.

    Dance With Me: After fast vaulting a locker or a window in a chase, your scratch marks are hidden for 5 seconds and the Killers aura is revealed to you for 3 seconds. Dance With Me has a cooldown of 80/70/60 seconds.

    Increases synergy with other perks like Lithe or Quick & Quiet but now not complete garbage on its own!

    Windows of Opportunity: All windows, pallets, and breakable walls are revealed to you within a 20 meter range. Windows of Opportunity goes on cool down after vaulting or throwing down a pallet for 40 seconds. While Windows of Opportunity is not on cool down you vault windows and throw down pallets 5%/10%/15% faster.

    Increases the power of your FIRST action while in a chase, AND it helps out new Survivors! Also rewards longer chases which is even better!

    Boil Over: After being hit by the Killer, Boil Over activates for 10/14/18 seconds. While Boil Over is activated you vault windows 50% faster, and your struggling effects on the Killer are increased by 75%. Boil Over hides the aura of hooks within a 16 meter radius.

    Boil Over is one of those perks you look at and think... why not just NOT get downed? This new version of Boil Over allows you to get a quick getaway after being hit.

    My only change to any of these perks would be to make boil over deactivate upon a vault - ie you only get one super vault out of it! and to make the killer reveal with dance with me sliggghtly shorter, as 3s of aura reading can be the difference between life and death, but having a 1s/2s reveal could still allow for mindgames without completely negating the killers ability. also nerfing the vault speed to just a 5-10% across all tiers, as we do have the spinechill combo... vaulting up to almost 30% faster would be incredibly strong and turn a lot of loops into god loops imo, so making it 5% is the only change i'd make! Honestly though all incredibly good changes and i see what your going for i just don't want window perks to become insanely powerful as survivor as it could completely negate a slower killer :) :) :)

    @TheRockstarKnight said:

    Predator - Scratchmarks last 2/3/4 seconds longer than normal. These older scratchmarks turn blue instead of fading. (Walking Survivors leave blue scratchmarks for 1/2/3 seconds?)

    Fixated - The speed boost applies while Injured.

    Furtive Chase - The reduced Terror Radius applies at all times, not just while in chase.

    Lucky Break - The perk now lasts 40/50/60 seconds, but activates every time you are put into the Injured state (hit from Healthy, picked up after Downed, or Unhooked). It also reduces grunts of pain by 25%.

    Honestly just yes yes yes yes. Don't think lucky break needs the grunt of pain buff (thats what we have iron will for after all) but this would make stealth builds incredibly good. Being unhooked should grant it/so should being picked up after downed but not both imo as that could make it possibly tooooo strong? but otherwise incredibly incredibly good changes. i love them! love them so much.

    @Demogordon_Ramsay said:

    Fixated: Speed bonus applies while injured.

    Babysitter: Ignores the Undetectable status effect.

    Solidarity: Healing ratio increased from 40/45/50% to 55/60/65%. When performing cooperative healing, the ratio is not split between the two of you.

    Brutal strength: Breaking speed increased from 10/15/20% to 15/20/25%. Increases gen regression speed by 50%.

    Any Means Necessary: Cooldown reduced from 140/130/120 seconds to 90/75/60 seconds. Reset time reduced to 3 seconds. Pallets reset using this Perk have a 15% longer stun duration against the Killer. Resetting a pallet grants 200 Survival bloodpoints.

    Fire Up: Affects missed and successful attack cooldown in addition to vaulting, breaking, and picking up.dropping Survivors.

    Gearhead: Revert the PTB nerfs.

    Dead Man's Switch: Activates when hooking any Survivor, not just the obsession. Has a cooldown of 60/50/40 seconds to compensate.

    Lucky Break: No longer has a timer. Instead causes you to bleed 50/75/100% less than normal while injured.

    Breakout: Taking a hit for a carried Survivor forces the Killer to take 25% longer than normal to recuperate.

    For the People: Broken timer reduced to 90/75/60 seconds.

    Huntress Lullaby: No longer a Hex. Once you have 3 or more tokens, if a Survivor succeeds a Great Skill Check, you lose 1 token.

    I honestly don't feel breakout needs a buff as its already pretty golden on its own expecially in a sabo build, and brutal strength should have the extra regression on a timer ie 50% more for lets say 15s-30s or so, as its already quite a decent perk, and the 5% buff would already be veryyyy good on its own. but otherwise completely golden changes i completely support these!!!

    @TraitorousLeopard said:

    Babysitter- In addition to hiding blood and scratch marks, the person you unhook moves at 150% movement speed for 5 seconds.

    Better Together- In addition to other survivors within 32m seeing your aura when you work on a generator, you can see the aura of other survivors in a chase within 32m while on a generator. While they see your aura, you gain a 100% bonus to BP in the objectives category, and they gain a 100% bonus to BP in the boldness category.

    Very good ideas!!!! but babysitters speed boost should not apply if the the applicant has sprint burst. Everyone would run the two perks then plus borrowed time or hell even just unhooking infront of the killer for free saves as 300% movement speed with not blood or scratch marks is nutty.

    @Chmurkaz said:

    I have few small Ideas:

    Quick and Quiet: performing quick action durning chase causes you to not make noise and put perk on 40/30/20 seconds cooldown, while cleansing a totem or searching a chest inside killer terror radious, you perform action 10/20/30% faster and noises caused by action are reduced by 30/40/50%

    Its Quick and Quiet, it makes sense to be active under preasure.

    Blood Echo: When hooking a Survivor, all other injured Survivors scream revealing their location for 5 seconds,their grunts of pain become 50% louder and start suffering from haemorrage status effect until healed.

    Blood Echo can only be triggered once every 80/70/60 seconds.

    They'll really start making blood echo.

    I honestly don't mind this passive effect! bit unsure of the speed boost, but i do love the idea of it quieting actions that make noise like chests and totems. Lovely addition! <3

  • @Tactless_Ninja said:

    It'd be annoying-er.

    Not if its a subtle soft thumping beat mixed in with like the regular heartbeat. think it would be a nice touch on their backgrounds.

  • @dhealy646 said:

    Surge= applies on all attacks. Tied to terror radius. Applies 15% regression and regresses at 150% speed.

    Third seal= applies oblivious

    Nemesis= gives undetectable for 20s instead to 40s oblivious

    Mind breaker= lasts 6s and applies at any point leaving a gen.

    I'm all ears=25s cooldown

    Thrilling tremors= 40s cool down.

    Surge = EXCELLENT CHANGE exactly the kind im looking for, though i wouldn't tie it to terror radius, as then it makes it not good for small terror radius killers. 15% does seem a bit much, but then i'd rather it apply base explosion penalty plus a bonus and the base is 10%... so i say good change!

    third seal: Yes yes. much needed. or perhaps upon a second strike? blindness applys on first, second is oblivious etc etc. or it could just lead up to it upon subsequent strikes, giving you more and more debuffs like mangled etc, with oblivious being the final one.

    nemesis: personally fine with how it is, undetectable would be a bit strong, as thats with any stun in the game. losing terror radius to everyone for 20s constantly would be pretty op...

    mindbreaker : Yes

    Im all ears : also yes, but i feel it should apply individually to each survivor, perhaps with the same cooldown maybe?

    thrilling tremors : Yes

    @Cancan71 said:

    Quick and Quiet - change the cool down to 30/25/20 seconds instead of 60/40/20.

    Poised - If you're hooked while a gen is completed, you lose scratch marks for 10 seconds when unhooked (kinda like how Adrenaline works).

    Both these changes are excellent! equalling out quick and quiet across the ranks is very good, and poised should work like that at base tbh

    @Kai6864 said:

    I’d like to see Buckle Up do a lot more for an “anti slug” perk. I’m not exactly too sure on what, so if someone could help me out that’d be great. Some ideas into the melting pot might be, increased healing speed on downed survivors, downed survivors gains endurance (not able to be used with insta heals, including For The People) or maybe it shows the killer while they are within a certain radius of the downed survivor.

    Buckle up could increase revival speed of downed survivors by your hand, and also by you in a certain radius kind of like a passive unbreakable?

  • Honestly if iri head only worked outside of a 32-40m radius and didn't lower hatchets I'd be completely ok with it. Getting a god tier shot across the map being rewarded with a high tier add-on? Yes please.

    Or having it warp through walls but act as a normal hatchet, allowing you to get some nasty shots if the survivor isn't paying attention. Might be still to powerful, but very outplayable as unless the huntress is relying on perks and add-ons to see through walls (or it's a see through all which is already non issue as you can mindgame back) it would be mostly guess work.

    Also give her 1% speed for every missing hatchet under 5. Please

  • @Mandy said:

    Unbelievable that we put something on for whilst people are quarantined - and yet people still complain :(

    It's 3 weeks of extra blood points - I dunno, maybe we thought some people might be happy about that or something!

    @Peanits said:

    I would like to extend our deepest apologies for offending you with free bloodpoints.


    I'm sorry about this guy complaining. You devs/community managers are doing a wonderful job. Most of us truly appreciate the free event/bloodpoints.

    Just want to say thank you for being incredibly level headed as well. Always appreciate the peanits flair.

  • @Godot said:

    Not an old suggestion, definitely. Last people who suggested it were hammered for being distasteful and insensitive.

    Sure, I agree, let's get some BP rolling in.

    Apparently we are! 25th till April 15th is a 1.5 bonus! Thanks devs!

  • @Joelwino said:

    So would you mean that the killer is undetectable for anyone outside of 40/36/32m and none of their sounds would play? Or maybe it gives the Oblivious status effect to survivors outside of that range? I know you said no undetectable, but I think your idea would really benefit from something like that. Otherwise I really like your idea, it would be a fun but niche perk to play with like dark devotion.

    yeah haha, i really enjoy dark devotion personally

  • @Codela said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165783#Comment_1165783

    Hehe, I was sure that somebody must've already suggested something similar. Glad to hear you like it. :)

    As for rewards, the only consistent form of representing your status in DbD right now are cosmetics I think. But then again, there are so many possibilities on how to represent an honour level: exclusive cosmetics (such as legacy skins), badges, generator/hook accessories, maybe even emotes ... ?

    Cosmetics aren't a good reward as after people get them, they'll stop being good, or the devs will contiuously have to release them/take them away

    Bp bonus or xp bonus would be nice

  • Deffinately down for this and have suggested a system similar to ow endorsements before

    Simply adding a upvote option that is easy to access (for console) And easy to see would go a long ways towards being kind towards others

    doesn't even have to have rewards in it for me. Though any would be nice :)

  • @NursesBootie said:

    "Dying Light" should not give a healing boost at all and keep its tokens when the obsession dies. That way i wouls maybe use it.

    obsession dying means 3 people or less. Having up to around 20% more of a gen to do on top of other perks like thana and pop would be broken for less people. That being said, it works with people up and the obsession up. which can make it really bad for those people even if one is immune. Making it so when the obsession dies no new stacks are gained but it stays up would be a fair compromise

  • @XRuecian said:

    @Maelstrom10 @Peanits

    I don't think all of the uses of insidious are bad uses. I have used insidious in some fun ways, it just feels too hard to use reliably most of the time. If it allowed you to keep its benefits for like 2 or 3 extra seconds after moving, it would open a lot more possibilties. I have chased two people off of a generator as trapper once, but then went and hid inside the back of the big broken truck for a few seconds. Just a moment later, they both came walking back, right beside me. I jumped out and managed to down one with a jumpscare attack. It was fun and they complimented the play after the game. I would love to allow insidious to give you the power to really make interesting jumpscare/surprise attacks. Maybe they could simply make insidious unable to be activated if you are within 24m~ of a hooked survivor or something, to make it less usable as a hook camping perk.

    I don't disagree that NOED is a crutch perk. That's exactly how i use it. I use it on the killers that i feel i have no other way of getting kills with. Most of them don't need it. I would much rather they bring some of the lower tiered killers up to par and just nerf noed in some way. Maybe noed shouldn't even be a hex perk. Maybe they should find a way to buff Remember Me or something to replace NOED as an endgame perk.

    Maybe NOED's strength could change depending on how many survivors are alive too, similar to my Fire Up idea. Maybe endgame, you get 2% +1% movespeed per survivor alive movespeed bonus (Max of 6%). And maybe you get 8% + 3% per living survivor (Max of 20%) reduced attack/ability cooldown/chargetime. Instead of making everyone exposed. This would make it more of a clutch perk that would be more powerful on the less skilled players that might need it, and less powerful for the killers who have already killed 2 or 3 people before endgame.

    Honestly I really enjoy that noed idea... Reduced attack cooldowns to mad grit levels if all 4 are living with a 1% speed boost per survivor alive. Take away hex status and boom viable clutch perk.

    I'm not denying insidious's ability to make fun and interesting plays, but the way it is now simply just encourages and allows for camping strategy's to work. Ie basement leatherface, something that shouldn't really exist. Then again we have wraith being able to cloak next to a hook which is not nice too. Ghostface atleast has to rely on insidious to do his variation of the camp, but he has built in mindgame insidious with his power and being able to hide his frame easier behind an object for a stealth attack

  • @XRuecian said:

    Insidious has a few uses as it stands, though i do think it could be 'slightly' buffed to allow it to actually be useful in more interesting ways. Maybe after moving, insidious should still mask your terror radius for 2-3 seconds, just at least enough to allow you to take a few steps and attempt a play.

    I think Beast of Prey is probably the weakest killer perk of all. When you go up against good survivors, you never enter bloodlust for more than a second anyways, and they are always looking behind them so it basically does nothing for you at all. Maybe they could change it continue to mask your red stain/terror radius for an extra 4~ seconds after losing bloodlust, so that way you could use it to attempt some mindgames at some tiles.

    The new perk Gearhead is also laughably bad. Not only does it require M1 hits (which makes it horrible on some killers like huntress, legion, hillbilly, cannibal), but then it only lasts 30 seconds, in which time someone has to actually get a skill check on a generator (which might not happen, or if it does, it might be during the last 2 seconds where the information isn't needed anymore). And then, it only activates if it was a Good Skill Check, if they hit a great, it doesn't work. Why not go ahead and add in more qualifiers while you are at it, Behavior? Maybe it should only work on Tuesday between 2am and 6am? Maybe i have to input the konami code while i'm at it?

    Why would i ever use Gearhead? You could just use BBQ and see where someone is at on a generator right away after downing someone. Or use Discordance and see which generators are high priority without me needing to do anything at all? What this perk SHOULD do is instantly force every person who touches a generator within the next 30 seconds to make a skillcheck, and if they dont hit the great check, then the gen becomes 'marked' which will cause its aura to turn yellow anytime anyone is working on it for the next 30 seconds. This will prevent the perk from relying on pure luck, and also stop survivors from just gentapping to completely counter the perk. Even still, this perk would be still somewhat bad in the highest ranks since good survivors can hit great skillchecks all day long.

    As for Fire Up, you could make it also give you a further bonus the more survivors are alive as generators are getting completed. Instead of 4% per gen, it could be: for each generator completed gain 2% [+1% per living survivor] action speed bonus. So if 4 generators are completed, and all 4 survivors are alive, it would be like 4 x (2% + 4%) = 24% action speed bonus. If all 5 gens are completed, and all survivors are alive, it would be 30%. This way it is more useful endgame if the survivors are dominating, but less powerful if you are already winning.

    The only reason NOED is used so often is because there are several killers who just don't have a chance at pressuring gens, and they have to hope that they can grab at least a kill or two at the end. Unless i am playing against less experienced survivors, sometimes NOED is like the only way i feel like i can get a single kill with the Wraith or Trapper, especially since i haven't unlocked some of the more snowballing perks like play with your food or save the best for last yet.

    Insidious may have uses but there Bad uses. camping is bad for game health and the game punishes you for doing so. rework the perk to encourage good playability/be an active perk that benefits the killer.

    Beast of prey buff yes.

    Gear head just needs to activate for a 2-4 seconds showing you what gens are being worked on every time you get a second hit. Requires you injuring or downing a survivor. Aura could also stay on the gen so long as the survivor is working on it. also should have no cooldown. that way its always beneficial

    Thats a good buff idea to fire up, but by the end of the match, pallets and windows are nigh useless without an endgame build. there either likely to already be used up, or be at exit gates and around them where you'll be using it, maybe shred through one pallet or two maybe one vault. no matter the speed increase its value is progressively lessened as the match goes on and you destroy pallets and loops.

    Thats what people mean when they say noed is a crutch perk though. wraith/trapper can most deffinately win at 5 gens at rank 1. relying on it to do the heavy lifting for you encourages bad play, and reliance on a singular perk to make up for either your inability or a killers inability (Also buff low tier killers, etc.) Sure some killers are less viable, but one sole strategy shouldn't be the railroad to victory for them. also noed just isin't fun on survivor side. it doesn't feel high risk high reward, and unless all totems are done it just... activates at the end of the game, no prerequisite. Its a crutch in my eyes which is why i wish to rework it. Having no terror radius and being a bit faster in the endgame leads to more spooks and less "ah **** this im leaving/oh god not this again". tinkerer is always fun to go against, and it would be similar with my design for noed. Even still, any perk that just activates at the end of the game to give the killer a boost is a crutch in some form imo, as its not rewarding good play, just benefiting poor play even in the cases where you were legitamately just outplayed for a match.

  • @XRuecian said:

    Only change i feel like huntress needs is making her lullaby radius a little smaller, and fixing some of the hitbox issues on some objects. It feels like people have already run halfway across the map before i even get into terror radius range with her. The fact that she gives a SUPER early warning and the fact that she is slow together both add up to making it extremely hard to even find a survivor in the first place. Rather than making her faster (which would be too strong), i would rather just have a little easier time finding people in the first place.

    Her hatchets hitbox interaction with objects is also super irritating. I find it really strange that a tall killer like the huntress can struggle to throw an axe through a window/vault location when standing right against it even though its only supposedly waist-high.

    I also don't think deathslingers speed should be buffed. He already can shoot you from outside of his TR range when using Monitor and Abuse or an Addon, he is supposed to be a sneaky tactician killer, not a chaser. He can feel a little underpowered against really skilled players, but this mostly is because he can't pressure more than one survivor at a time because of his reload speed. But they shouldn't buff his reload speed otherwise it would be too oppressive even in a 1v1 chase. So maybe something smaller and more condition related. Perhaps if he reels someone in and downs them, he should get a much faster reload, so that he has a little more threatening presence against multiple survivors.

    Or perhaps they could just buff the Deep Wounds debuff to actually be useful. This debuffs weakness is also the main reason legion suffers. It's a pathetic excuse for a debuff. They might as well just remove Deep Wounds altogether and just make these killers put hemorrhage and mangled on you instead, at least these debuffs do something.

    Deep wounds is essentially a second heal state you have to do to begin any action. nowdays i'd say its fine, just that killers shouldn't have it as a part of their power.

    Huntresses lullaby distance is what makes her fair, as 40m is an easy enough distance to hit with hatchets, and its nondirectional meaning they can potentially run into you with m/a.

    Hatchet hitbox is screwed tho at times thats for sure

  • @Nysos said:

    And they can only spectate from that POV

    Nah that could both give map awareness of the killer other survivors couldn't see, along with losing the ability to see anything your friends doing and the fun their having.

  • @AliBreakIT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159527#Comment_1159527

    But 3 gens for a single hit is not even close to a fair trade, especially for a perk.

    Thats also true. Which is why the speed aspect would be so hard to balance. having it removea stack of speed automatically, as the timer decreases would be more fair though no? ie 3 gens pop you become 15% faster for 60s. you hit someone at like 50s left, that becomes 50s of 10% speed.

  • @Hag.is.Dtier said:

    Add nooses into the game.

    Kinda already in the game but **** YES

    @Thrax said:

    LOVE IT. make it standard!

    I'D LOVE IT TOO

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