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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • I have an entire list of Killer Idea's posted on these forums. Well over 10.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1354801#Comment_1354801

    I believe it was pulled off by using Punishment of the Damned when basically on top of a survivor. I believe Janick said it had something to do with it counting as if an M1 had happened as well?

    https://youtu.be/BTUncaxGsz4

    Go to 3:30 or so to see it.

    I'm sure you know this. But just in case someone doesn't this is a bug

  • League of Legends, same as now

  • Something like this can't ever be anything other than a Survivor buff.

    Either it's not a strong enough reward to justify the time and it may as well not exist, thus making the game resolve like it already does

    Or

    It IS a strong enough reward to justify the time. Meaning that by preforming all the steps to open the stash they will be doing better than is possible right now.

    Neither outcome is actually an improvement for the game.

  • It was only nerfed once. After that it has only been buffed and was buffed twice.

    Once directly when they let it activate more than once.

    A second time indirectly when they made protection hits easier to get

  • @NuclearBurrito said:

    Another take at one of my older Killer ideas. Specifically a werewolf Killer.

    The Wolf

    Terror Radius: 0 (more on that)

    Movement Speed: 4.4 (110%)

    Power: Unholy Curse - You have 2 forms, Human form and Wolf form which each have unique effects. You start the trial in human form and can transform by holding M2 for 2 seconds, you move at 3 M/S (75%) during the channel and there will be a non-directional global audio que when transforming into a wolf. (Transforming into a human is nearly silent)

    Human Form:

    • You are passively undetectable and move at a reduced speed at 4.4 M/S (110%)
    • Basic attacks on Survivors will apply the tainted status effect, which lasts until it is manually removed (more on that) or until they are downed.
    • Downing a tainted Survivor grants a Beast token, powering up the wolf form and consumes the taint. You may have a maximum of 5 Beast tokens which last for the entire trial.

    Note: On injured Survivors, taint is applied AFTER the down. Meaning a tainted injured Survivor will still be tainted in addition to giving a beast token when downed. But an untainted injured Survivor will NOT great a beast token, but will be tainted afterwards.

    Wolf Form:

    • You have an increased terror radius (40 meters) and an increased movement speed of 4.8 M/S (120%)
    • Tainted Survivors within your terror radius are considered "Feared" which has effects depending on how many beast tokens you have and your addons.
    • You must have at least 1 Beast token to transform. The effects of Beast tokens are the following:
    • 1 Token: You may transform into wolf form
    • 2 Tokens: Feared Survivors move 0.1 M/S Slower (5%)
    • 3 Tokens: You see the aura of Survivors that become feared for 5 seconds
    • 4 Tokens: You have an extended lunge range (same as T3 Myers)
    • 5 Tokens: Your movement speed is increased by 0.1 M/S for each feared Survivor

    Prayer Statues:

    • 5 Prayer Statues will spawn all around the map.
    • Survivors may pray at a prayer statue for 10 seconds to remove the tainted status effect.
    • The Killer may destroy prayer statues while in human form disabling it for the rest of the trial. However this will also disable transforming for 30 seconds. Destroying a statue takes 2 seconds and is effected by anything that effects breaking speed.

    Perks

    • Mark of the Beast - Survivors you hit with a basic attack become marked. The next time they attempt to heal, repair, open an exit gate, open a chest, break a totem or sabotage a hook they will scream revealing their aura for 3/4/5 seconds and consuming the mark.
    • Hex: Decay - After a Survivor has vaulted over the same pallet 4/3/2 times it will instantly break. This effect is disabled once the Hex totem is cleansed
    • Hidden Rage - If you hit a Survivor with a basic attack within 5 seconds of them entering your terror radius this perk activates. Your next pallet break or vault action within 20/25/30 seconds will be preformed 100% faster.

    Addons

    Brown

    • Decrease how long you are locked in human form after destroying a Prayer Statue (by 10 seconds)
    • Tainted Survivors glow white
    • You transform from wolf form into human form 0.5 seconds faster
    • Increase the aura reveal duration of feared Survivors by 1 second

    Yellow

    • Decrease how long you are locked in human form after destroying a Prayer Statue (by 15 seconds)
    • 1 less Prayer Statue spawns
    • Decrease time to transform into Wolf form by 0.3 seconds
    • Feared Survivors have a 5% reduced action speed
    • Increase the aura reveal duration of feared Survivors by 2 second

    Green

    • Decrease time to transform into Wolf form by 0.5 seconds
    • Feared Survivors have a 10% reduced action speed
    • The slowdown effect on feared Survivors is increased by 0.05 M/S (2.5%)
    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 2 seconds)
    • Increase the aura reveal duration of feared Survivors by 3 second

    Purple

    • The first time you down a tainted Survivor, gain an additional beast token
    • You can see the aura of Prayer Statues
    • Increase the aura reveal duration of feared Survivors by 5 second
    • Each beast token increases your terror radius by 2 meters while in Wolf form

    Red

    • You start the trial with a beast token
    • You may obtain up to 6 beast tokens. The 6th beast tokens causes feared Survivors to have the exposed effect

    Note: The aura of Prayer Statues are NOT revealed to anyone. They are considered to be Killer Belongings for the purposes of perks and items.

    ^^^

    120% Killer while in Wolf form, which you can do for unlimited time after the first down

  • @Gravnos said:

    I gotcha, thank you both. Thank you, couple follow up questions.

    If you have increased speed of healing, that doesn't change the charges, correct?

    If 2 survivors are injured and one has Solidarity has the other has Second Wind, the second Wind user would still need to heal someone else for half a state, since the Solidarity user is considered to have done half of their own healing, right?

    Would Deathbound then be counted by a Survivor just finishing their heal when the Killer is close by? Could they heal theirselves the last %1?

    Yes to everything

  • You have to heal 16 charges for Second Wind. Deathbound and Aftercare just require you to do the final charge.

    The difference in wording is the word "equivalent".

  • @Poweas said:

    It's bad, don't worry about it. If only the healing % stacked with past heals, that way if you did 50% on 2 survivors, you get your perk. It should also work when healing with others (I don't think it works when you do a double heal).

    It does tho. In both cases.

    If you heal with someone else then you get 50% of the perks progress. So if you double heal 2 Survivors you get the perk.

    And if a Survivor self cares for 2 seconds and you heal them the rest of the way, you only need to heal some other Survivor for 1 second to get the perk.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1354039#Comment_1354039

    You're never really safe from this happening. Legion made it 3-3.5 months before their changes.

    Legion released > Mid Chapter > Plague drop > Legion Nerfed

    Legion didn't make it anywhere. His rework was just as weak as his original version just for different reasons.

    I was thinking more about what happened to Plague, OG freddy and Oni

  • Yeah. Phase is faster but harder to use or she has the invisibility flicker when she starts to lunge or something.

  • Honestly, even if he's good I have a policy to wait at least a patch before buying a new Killer.

    I do NOT want to find out that the Killer I spent money on is about to be nerfed into the ground in a patch.

  • Solution 2 is definitely the more interesting option out of those.

  • @Dead_by_Gadfly said:

    After completing the equivalant of 1 full gen, safely unhooking 1 survivor and healing the equivalant of a full health state of a survivor Press the active ability button to call on all crows to attack and stun the killer for 30/45/60 secs

    Or in other words:

    • After completing the equivalent of 1 full gen, safely unhooking 1 survivor and healing the equivalent of a full health state of a Survivor. You win the game.
  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295134#Comment_1295134

    I don't think that matters since every killer has maps they perform better on and maps they perform worse on.

    For example high mobility killers like Hillbilly or Oni generally perform worse on indoor maps where their freedom of movement is more restricted. They are far more comfortable on maps with wider spaces to dash through

    Likewise Stealth Killers are the opposite, taking advantage of the limited sightlines and constricted rooms of indoor maps to easily sneak up on survivors. While they perform worse on maps with wide clear spaces where survivors can see your approach from basically any angle.

    This isn't to say it's impossible to perform well with killers on those maps, it's only to say that certain maps would provide certain advantages to certain killers. It's not a major thing, and sometimes it hardly makes a difference, but sometimes it does have a bigger influence and swings the favor from one side to the other.

    In much the same way "the juggernaut" might perform better on maps that are filled with assets for survivors to collide with, and is slightly less effective on maps without those assets like certain locations in the Coldwind Farm realm.

    But performance on certain maps is not something that makes or breaks whether or not a killer idea would work in DBD, it's hardly a concern.

    Personally it sounds like a decent killer idea with some pretty decent perks. Although it DOES sound a bit too much like The Giant from Last Year: The Nightmare. Which is a pretty big roadblock / dealbreaker, when it comes to original characters I think the devs want to continue to make incredibly unique characters that no one has ever thought of or conceived of before.

    The Giant (sounds a lot like the description OP gave...):

    https://us.v-cdn.net/6030815/uploads/26HEH40J8NTL/image.png

    I'ma be honest. The Giant was literally what I had in my head when I was making this Killer. Although mechanically they are completely different of course.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1353452#Comment_1353452

    I think an unconditional 100% guarantee there will never be a notification for the killer on failed gen skill checks is a bit too much.

    Perhaps if tokens can be earned like Stake Out, and expended upon failing a skill check?

    It's an effect that can be completely gained without any perks at all by just not missing skill checks. Something that isn't particularly hard.

    A big part of why I didn't try to replace the effect entirely is that by giving the effect to Survivors around you as well you wouldn't need to worry as much about a newer Survivor working with you giving you away to the Killer and forcing you to run.

    A token system with that wouldn't work since it's not just YOUR failed skill checks being avoided.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/160994/technician-sort-of-rework

    Am I missing something here?

    This seems like the perk 100% ensures there is no drawback to equipping the perk.

    • Killer can’t use ANY sound cue that survivors are actively on a gen.
    • No penalty whatsoever for failing skill checks. Can just spam that button, no worries, because there won’t be any regression.
    • Effect extended to all other survivors on the gen.
    • And I’m guessing your last addition is to completely nullify Surveillance?

    Isn’t this all just a bit too much?

    Or am I misunderstanding your proposal?

    You are missing something

    The perk doesn't remove failed skill check regression. Just the pause and the explosion. You still lose 10% gen progress.

    Surveillance also hard counters this rather than the other way around. The generator just looks like it isn't regressing, it isn't actually regressing and any perk that cares about that sort of thing will act accordingly.

  • @MortisCarnifex said:

    Something like this would be pretty cool, especially if you wanted to keep a survivor away from an area. If they added environmental hazards juggernaut's ability would be metal asf

    Meh. Environmental hazards would be irrelevant against any Killer other than this one and Deathslinger, making it also OP with these Killer in play.

  • @BubbaMain64 said:

    This is a lot like old legion where you just die no matter what. Yeah you group up but for solo-que players this guy would be way too oppressive and just not at all fun to play against.

    He gives you free aura vision. Solos are perfectly capable of grouping up given that in this case they have the knowledge required to do so.

  • That actually reminds me. I wanted to change the blue orbs essence effect to a % so it could scale indefinitely.

    I have now done so.

  • @Erohnic said:

    Question, when Locking the mist, the killer is able to move around in the mist, while the area of the mist stays in one place right? I also think getting rid of the red light would be the move, since the mist basically says where you are at all times.

    And yes, locking the mist let's you move independently of the mist.

  • @Erohnic said:

    I think this would have MASSIVE difficulty in survivors in late game. But I like it.

    That's the idea. Having an inevitable but eventual threat like that was kinda the core idea behind this Killer. Something that gives you a sense of dread to face.

    A more pure kind of horror than just surprise or even terror.

  • @Erohnic said:

    And this could be done on all generators? Is there a way to get rid of the decay? I didn’t see one when I read through, but I could have missed something that would answer this.

    You missed nothing. Doing this however would take a lot of time and would mean less corruption to use on other Survivors, Windows ect giving you harder chases. Especially because it has a build up period and you'd need to do this on each generator one by one.

  • @Erohnic said:

    Question, when Locking the mist, the killer is able to move around in the mist, while the area of the mist stays in one place right? I also think getting rid of the red light would be the move, since the mist basically says where you are at all times.

    Locking the mist gives you Undetectable which already removes the red light

    @Erohnic said:

    To further go, maybe while the mist is locked, you get the red light if you leave the mist would help balance it alittle

    And thus this is always already the case.

  • @Erohnic said:

    So a couple of questions. The sacrifice perk, basically a mori as a perk? And with the orbs, how long do the effects last?

    Mori on a perk that only works on death hook. Kinda like Pyramid Heads final judgment but not quite as fast.

    As for the orbs. The absorption buff is 20 seconds but the Essense effect is both permanent and stacks indefinitely.

    Over an infinite trial he can increase his stats an infinite amount. This is of course counterbalanced by the lack of an infinite trial and having no power otherwise.

  • @Erohnic said:

    So would it double the time it takes to do the generator?

    Yup

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1352611#Comment_1352611

    How often are you going too run into someone who has never bought DLC? Original characters net them a ton of money. The rest of your statement I agree on, but saying the original characters don't give them money is just a lie lol.

    I only bought demogorgon because he required me to BUY him. Otherwise I would have saved up shards.

  • @Erohnic said:

    The slowdown is WAY too high. And getting rid of the darts would take too long. Lowering both of these would make for an interesting killer. Focusing mostly on slowing down survivors to catch them.

    Changes:

    • Slowdown magnitude - 50% -> 25%
    • Slowdown effect - Movement speed -> EVERYTHING speed
    • Dart removal time - 10 seconds fixed -> 8 seconds but reduced by the slowdown (so better remove them quickly)
    • Various addon changes accordingly
  • @OhMyWords said:

    that's a very fun killer. only other killer who can change survivor's place is deathslinger but he's not a juggernaut. +1

    i wish something similar or your killer would get be in the game but it probably wont

    I mean, deathslinger IS in the game. So they could totally implement a Killer about moving the other Survivors around.

  • @Erohnic said:

    The slowdown is WAY too high. And getting rid of the darts would take too long. Lowering both of these would make for an interesting killer. Focusing mostly on slowing down survivors to catch them.

    I honestly forgot I made this Killer. I'll make some changes, gimme a sec.

  • I heard you. Was making a separate point for the sake of humor.

  • @Rareware0192 said:

    Cool concept. The power itself reminds me of Doomfist from Overwatch with how you can punch them and collide them against obstacles.

    I honestly never thought about that but now that you've pointed it out I can't unsee it.

  • @Erohnic said:

    I think there might need to be a cap on the rotting. Or a larger time to gather. Some of the slower games would make it possible to make the last few gens too hard to complete I think. But, like the other ideas you have, I like it.

    There is a cap, at least on generators anyways. It's 50%.

  • @Erohnic said:

    I like it. Why are you so good with ideas

    You know, if you're going through all my older idea's then out of the ones you haven't already commented on here are my 2 favorite:

    @NuclearBurrito said:

    Lore - A loyal worshiper of the Entity even before being pulled into the fog the Acolyte is very used to making sacrifices.

    Weapon - Ornamental Dagger + Blood vial (when hitting a survivor he has an animation of the blood dripping into a vial

    Movement Speed - 115%
    Terror Radius - 32 meters
    Height - Short

    Power: Blood Ritual - Every time the Acolyte hits a survivor he gains a blood token. He can channel M2 (2 seconds) to expend 2 tokens in order to call upon the entity's favor giving him a choice of 3 essence orbs: Green, Red and Blue which can be selected from simply by looking at the appropriate orb and pressing M1.

    Once an Orb is obtained pressing M2 again will consume the currently held orb which will grant you a temporary Absorption buff depending on the color of the Orb used for 20 seconds and then a permanent Essence buff also dependent on the color when the duration runs out. Each Essence buff may be collected multiple times and stacks with itself indefinitely.

    The effects are:

    • Green - Increase your movement speed by 0.2 M/S and your vault speed by 20%. Essence effect - Increase your movement speed by 0.04 M/S
    • Red - Increases your pallet and generator breaking speed by 25% and decreases your Successful Attack recovery by 50%. Essence effect - Increase your pallet and generator breaking speed by 5%
    • Blue - Decreases your terror radius by 10 meters and increases your Lunge duration by 0.2 seconds. Essence effect - Decreases your terror radius by 2 meters.

    Add ons from most common to least common

    COMMON ADDONS

    • Cursed branch: Start with 1 Green essence
    • Blood stained cloth: Start with 1 Red essence
    • Unopened letter: Start with 1 Blue essence
    • Talisman: Slightly increases summoning speed (-0.25 seconds)

    UNCOMMON ADDONS

    • Alm of Haste: Moderately increases the absorption vault speed increase of green orbs. (+5% vault speed )
    • Alm of Bloodlust: Moderately increases the absorption attack cooldown reduction of red orbs. (+12.5% attack cooldown decrease)
    • Alm of Secrecy: Moderately increases the absorption lunge range increase of blue orbs. (+0.05 seconds lunge)
    • Canvas Talisman: Moderately increases summoning speed. (-0.5 seconds)
    • Decorated vial: Increase absorption duration by 10 seconds

    RARE ADDONS

    • Aged Alm of Haste: Increases the effect of green essence moderately. (+0.02 M/S haste)
    • Aged Alm of Bloodlust: Increases the effect of red essence moderately. (+2.5% pallet breaking)
    • Aged Alm of Secrecy: Increases the effect of blue essence moderately. (-1 meter TR)
    • Rotten Talisman: Considerably increases summoning speed. (-0.75 seconds)
    • Crystal necklace: Moderately increases all Absorption vault speed, attack cooldown and lunge duration effects.

    VERY RARE ADDONS

    • Rotted Alm: Moderately increases all essence effects.
    • Cultist Robes: Orbs cost 1 less blood
    • False Idol: start with 1 of each essence
    • Sentimental Relic: The first time you absorb each color Orb all Survivors will receive the exposed status effect equal to it's duration and you will not receive it's essence afterwards.

    ULTRA RARE ADDONS

    • Iridescent Alm: Each orb grants an additional essence. Reduces the Absorption duration by 15 seconds.
    • Bloody Offering: Your first 3 orbs are free, tremendously increases summoning speed. (-1 second). Additional orbs will cost 1 more blood than normal.

    Perks:

    • Ritual of sacrifice - You may kill 1/2/4 survivors who have been rescued from the hook after the summoning phase (Note: This only saves the time between picking them up and hooking them since they are dead on hook at this point)
    • Hex: Devotion - Each hooked survivor increases your movement speed by 5%. This effect is persists for 5/10/15 seconds after the survivor is unhooked. These effects are disabled if the hex totem is broken
    • Curse of solitude - A random survivor is the obsession. Anyone who does a cooperative or altruistic action with or on the obsession or has a cooperative or altruistic action done to them by the obsession gets exposed for 20 seconds. The obsession gets a 15/10/5% action speed bonus to non-altruistic non-repair actions preformed alone and an additional 5% bonus for each other dead survivor

    SURVIVOR PERKS:

    • Hyper Sensitive - Pain fuels you. You gain an additional 50% speed when getting hit by the killer for the (first 1 second)/(1.5 seconds)/(entirety) of the speed boost.
    • Without a trace - You escape with nothing left from you. When the exit gates are powered you leave no scratch marks for 40/50/60 seconds.
    • Fleet feet - You make your way around easily. While healthy and not in the killer's terror radius or in a chase you run 4%/5%/6% faster

    Credit to @L3gi0nMa1n for most of the addons and @8obot1c for the Survivor perks

    @NuclearBurrito said:

    This was one of my older idea's and I thought I could execute it better now.

    The Shadow

    Movement speed: 4.6 (115%)

    TR: 24 meters

    Height: Medium

    Power: Black Mist - The Killer emits a Mist inside of the inner half of the terror radius. This mist is opaque to Survivors outside of it. Survivors inside the mist have their screen go monochrome and cannot differentiate from inside and outside the mist. Additionally they will become Oblivious until they exit the Mist. The Mist will disappear when outside of the Killers Terror radius.

    The Killer has 2 Abilities related to the Mist: Expanding the Mist, and Locking the Mist.

    Expanding the Mist is channeling for up to 3 seconds, during the channel the Terror radius will increase by up to 100%. Afterwards the Terror radius will gradually fade back down to it's base level over 10 seconds.

    Locking the Mist grants the Killer the Undetectable status, and drops an invisible decoy that continues emitting the Terror radius. if the Killer exits the Mist his movement speed becomes 4.4 M/S (110%) and he needs to be in the mist for 3 seconds to regain full movement speed. Exiting the decoy Terror radius entirely will cancel the lock. If the Mist was expanded locking the Mist will halt the Terror radius from decaying.

    The Killer has a visual ring representing how far the Mist goes and where it is if it's locked.

    Perks

    • Creeping Dread - If a Survivor working on a Generator, sabotaging a hook or healing enters within 8 meters of you they will immediately receive a skill check. This can only activate on each Survivor once every 20/15/10 seconds.
    • Twilight Approaches - Start the trial with 3 tokens. Consume a token every time you strike a healthy Survivor. At exactly 3 tokens: Instantly down the Survivor. At exactly 2 tokens: You suffer no successful attack cooldown. At exactly 1 token: You receive a 5% movement speed bonus for 20/25/30 seconds.
    • Ravenous Hunter - Gain bloodlust 50/75/100% faster. Gain an additional 2% extra movement speed per tier of bloodlust.

    Addons

    Brown

    • Survivors inside of the Mist are blinded
    • Increases your maximum expanded Terror Radius by 25%
    • Your expanded Terror radius takes 2 seconds longer to decay
    • You do not emit a red stain

    Yellow

    • Increases your maximum expanded Terror Radius by 50%
    • Your expanded Terror radius takes 3 seconds longer to decay
    • Re-entering the Mist restores your movement speed 1 second faster
    • You expand the mist 50% faster
    • Negative status effects cannot be removed from Survivors while they are inside of the Mist (Deep Wounds doesn't count for this). Timers on negative status effects will be paused until they exit the mist.

    Green

    • Your expanded Terror radius takes 5 seconds longer to decay
    • Re-entering the Mist restores your movement speed 2 seconds faster
    • You expand the mist 100% faster
    • Survivors that exit the Mist receive a 5% Hindered status effect for 10 seconds
    • While outside of the Mist you are invisible to Survivors inside of the Mist

    Purple

    • While outside of the Mist you see the aura of Survivors inside of the Mist
    • The Mist lingers for 5 seconds after leaving your terror radius
    • Survivors inside of the Mist have their repair, sabotage, gate opening and repair speeds decreased by 50%
    • You may exit your Decoys terror radius without unlocking the Mist

    Red

    • The Mist fills your entire Terror radius
    • While there are no Survivor in the Mist and you are in the Mist move 10% faster. While there is at least 1 Survivor in the Mist and you are outside of the Mist move 10% faster. Otherwise move 5% slower.


  • @Erohnic said:

    I think it’s a unique idea, but I do think the movement speed should be reduced.

    Was actually already drafting an entirely different change.

    The damage from M2 was removed in favor of a stronger stagger when hitting something, but the speed boost from hitting someone in general was massively increased. Note that you still lose distance in a straightaway not counting the distance covered from the initial dash.

  • @Nos37 said:

    Seeing how new perks have been treated, this perk would only be implemented with stipulations: Cannot be used while injured. You must fully heal a Survivor first. It only lasts 10 seconds. Has a 60 second cooldown.

    Meanwhile: Lightweight

  • @Erohnic said:

    Another cool idea. I don’t understand how you do it.

    Come up with a niche that doesn't already exist.

    Make a list of problems with the idea

    Solve them

    Iterate

  • @LegionOfDumb said:

    Must... resist... obvious... X-Men reference...

    image.png


  • @Erohnic said:

    Really Interesting idea. I am curious on if there is a time limit on the wolf state.

    Nope. After your first Down you can use it as much as you'd like.

  • @Erohnic said:

    Interesting idea. Are survivors able to destroy portals like against the demo? I think either way could work.

    No, they can't.

    However unlike with Demo it doesn't do anything to the Survivors by itself and if the Killer isn't using them it can be exploited for stealthy faster movement (at the risk of being intercepted with no way to loop).

  • @EvilJoshy said:

    The perk was alright for new players dealing with old ruin. Before they learned how to hit great skill checks. Now that ruin is garbage, technician lost some of it's value.

    Hence this buff

  • @Blue_Archer33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1351743#Comment_1351743

    If a survivor were to ignore the Gargoyle and his Statue duplicates, he could manipulate the survivors into not being sure which are Statues and which are actually him. Not to mention that if they don't figure it out, their auras are being revealed.

    You don't need to look directly at something to see it. Otherwise you wouldn't see ghostface until you were already revealing him.

    Just leave it in the corner of your screen and problem solved.

  • I've found that if you take a ######### perk and turn it's effect up to 11 the result is a pretty good or at least usable perk.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1352237#Comment_1352237

    I mean, if this was a thing and became popular, surveillance would become a new meta perk. And honestly I'm all here for it.

    Yeah right? Surveillance would hard counter a lot of what this perk does. But I'm alright with that.

  • @LordGlint said:

    Thats not so much as a rework and just a straight buff. You enhanced the numbers on what it currently does and gave it further positive effects.

    Hence the (sort of).

    I'm only calling it a "rework" of any kind since the regression aspect and it effecting other Survivors changes it's function a bit. But yes this is an objectively better version of the perk.

  • Nurses Calling, I'm all Ears, Monitor and Abuse, Infectious Fright

    I'm all Ears is just insanely good on him in general.

    Nurses Calling can give you Free downs, especially in combination with M&A

    Infectious Fright helps you snowball letting you make better use out of the time you get from caging Survivor.

    Monitor acts as a Synergy tool for IF and NC, as well as just reducing the initial distance of most chases in general.

  • @Kate_cx said:

    @MandyTalk You know what to do ;)

    Should I be worried?

  • @bLoodSLoth97 said:

    The idea seems interesting and perks seem really good. However, does broken cogs have a cooldown or prevention from making a 3-gen impossible? Seems like Forever Freddy could come back to life. Reminds me of the tank from L4D. Nicu.

    No cooldown but the upper limit is a 20% speed reduction after only 2 kicks. Having a cooldown would just make it exclusively used for 3 gens anyways, since at least this way you can use it on a lot of different generators without issue.

    Also since it's kicks that means it doesn't work from perks like Surge or Ruin.

  • Added the perks. Will add addons soonish

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