NuclearBurrito
NuclearBurrito
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@JustAFeeling said:
https://forum.deadbydaylight.com/en/discussion/comment/723352#Comment_723352
Imagine being a Horror film fan and a gamer then they combine the two 🎇✨🎆
I'm not a Horror film fan.
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Guys. We already have the Trapper from Dead By Daylight in this game. What more could you possibly need?
I mean that game is so popular it already has movie licenses. Pretty sure having one of their Killers is a big deal.
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But a Hotdog is a taco.
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Don't get me wrong, a lot of Licensed Killers have awesome mechanics. Freddy is currently one of my favorite Killers and Demogorgon is super fun. But I like the idea of getting something truly new and unexpected.
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@JustAFeeling said:
https://forum.deadbydaylight.com/en/discussion/comment/723340#Comment_723340
That's not true each Licensed character are unique and has there own set of mechanics
It's unique but it's not surprising (in terms of lore and asthetics).
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Mechanics>Lore any day.
However I'm always intrigued when they show a new original character, when it's a license it just feels like I already know what I'm getting and it isn't nearly as cool.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/722948#Comment_722948
My problem with the Hag stems from the fact that if you are aware you are going up against the Hag, you should be smart enough to not proc the Traps when going for a basement save. They're not like Bear Traps where you are literally not allowed to step on it. As long as you don't GOTTAGOFAST while treading that area, and your Hooked teammate (who absolutely should be aware that it is the Hag) also does the same, you should be fine making that escape.
If they are trying to crouch their way past the basement you have plenty of time to get back.
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Nurse, Spirit, Billy, Hag, Huntress Freddy are 100% fine and completely viable against even those SFW teams.
Ghostface, Plague, Myers and Clown aren't quite as good but I'd still expect you to get results, with Ghostface, Plague and Myers being borderline cases.
That just leaves Pig, Legion, Doctor, Trapper, Wraith and Leatherface. Meaning there are as many viable Killers as unviable Killers with a few killers in a gray area as well.
While not preferable it's not THAT bad either.
Demogorgon is unlisted for now but I'm estimating him being viable.
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Hag.
Your question is who has the best basement game, not who's the best basement camper.
Leatherface is better at camping the basement, but I'd still say Hag has the better basement game.
This is because Hag doesn't have to camp the Basement. She can simply place a few traps and move on and when they are unhooked she's back. That means she can get into chases with other people and get more gen pressure via more hooks in the meantime.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/722870#Comment_722870
Ok. I agree, it just wasn't clear in your original comment.
The context was healing vs gen rush. So we need to compare gen progress when healing vs gen progress when not healing and when you heal you lose 32 seconds of gen progress unless you have perks or items to speed it up (I always bring a medkit for this reason).
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/708345#Comment_708345
Healing takes 16 seconds by another Survivor, FYI.
Which means 2 survivors so it's still 32 seconds of time wasted.
specifically.
1 Survivor healing for 32 seconds via self care + 1 Survivor on a gen for 32 seconds = 2 Survivors healing for 16 seconds + 2 Survivors on gens for 16 seconds
The real distinction between the 2 situations is travel time, since in the 2nd situation they need to find each other and then afterwards travel to different gens, otherwise if they go to the same gen then it's less efficient.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/721518#Comment_721518
I personally don't like the idea of a fix number of boxes because it kinda just makes the traps less interesting because they would likely set the number lower than what is currently the default (four at most), which means that the Traps would NEVER go off instead of "not very often." Yes, the traps are stalling tools first, but they still need to be killing tools second in my opinion (even if they are a distant second).
The difference between camping the box and camping the hook is that you can absolutely 100% foolproof guarantee that they can't get the trap off by just standing in front of the box so they can't search it, while Survivors can theoretically coordinate freeing the Survivor from the hook.
https://forum.deadbydaylight.com/en/discussion/comment/721550#Comment_721550
The thing is that once they have failed searching three boxes, you already have a general idea of where the fourth box probably is based on how the boxes tend to be spread out. From there, it is mainly about hanging around that general area and dealing with people who also happen to be in that area until that fourth noise notification goes off. Assuming you haven't botched it up then, you can probably get to that last Survivor and pretty much seal their fate.
Maybe I am wrong, but I am not convinced that it is possible to thread the line between "garbage" and "problematic". The way I see it, if you're going to take away the box auras completely, there needs to be a sizeable upside for it. Auras for a few seconds don't cut it by a long shot, and notifications at the start are too problematic IMO. I personally think you'd have to either find a completely different payoff or just start over from scratch.
Well the obvious solution is bigger numbers.
That tends to solve most of these sorts of problems.
6 seconds won't help you.
Forever is obviously OP AF.
Thus there is some time between 6 seconds and unlimited which is balanced.
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The Spirit has a Skill gap but it's not in the same sense that Nurse and Huntress do.
Specifically, Nurse and Huntress's difficulty comes more from things like muscle memory and aiming. While obviously if you are brain dead you aren't going to be doing very good with them, it's far more about execution and getting the timing down for when and where specific actions work and how to execute the correct moves.
However the Spirit is different. The literal act of using her isn't mechanically difficult, hitting someone in phasewalk isn't THAT precise. However her difficulty is in having to be able to constantly predict the Survivors and get into their heads to know what path they will take possibly before even they do and manipulating them into coming to where you either are or where you will be. Once you have a read on them the execution itself is fairly straightforward and if they are being predictable like many Survivors are then even that part isn't too difficult.
But the real reason why Spirit can feel easier than Nurse or Huntress is because those skills I mentioned aren't solely applicable to the Spirit. Most multiplayer games have some form of prediction as a part of the gameplay and getting into someone elses head is a mindset that people do as part of other games and even though not to the same degree as other Killers in DBD such as Hag or Trapper (although the scale is different there). Knowing the blink ranges and timing isn't going to help you play Huntress and knowing windup times won't help you as Nurse. But knowing the optimal place to put a phantasm trap to catch someone off guard in a chase 2 minutes later WILL help you be a better Spirit even if you've never phase walked in your life. So if you've been playing Hag for 1k hours or even play other games that have nothing to do with DBD a lot then you will find yourself right at home with Spirit since the mindset and skills required are less exclusive than the skills required to blink or throw a hatchet. Meaning you aren't starting from scratch with Spirit while you mostly are with Nurse or Huntress (or Billy to a lesser extent).
I will admit though that Hag and Trapper are likely much harder than Spirit due to the difference between when you make the prediction and when the prediction needs to come true. Spirit needs to predict where you will be in 5 seconds while Trapper is predicting where you will be in 5 minutes. The fundamental skillset required is very similar but the Trapper's has more wrong answers.
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@Mister_xD said:
since your question was who "deserves" it most, i will go with Trapper.
the fact that he is literally the face of the game, though the devs seem to always forget about him makes me sad... imo he is entitled to get one as soon as possible, just because of him being the mascot of this game.
if you had asked who "needs" it most, i would have picked eigther Legion or Bubba tbh...
That's actually a good point. Trapper should get some love.
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@NuclearBurrito said:
No not a full on rework. As fun as that sounds, it's not the best idea considering that he's always going to have a chainsaw.
These changes all go together:
- Change Bubba's MS to 92% up from 87.5% while charging his chainsaw. This is the same as Billy
- Bubba no longer gets stunned when hitting a non-survivor object, he just keeps going anyways. This will go through pallets but he can still be stunned if it's dropped directly on top of him.
- Movement speed during his rampage is increased to 125%
- Charge time is increased to 2.35 seconds (up from 2.1 seconds) for reference Billy's is 2.5 seconds. Basically beasts marks is now basekit.
- His rampage is changed to 3 seconds flat down from 3.26. This is a mostly side grade as it means if they jump through a window you aren't punished for as long. The distance he travels is the same as now with the speed increase
Addon changes:
- Chili/Award winning Chili - Moderately/Considerably (10/15%) increase the rampage duration. No longer effects object penalty because that's not a thing. (because these add-ons do nothing now)
- Carburettor Tuning Guide - Now ultra rare. Values increased to match new rarity: Decreases the charge time by 20%, Decreases the cool-down by 20%, Reduces the sound range by 40% (because it's the wrong rarity now and he needs ultra rares)
- Light chassis - Now ultra rare. Slightly increase your movement speed while charging your chainsaw (up to 95%) and you may now cancel the rampage at any time. (Object penalty no longer exists and he needs a 2nd ultra rare)
- Depth Gauge Rake - Now very rare. Decrease the rampage duration by 10%. Each time you hit a survivor with your chainsaw extend the duration by 1 second. (Same as Light chassis minus the ultra rare part)
Here's what I'd do.
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Nerf her addons tbh.
Prayer beads is the most obvious offender but her other addons green and up are too good as well in some way.
Her counterplay is because at many tiles if she makes an incorrect prediction you can gain enough distance to escape at least temporarily and get to the next tile where you can do it again (or attempt to loop her to juke her at the same tile again but that's less likely to work).
Her addons throw a huge wrench into this since if she has significantly longer phasing duration/speed then all of those careful predictions are thrown out the window when she just randomly has way more speed and duration than she normally would and can simply reach both sides of whatever tile you are on before you'd have time to get to the next one.
That'd be like if Huntress hatchets suddenly became homing. Or if Billy's saw also make him travel straight through objects without stopping.
As for her basekit the only change I'd want is to have the patch she took be visable in the form of a trial when she exits her phase walk in the form of a trail much like the shimmers when she's passive phasing. This wouldn't change the mindgame interactions themselves in nearly all cases, however it would make it far more clear what exactly happened from the Survivor PoV thus reducing the feeling of unfairness and also giving you a better idea into what strategy they used to catch you. And in a mindgame knowing why you were caught is very important since it cues you into what mindgames could hypothetically work in future chases during that trial against that particular Spirit.
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Also also, while it doesn't prevent it being unable to see the box aura's does make the strategy much less likely to work, since you will often not be close enough to the box in the first place in order to reach it before they've searched it.
And in the worse case scenario we can just give the perk additional downsides to compensate for or prevent the strategy.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/721442#Comment_721442
I've thought about that, but that creates an unfortunate potential where someone can just wait until the fourth notification to catch the person at the last box and just make sure they never get a chance to properly search it. Even with the inability to see the box auras, promoting Box Blocking is not a very good idea IMO. It's the same reason why I am against Amanda's Letter removing two boxes (because you have a 50/50 shot of being able to do that instead of a 25% chance).
That's a big part of why I want the traps to come off after a fixed number of box searches depending on the total number of boxes rather than based off RNG.
But even ignoring that it's the equivalent of just camping them to death. If your plan is to camp the box then just skip a step and camp the hook. At least there you might have randoms foolishly going for a save.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/721173#Comment_721173
If they are across the map, having the aura and notification doesn't accomplish much because they have time to throw you off after the aura wears off, and you are wasting time going across the map to get them in the first place. If they are close, you probably would not have needed the aura because you would have just known to check if you could see the box. The upside of seeing one person's aura at a random point not of your choosing is both pretty negligible and a worse upside than just knowing from the very start where the Boxes are.
It's basically Bitter Murmur but way worse because at least Bitter Murmur doesn't erase generator auras and at least Bitter Murmur can potentially reveal multiple auras at once (and will reveal everyone near the end of the game).
It is not making you better. It is actually making you worse.
https://forum.deadbydaylight.com/en/discussion/comment/721229#Comment_721229
I would scrap it completely and make a new add-on from scratch because I'm not sure there is a way to effectively balance it as an Uncommon.
You could make it like ToTH where the notification is at the start taking the hat off instead of the end.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/721112#Comment_721112
It's, like, arguably the single worst add-on in the entire game. I would actively avoid it in the Bloodweb if it were a common.
How about this.
If you could change it in accordance with the function of this post how would you do it?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/721112#Comment_721112
It's, like, arguably the single worst add-on in the entire game. I would actively avoid it in the Bloodweb if it were a common.
Na. It has it's purpose. Doesn't show you were people are after they take off the traps? That's useful if you have a built that cares about it.
Plus not being able to see where the box's are isn't that big of a problem in the long run since you can just memorize where they are as you patrol.
It's a gimmik, which means it's the best kind of addon. It's not making you better but it is making you different.
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@TAG said:
Why did you leave Amanda's Secret the same? :(
Oh wait you said Amanda's secret not Amanda's letter.
But same deal. Bad for it's rarity but fine in general if you are ignoring rarity which is the whole point of the rework
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@TAG said:
Why did you leave Amanda's Secret the same? :(
Cuz it has plenty of drawbacks to counterbalance the upside it has.
It's weaker than an ultra rare should be but for the most part I'm trying to make the addons the level of current yellow rarity addons so that isn't a problem here.
Yes there are some exceptions to that. But in the majority of cases the yellow addons feel the most balanced.
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Sure why not.
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I refuse to believe that there is anything that can't be turned into a balanced perk/killer/item/whatever.
The only reason to think otherwise is because you lack creativity.
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TLDR: Make Addons and Items permanent like perks rather than consumables like offerings. Rework all items and addons with this in mind. Specific reworks are listed one by one.
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PIG
- Workshop Grease - Moderately increases the Skill Check trigger odds when interacting with a Jigsaw Box.
- Shattered Syringe - Moderately decreases the Ambush Attack miss cool-down
- John's Medical File - Moderately decreases the Ambush Attack charging time
- Combat Straps - Slightly decreases time it takes to crouch
- Video Tape - Slightly decreases the Ambush Attack charging time. Slightly decreases the Ambush Attack miss cool-down.
- Utility Blades - Survivors caught in a Reverse Bear Trap suffer from the Mangled Status Effect.
- Razor Wires - Considerably increases the penalty of failed Skill Checks on Jigsaw Boxes
- Last Will - Increases available Reverse Bear Traps by 1
- Face Mask - Survivors caught in a Reverse Bear Trap suffer from the Blindness and Oblivious Status Effects. Does not affect the Jigsaw Box highlight.
- Slow-Release Toxin - Survivors caught in a Reverse Bear Trap suffer from the Exhaustion Status Effect.
- Rusty Attachments - Survivors caught in a Reverse Bear Trap suffer from the Exposed Status Effect
- Jigsaw's Annotated Plan - Increases available Jigsaw Boxes by 1. Moderately increases the Reverse Bear Trap death timer.
- Interlocking Razor - Considerably increases the Jigsaw Boxes Skill Check difficulty.
- Bag of Gears - Slightly increases the time it takes Survivors to search a Jigsaw Box. Slightly decreases the time it takes to put on a Reverse Bear Trap.
- Tampered Timer - Slightly reduces the Reverse Bear Trap death timer of all active Reverse Bear Traps each time a generator is completed
- Jigsaw's Sketch - Increases available Jigsaw Boxes by 2. Slightly decreases the time it takes Survivors to search a Jigsaw Box.
- Crate of Gears - Considerably increases the time it takes Survivors to search a Jigsaw Box. Moderately increases the Reverse Bear Trap death timer.
- Amanda's Secret - Disables The Pig's ability to see Jigsaw Boxes' Auras. Gain a notification when a Survivor removes a Reverse Bear Trap. Auras of Survivors removing a Reverse Bear Trap are revealed to you for 6 seconds.
- Rules Set No.2 - Disables the Survivors' ability to see Jigsaw Boxes highlighted until their Trap is activated.
- Amanda's Letter - While crouched, see outlines of Survivors within 12 metres of range. Reduces available Reverse Bear Traps by 3. Reduces available Jigsaw Boxes by 2.
CLOWN
- Smelly Inner Soles - Moderately increases the Movement Speed while reloading The Afterpiece Tonic.
- Robin Feather - Moderately decreases the cool-down time between The Afterpiece Tonic throws.
- Fingerless Parade Gloves - Moderately decreases the Reload Time
- Ether 5 Vol% - Moderately increases the Intoxicated Effect duration
- Thick Cork Stopper - Considerably decreases the Reload Time. Slightly increases the cool-down time between The Afterpiece Tonic throw.
- Sticky Soda Bottle - Start with 1 extra bottle of The Afterpiece Tonic. Increases maximum carried bottles amount by 1.
- Starling Feather - Considerably decreases the cool-down time between The Afterpiece Tonic throws. Slightly decreases the Movement Speed while reloading The Afterpiece Tonic.
- Solvent Jug - Intoxicated target suffers from the Exhaustion Status Effect for 30 seconds.
- Kerosene Can - Intoxicated target suffers from the Blindness and Oblivious Status Effect for 30 seconds.
- VHS Porn - Tremendously decreases the Reload Time. Moderately increases the Movement Speed while reloading The Afterpiece Tonic. Each time you reload the Afterpiece Tonic gain only 2 bottles each time.
- Sulphuric Acid Vial - Intoxicated target suffers considerably from the Mangled Status Effect for 90 seconds.
- Flask of Bleach - Intoxicated target suffers moderately from an extra Hindered Penalty. Decreases Maximum bottles by 1.
- Ether 10 Vol% - Considerably increases the Intoxicated Effect duration. The Afterpiece Tonic Gas Effect duration lasts moderately shorter.
- Bottle Of Chloroform - Moderately expands The Afterpiece Tonic Gas Effect area.
- Garish Make-up Kit - The Afterpiece Tonic Gas Effect duration lasts moderately longer.
- Ether 15 Vol% - The Afterpiece Tonic Gas does not inflict Hindered into Survivors. Instead it will grant you Haste for the same duration and effect strength when you enter the Gas.
- Cigar Box - Moderately prolongs the intoxicated target's blurred vision
- Cheap Gin Bottle - You may reload while at your current max bottle count to gain 1 additional bottle. You may carry up to 3 extra bottles this way.
- Tattoo's Middle Finger - Auras of Intoxicated Survivors are revealed to you for 4 seconds
- Redhead's Pinky Finger - Survivors hit directly by a bottle of The Afterpiece Tonic suffer from the Exposed Status Effect for 8 seconds. Tremendously increases the cool-down time between The Afterpiece Tonic throws. Decreases Maximum bottles by 2.
SPIRIT
- Zōri - Slightly increases Yamaoka's Haunting movement speed.
- Shiawase Amulet - Slightly increases Yamaoka's Haunting duration.
- Origami Crane - Slightly increases Yamaoka's Haunting power recovery.
- Gifted Bamboo Comb - Slightly decreases Yamaoka's Haunting activation charge time.
- White Hair Ribbon - Moderately decreases Yamaoka's Haunting activation charge time. Slightly decreases Yamaoka's Haunting movement speed.
- Rin's Broken Watch - Moderately increases Yamaoka's Haunting power recovery. Slightly decreases Yamaoka's Haunting duration.
- Muddy Sports Day Cap - Moderately increases Yamaoka's Haunting movement speed. Slightly decreases Yamaoka's Haunting power recovery.
- Kaiun Talisman - Moderately increases Yamaoka's Haunting duration. Slightly increases Yamaoka's Haunting activation charge time.
- Juniper Bonsai - Slightly increases the passive phasing duration. Slightly increases the frequency of passive phasing.
- Rusty Flute - Considerably increases Yamaoka's Haunting power recovery. Moderately decreases Yamaoka's Haunting duration.
- Katsumori Talisman - Considerably increases Yamaoka's Haunting duration. Moderately increases Yamaoka's Haunting activation charge time.
- Katana Tsuba - Slightly increases Yamaoka's Haunting reappearance duration. Slightly increases Yamaoka's Haunting reappearance movement speed.
- Dirty Uwabaki - Considerably increases Yamaoka's Haunting movement speed. Moderately decreases Yamaoka's Haunting power recovery.
- Bloody Hair Brooch - Considerably decreases Yamaoka's Haunting activation charge time. Moderately decreases Yamaoka's Haunting movement speed
- Yakuyoke Amulet - Slightly increases Yamaoka's Haunting duration. Slightly increases Yamaoka's Haunting movement speed. Slightly increases Yamaoka's Haunting power recovery. Moderately increases Yamaoka's Haunting activation charge time.
- Wakizashi Saya - You are undetectable for the reappearance duration
- Prayer Beads Bracelet - Survivors outside of your terror radius do not hear the phasing sound emission. Survivors inside your terror radius hear the phasing sound emission. Increases your terror radius by 8 meters.
- Dried Cherry Blossom - You know when you are passive phasing. (you see yourself flickering)
- Mother-Daughter Ring - Tremendously increases Yamaoka's Haunting movement speed. Scratch Marks no longer visible while using Yamaoka's Haunting. You cannot hear Survivor noises while using Yamaoka's Haunting.
- Father's Glasses - Survivor blood trails are visible while using Yamaoka's Haunting.
LEGION
- Smiley Face Pin - After a Survivor has fully Mended from Deep Wounds they are afflicted with Oblivious for 60 seconds.
- Scratched Ruler - Moderately decreases the time required to refill the power gauge.
- Mischief List - Moderately increases the Feral Frenzy duration.
- Friendship Bracelet - Moderately increases terror radius while in Feral Frenzy.
- Never-Sleep Pills - Considerably increases terror radius while in Feral Frenzy.
- Mural Sketch - Considerably increases the Feral Frenzy duration. Moderately increases the time required to refill the power gauge.
- Julie's Mix Tape - Moderately decreases the cool-down duration of Feral Frenzy.
- Etched Ruler - Basic attacks do not deplete the power gauge. Slightly decreases the time required to refill the power gauge.
- Defaced Smiley Pin - Hitting a Survivor while in Feral Frenzy applies the Mangled Status effect until they are healed.
- The Legion Pin - Hitting a Survivor while in Feral Frenzy applies the Broken Status effect for 60 seconds.
- Susie's Mix Tape - Tremendously increases terror radius while in Feral Frenzy.
- Stolen Sketch Book - Tremendously increases the Feral Frenzy duration. Considerably increases the time required to refill the power gauge.
- Nasty Blade - Moderately increases the amount of time required for Survivors to complete the Mend action
- Joey's Mix Tape - Considerably decreases the cool-down duration of Feral Frenzy. Moderately decreases the Feral Frenzy duration.
- Stab Wounds Study - Considerably decreases the Deep Wound timer of all Survivors.
- Frank's Mix Tape - Hitting a Survivor with Deep Wound while in Feral Frenzy applies the Oblivious Status Effect for 15 seconds
- Filthy Blade - Survivors are oblivious while mending and will receive frequent Skill checks.
- Cold Dirt - Slightly decreases the cool-down duration of Feral Frenzy for each Survivor you hit, stacking up to Tremendously.
- Iridescent Button - After you strike a Survivor while in Feral Frenzy any Pallets you vault are immediately broken for the remainder of the duration.
- Fuming Mix Tape - While using Feral Frenzy, the Repair Progress of Generators can be determined by the intensity of their Auras.
PLAGUE
- Prayer Tablet Fragment - Moderately decreases the activation time of Pools of Devotion. Moderately increases the movement speed while holding Corrupt Purge.
- Olibanum Incense - Moderately increases the movement speed while charging Vile Purge.
- Limestone Seal - Moderately increases the infection time on objects.
- Healing Salve - Moderately decreases the cool-down of Vile Purge.
- Prophylactic Amulet - Moderately increases the duration of Corrupt Purge.
- Potent Tincture - Fully sick Survivors are afflicted with the Hindered status effect (5%)
- Haematite Seal - Slightly decrease Survivor interaction speed with infected Objects
- Emetic Potion - Moderately increases the effectiveness of Vile Purge.
- Blessed Apple - Start the Trial with 1 Pool of Devotion already corrupted.
- Rubbing Oil - Moderately increases the charge speed of Vile Purge.
- Infected Emetic - Considerably increases the effectiveness of Vile Purge. Moderately increases the cool-down of Vile Purge.
- Incensed Ointment - Slightly increases the movement speed while holding Vile Purge.
- Exorcism Amulet - Moderately increase your interaction speed with infected Objects.
- Ashen Apple - Start the Trial with 1 Pool of Devotion corrupted. Slightly increases the infection time on objects. Slightly decreases the rate at which Survivors gain infection from interactions.
- Worship Tablet - Considerably increases the movement speed while holding Corrupt Purge. Slightly decreases the movement speed while holding Vile Purge.
- Vile Emetic - If infected Survivors interact with an infected Object their portrait will glow.
- Severed Toe - Considerably increases the rate at which Survivors gain infection from interactions.
- Devotee's Amulet - Downing a Survivor with Corrupt Purge Slightly extends its duration.
- Iridescent Seal - Moderately decreases the movement speed while holding Corrupt Purge. Tremendously decreases the duration of Corrupt Purge. Vile Purge becomes Corrupt Purge every time a Generator is completed
- Black Incense - Survivors' Auras are revealed to you for 5 seconds when they vomit. Tremendously increase the activation time of Pools of Devotion. You cannot see the aura of Corrupt Pools of Devotion.
GHOSTFACE
- "Philly" - Slightly increases the rate at which a Survivor becomes Marked.
- Walleyes Matchbook - Moderately increases Night Shroud power recovery rate.
- Headlines Cut-outs - Moderately increases movement speed while stalking.
- Cheap Cologne - Moderately increases the duration of a Survivor staying Marked
- Telephoto Lens - Slightly increases the rate at which a Survivor becomes Marked when not leaning from a cover. Slightly increases the duration of a Survivor staying Marked.
- Reusable Cinch Straps - Slightly increases the movement speed while crouched.
- Olsen's Journal - Considerably increases the movement speed while stalking. Slightly decreases the movement speed while crouched.
- Olsen's Address Book - Considerably increases Night Shroud power recovery rate. Slightly decreases the rate at which a Survivor becomes Marked when not leaning from a cover.
- Marked Map - Moderately increases the duration that Killer Instinct is visible when the Killer is revealed. Moderately decreases the detection range to reveal The Killer while Night Shroud is active.
- Olsen's Wallet - Tremendously increases the movement speed while stalking. Moderately decreases the movement speed while crouched.
- Leather Knife Sheath - Moderately increases the movement speed while crouched. Slightly decreases movement speed while stalking.
- Lasting Perfume - Moderately increases the duration of a Survivor staying Marked
- Knife Belt Clip - Moderately increases the rate at which a Survivor becomes Marked when not leaning from a cover.
- Chewed Pen - Considerably increases Night Shroud power recovery rate. Moderately decreases the rate at which a Survivor becomes Marked when not leaning from a cover.
- Victim's Detailed Routine - Tremendously increases the duration that Killer Instinct is visible when the Killer is revealed.
- Night Vision Monocular - Considerably increases the rate at which a Survivor becomes Marked when not leaning from a cover. You cannot lean.
- Drop-Leg Knife Sheath - Considerably increases the movement speed while crouched. Moderately decreases movement speed while stalking.
- Driver's License - Considerably decreases the detection range to reveal The Killer while Night Shroud is active.
- "Ghost Face Caught on Tape" - Considerably increases the Stalking rate when leaning from cover. Tremendously decreases the Stalking rate when not leaning from cover.
- Outdoor Security Camera - The Auras of all Survivors outside of your Terror Radius are revealed for 4 seconds when a Marked Survivor is put into the Dying State while Night Shroud is active.
DEMOGORGON
- Rotten Pumpkin - Increases the total number of available Portals by 1. When you place a portal it starts out activated.
- Black Heart - Moderately increases the Recovery speed of missed Shred attacks
- Rat Liver - Slightly increases the Demogorgon's Movement speed while charging Of the Abyss.
- Rat Tail - Slightly decreases the time taken to open a Portal.
- Sticky Lining - Moderately increases the radius in which Survivors can be detected by Of the Abyss.
- Viscous Webbing - Moderately increases the time taken by Survivors to seal a Portal.
- Rotten Green Tripe - Slightly increases the Demogorgon's Movement Speed while traversing the Upside Down.
- Mew's Guts - Increases the total number of available Portals by 1. Slightly increases the Recovery speed of missed Shred attacks.
- Barb's Glasses - Slightly increases the Power Recovery speed of traversing the Upside Down.
- Eleven's Soda - Moderately increases the Power Recovery speed of traversing the Upside Down. Slightly decreases the time taken by Survivors to seal a Portal.
- Thorny Vines - Slightly increases the time taken by Survivors to seal a Portal. Slightly increases the radius in which Survivors can be detected by Of the Abyss.
- Brass Case Lighter - Survivors under the effects of a Portal suffer from the Oblivious Status Effect for 20 seconds once out of contact with the Portal.
- Violet Waxcap - Slightly increases the duration of the Undetectable Status Effect applied to The Demogorgon when emerging from a Portal.
- Deer Lung - Moderately increases the Demogorgon's Movement speed while traversing the Upside Down. Survivors can only be detected by Of the Abyss while they are sealing a Portal.
- Lifeguard Whistle - Survivors under the effect of a Portal suffer from the Exhausted Status Effect. Once out of contact with the Portal, this effect persists for 5 seconds
- Vermilion Webcap - Moderately increases the duration of the Undetectable Status Effect applied to The Demogorgon when emerging from a Portal. Moderately decreases the Power Recovery speed of traversing the Upside Down
- Upside Down Resin - You may seal your own portals using the secondary action key while Of the Abyss is fully charged.
- Unknown Egg - Considerably increases the Power Recovery speed of traversing the Upside Down. Moderately decreases the time taken by Survivors to seal a Portal.
- Leprose Lichen - Reveals the Aura of all Injured Survivors while traversing the Upside Down. Slightly decreases the Demogorgon's Movement Speed while traversing the Upside Down.
- Red Moss - Tremendously increases the duration of the Undetectable Status Effect applied to The Demogorgon when emerging from a Portal. Tremendously decreases the Power Recovery speed of traversing the Upside Down.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/719724#Comment_719724
I don’t think second wind is hard to activate, but console doesn’t have pre-game chat.
Still useful advice.
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@Ghostingmyteammates said:
https://forum.deadbydaylight.com/en/discussion/comment/719714#Comment_719714
"use the damn pre-game chat."
Sorry mate but i dont speak russia and since bhvr are being arses atm because most of my matches are with russians that don't want to understand what i say.
Literally never been matched with anyone that didn't speak english.
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Use the damn pre-game chat.
Don't waste the 30 seconds before the game starts tabbed out. Talk to the other Survivors and let them know if you need them to help you out with stuff like these.
I always make sure everyone knows to come to me instead of healing themselves whenever I run a heal build, which is usually.
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tRAPPER
- Trapper Sack - Start with 1 extra Bear Trap. Allows the transportation of 2 extra Bear Traps.
- Trapper Gloves - Moderately increases the Bear Trap setting speed
- Strong Coil Spring - Moderately increases the Bear Trap sabotage time. Moderately increases the Bear Trap disarm time
- Padded Jaws - Bear Traps do not inflict damage to trapped victims. Points awarded for trapping Survivors are increased by 100 %.
- Trapper Bag - Allows the transportation of 4 extra Bear Traps
- Trap Setters - Considerably increases the Bear Trap setting speed. Slightly decreases the rescue and escape times from Bear Traps.
- Serrated Jaws - Survivors injured by a Bear Trap suffer moderately from the Mangled Status Effect.
- Logwood Dye - Considerably darkens the Bear Trap.
- 4-Coil Spring Kit - Considerably increases the Bear Trap sabotage time. Considerably increases the Bear Trap disarm time. Moderately decreases Bear Trap setting speed.
- Wax Brick - Survivors cannot escape from a Bear Trap until their 3rd attempt. Afterwards their escape odds are doubled.
- Tar Bottle - You are not hindered by your own traps.
- Setting Tools - Tremendously increases the Bear Trap setting speed. Moderately decreases the rescue and escape times from Bear Traps.
- Secondary Coil - Tremendously increases the Bear Trap sabotage time. Tremendously increases the Bear Trap disarm time. Considerably decreases Bear Trap setting speed.
- Rusted Jaws - Survivors that escape or are rescued from a Bear Trap are Broken for 30 seconds.
- Stitched Bag - You may carry any number of traps at once. You start with 1 less trap.
- Oily Coil - When someone starts to disarm or sabotage a trap it produces an audio cue at their location
- Honing Stone - When someone frees themselves from the trap they are put into the dying state. Otherwise the Bear Trap will not inflict damage.
- Fastening Tools - Moderately increases the rescue and escape time from Bear Traps
- Iridescent Stone - Every 30 seconds, one closed Bear Trap chosen at random becomes set. You may not see the aura's of unset traps.
- Bloody Coil - When a Trap is sabotaged or disarmed by a Healthy Survivor, the bloody coils exact their price and that Survivor becomes Injured. Tremendously decrease the Bear Trap sabotage time. Tremendously decrease the Bear Trap disarm time.
Wraith
- "The Serpent" - Soot - The Wraith will uncloak completely when breaking Pallets or damaging Generators while cloaked.
- "The Hound" - Soot - Fresh Blood Marks are considerably more discernible than normal while cloaked.
- "The Ghost" - Soot - After uncloaking, The Wraith's Terror Radius and Red Stain will remain suppressed for 6 seconds.
- "The Beast" - Soot - The Wraith's Terror Radius is no longer suppressed while cloaked. Bloodpoints granted for Stalking and Surprise Attacks are increased by 100 %.
- Bone Clapper - Survivors can no longer discern the Wailing Bell's distance or direction.
- "Blink" - Mud - Considerably reduces The Wraith's disappearance time.
- "Windstorm" - Mud - Moderately increases The Wraith's movement speed while cloaked. Slightly decreases The Wraith's movement speed while uncloaking.
- "Swift Hunt" - Mud - Moderately reduces The Wraith's reappearance time.
- "Blind Warrior" - Mud - Surprise Attacks afflict Survivors with the Blindness and Hemorrhage Status Effect until they are healed.
- "Windstorm" - White - Considerably increases The Wraith's movement speed while cloaked. Slightly decreases The Wraith's movement speed while uncloaking. Slightly increases The Wraith's reappearance time.
- "Swift Hunt" - White - Considerably reduces The Wraith's reappearance time. Moderately increases The Wraith's disappearance time. Slightly reduces The Wraith's movement speed while cloaked (by 6%)
- "Shadow Dance" - White - Moderately reduces the time required to vault Windows, break Pallets or damage Generators while cloaked
- "Blink" - White - Tremendously reduces The Wraith's disappearance time. While cloaked your shimmer does not go away when you are not moving.
- "Blind Warrior" - White - Surprise Attacks afflict Survivors with the Mangled Status Effect until fully healed
- "Windstorm" - Blood - Tremendously increases The Wraith's movement speed while cloaked. Moderately decreases The Wraith's movement speed while uncloaking. Moderately increases The Wraith's reappearance time.
- "Swift Hunt" - Blood - Tremendously reduces The Wraith's reappearance time. You get no reappearance speed boost.
- "Shadow Dance" - Blood - Tremendously reduces the time required to vault Windows, break Pallets or damage Generators while cloaked. Slightly increases the time required to vault Windows, break Pallets or damage Generators while not cloaked.
- "All Seeing" - Blood - Unlocks hidden potential in one's Aura-reading ability. While cloaked, the Auras of Survivors within 3 metres are revealed to you. Injured, downed, hooked or dead Survivors increase this range by an additional 3 meters.
- Coxcombed Clapper - Renders the Wailing Bell completely silent. Your terror radius and red stain return gradually while uncloaking instead of after
- "All Seeing" - Spirit - Unlocks awesome potential in one's Aura-reading ability. While cloaked for at least 5 seconds, the repair progress of Generators can be determined by the intensity of their Auras.
Hillbilly
- Vegetable Oil - Moderately decreases the Chainsaw's cool-down.
- Spark Plug - Moderately decreases the Chainsaw's charge time.
- Chainsaw File - Moderately reduces the noise made by the Chainsaw.
- Spiked Boots - Moderately increases steering while using the Chainsaw.
- Speed Limiter - Chainsaw does not automatically trigger the Dying State. Get 100% more Bloodpoints for Chainsaw Score Events in the Deviousness Category.
- Shop Lubricant - Moderately decreases the Chainsaw's cool-down.
- Primer Bulb - Considerably decreases the Chainsaw's charge time. Slightly increases the time penalty when bumping into objects. Slightly reduces the Chainsaw's movement speed.
- Long Guide Bar - Slightly increases the reach of the Chainsaw attack
- Homemade Muffler - Moderately reduces the noise made by the Chainsaw
- Grisly Chains - Moderately decreases the Repair speed of Survivors injured by the Chainsaw until they are healed
- Depth Gauge Rake - Moderately reduces the time penalty when bumping into objects
- Death Engravings - Slightly increases the Chainsaw's movement speed. Slightly increases charge time.
- The Thompson's Mix - Considerably decreases the Chainsaw's cool-down. Moderately increases the Chainsaw's charge time.
- Rusted Chains - Survivors injured by the Chainsaw suffer considerably from the Mangled Status Effect until healed.
- Light Chassis - Considerably reduces the time penalty when bumping into objects. Slightly decreases the reach of the Chainsaw attack.
- Doom Engravings - Moderately increases the Chainsaw's movement speed. Moderately increases charge time.
- Carburettor Tuning Guide - Slightly decreases the Chainsaw's charge time. Slightly decreases the Chainsaw's cool-down. Slightly reduces the noise made by the Chainsaw. Slightly increases the time penalty when bumping into objects.
- Thompson's Moonshine - Tremendously increases steering while using the Chainsaw. Considerably increases the time penalty when bumping into objects.
- Begrimed Chains - Survivors injured by the Chainsaw suffer considerably from the Broken Status Effect for 30 seconds after they are put into the injured state.
Nurse
- Wooden Horse - Reduces extra fatigue from chain blinks by 100% (0.5 seconds).
- White Nit Comb - Decreases the length of blink attack lunges by 50% (0.15 seconds). Increases blood point rewards for blink attack score events by 100%
- Metal Spoon - Hitting a Survivor with a blink attack causes their sounds of pain to be moderately louder for 60 seconds.
- Plaid Flannel - Allows you to see the landing area of the Blink.
- Bad Man Keepsake - Hitting a Survivor with a blink attack causes their aura to be revealed for 4 seconds
- Pocket Watch - Increases the duration of the chain blink window by 13% (0.2 seconds)
- Dull Bracelet - Decreases maximum blink distance by 20% (4 meters). Increases Blood point rewards for precise blink score events by 100%.
- Dark Cincture - Decreases blink recharge time by 33% (1 second)
- Catatonic Boy's Treasure - Reduces base blink fatigue duration by 12.5% (0.25 seconds)
- Spasmodic Breath - Hitting a survivor with a successful blink attack disables the ability to blink and increases The Nurse's base movement speed to 4.6 m/s for 20 seconds.
- Heavy Panting - Increases maximum blink range by 20% (4 meters) and increases maximum blink charge time by 20% (0.4 seconds). You become visable slightly sooner
- Fragile Wheeze - Blinks recharge while charging a blink. Increases blink recharge time by 1 second.
- Ataxic Respiration - You move at 4.6 M/S during the chain blink window
- Anxious Gasp - Blinking past a survivor causes them to scream and awards 200 blood points in the devious category for terrifying them.
- Kavanagh's Last Breath - Blink screeching cannot be heard by Survivors further than 24 meters from you.
- Jenner's Last Breath - Your last Chain Blink instead instantly places you at your original location
- Campbell's Last Breath - Chain blinks are always maximum distance
- "Bad Man's" Last Breath - Hitting a survivor with a successful blink attack grants The Nurse the Undetectable status for 12 seconds.This effect may be only triggered once every 60 seconds.
- Matchbox - Removes 1 blink charge. Increases base movement speed to 4.2 m/s
- Torn Bookmark - Adds 1 blink charge. The Nurse can no longer blink to locations not in her line of sight.
Shape
- Tacky Earrings - Moderately increases movement speed while stalking
- Boyfriend's Memo - Slightly increases the lunge of Evil Within I.
- Blond Hair - Slightly increases the duration of Evil Within III. Slightly increases the amount of evil required to reach Evil Within III.
- Reflective Fragment - Evil Within reveals the aura of Survivors who have been stalked for at least 1 second. Aura stays visible for a duration of 2 seconds.
- Memorial Flower - Slightly increases the rate at which evil is gained when stalking a Survivor.
- Jewelry - Considerably increases movement speed while stalking. Slightly increases the amount of evil required to reach Evil Within II.
- Hair Brush - Moderately increases the duration of Evil Within III. Moderately increases the amount of evil required to reach Evil Within III.
- Glass Fragment - Evil Within I reveals the aura of Survivors who have been stalked for at least 1 second. Aura stays visible for a duration of 6 seconds.
- Dead Rabbit - Moderately decreases the Terror Radius of Evil Within II. Moderately increases the Terror Radius of Evil Within III.
- Mirror Shard - Evil Within II reveals the Aura of Survivors who have been stalked for at least 1 second. Aura stays visible for a duration of 4 seconds.
- Judith's Journal - You become obsessed with one Survivor. Considerably increases the rate at which evil is gained when stalking your Obsession. Moderately decreases the rate at which evil is gained when stalking a Survivor that is not your Obsession.
- Jewelry Box - Tremendously increases movement speed while stalking. Moderately increases the amount of evil required to reach Evil Within II
- J. Myers Memorial - Moderately decreases the amount of evil required to reach Evil Within III.
- Hair Bow - Considerably increases the duration of Evil Within III. Considerably increases the amount of evil required to reach Evil Within III.
- Vanity Mirror - Evil Within II reveals Survivors' Auras when stalking within a range of 24 metres. Evil Within cannot progress past TIER II. Slightly reduces movement speed. For each Hit Score Event, grant 100 % Bloodpoints for the Hit Score Event in the Brutality Category and an additional 150 % Bloodpoints in the Deviousness Category.
- Tombstone Piece - Kill healthy or injured Survivors with Evil Within III. Disables the ability to stalk with Evil Within III. Killing a Survivor completely drains the power of Evil Within and brings you back to tier 1. Considerably increases the amount of evil required to reach Evil Within III
- Scratched Mirror - Evil Within I reveals Survivors' Auras when stalking within a range of 32 metres. Evil Within cannot progress past TIER I. For each Hit Score Event, grant 100 % Bloodpoints for the Hit Score Event in the Brutality Category and an additional 200 % Bloodpoints in the Deviousness Category.
- Lock Of Hair - Tremendously increases the duration of Evil Within III. Tremendously increases the amount of evil required to reach Evil Within III.
- Judith's Tombstone - Unlocks the ability to kill healthy or injured Survivors with Evil Within III. Disables the ability to stalk with Evil Within III. Tremendously increases the amount of evil required to reach Evil Within III. Moderately decreases movement speed. Moderately decreases movement speed while stalking.
- Fragrant Tuft Of Hair - Unlimited duration of Evil Within III. Tremendously increases the amount of evil required to reach Evil Within III. Each Survivor has 2.5 less Evil.
Hag
- Rope Necklet - Moderately reduces the setting time of Phantasm Traps.
- Powdered Eggshell - Moderately increases the tripped Phantasm Trap duration time.
- Dead Fly Mud - Moderately increases the distance from where The Hag can teleport to her traps.
- Bog Water -Moderately increases the effective Phantasm Trap range.
- Pussy Willow Catkins - Reveals the Survivor's Aura for 3 seconds when they trip the Phantasm Trap.
- Half Eggshell - Considerably increases the tripped Phantasm Trap duration time. Moderately decreases the distance from where The Hag can teleport to her traps.
- Dragonfly Wings - Considerably increases the distance from where The Hag can teleport to her traps. Moderately decreases the effective Phantasm Trap range.
- Cypress Necklet - Considerably reduces the setting time of Phantasm Traps. Moderately reduces the tripped Phantasm Trap duration time.
- Bloodied Water - Considerably increases the effective Phantasm Trap range. Moderately increases the setting time of Phantasm Traps
- Willow Wreath - Reveals the Survivor’s Aura while they are within the Phantasm Trap range.
- Swamp Orchid Necklet - Tremendously reduces the setting time of Phantasm Traps. Considerably reduces the tripped Phantasm Trap duration time.
- Dried Cicada - Tremendously increases the distance from where The Hag can teleport to her traps. Considerably decreases the effective Phantasm Trap range.
- Cracked Turtle Egg - Tremendously increases the tripped Phantasm Trap duration time. Slightly decreases the distance from where The Hag can teleport to her traps. Slightly decreases the effective Phantasm Trap range. Slightly increases the setting time of Phantasm Traps.
- Bloodied Mud - Tremendously increases the effective Phantasm Trap range. Considerably increases the setting time of Phantasm Traps
- Scarred Hand - Mud Phantasms have collision. Removes The Hag's ability to teleport to her traps. Grants 300 % Bloodpoints from Deviousness Score Events. Trumps all other Add-ons.
- Rusty Shackles - Trap does not spawn a Hag Phantasm. Tripped Phantasm Traps give no indication of being triggered to the Survivor. Moderately reduces the tripped Phantasm Trap duration time.
- Grandma's Heart - Reduces The Hag's Terror Radius to 0 metres when a Survivor triggers a Phantasm Trap. Increases a Mud Phantasm's Terror Radius to 16 metres for the tripped Phantasm Trap duration time. Moderately decreases the effective Phantasm Trap range.
- Disfigured Ear - Survivors who trigger a Phantasm Trap are deafened for 6 seconds.
- Waterlogged Shoe - Survivors within the triggered Trap range will suffer from the Hindered Status Effect. Increases The Hag's movement speed slightly. Removes The Hag's ability to teleport to her Phantasm Traps.
- Mint Rag - The Hag can teleport to any Phantasm Trap in the level. Phantasm Trap teleport has a cool-down of 20 seconds.
Doctor
- Mouldy Electrode - Increases Shock Therapy attack range by 2 meters.
- Maple Knight - Reveals Shock Therapy area of effect.
- "Order" - Class I - Decreases Static Blast cool-down by 6 seconds.
- "Calm" - Class I - Increases Terror Radius while Static Blast is ready by 8 meters. Decreases Terror Radius while Static Blast is on cool-down by 8 meters.
- Scrapped Tape - Shock Therapy area of effect becomes a ring 8 metres in front of The Doctor, with an outer radius of 4.2 metres and an inner radius of 3 metres. The actual area of effect is in-between those two radii.
- Polished Electrode - Increases Shock Therapy attack range by 3 meters. Increases Shock Therapy charge time by 5%.
- Interview Tape - Shock Therapy area of effect becomes a beam with a 24m range and a 2m width.
- "Restraint" - Class II - Reveals Survivors' Auras for 1 second when Madness increases. Madness II: Slightly increased duration for an Illusionary Doctor. Can be seen by The Doctor as an allied Aura. Madness III: Moderately increased duration for an Illusionary Doctor. Can be seen by The Doctor as an allied Aura.
- "Order" - Class II - Decreases Static Blast cool-down by 4 seconds. Madness III: Broken Pallets may appear to be replaced with Illusionary Pallets that persist until approached every 20 seconds. The Doctor shares in his patients' Madness in order to read the Auras of Illusionary Pallets.
- "Discipline" - Class II - Decreases the Shock Detonation Delay of Shock Therapy by 0.1 seconds. Madness II: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 6 seconds. The Doctor shares in his patients' Madness in order to see the Illusionary Red Stain.
- "Calm" - Class II - Increases Terror Radius while Static Blast is ready by 6 meters. Decreases Terror Radius while Static Blast is on cool-down by 6 meters. Madness III: Constantly plays Terror Radius heartbeat.
- "Restraint" - Class III - Reveals Survivors' Auras for 3 seconds when Madness increases.
- "Discipline" - Class III - Decreases the Shock Detonation Delay of Shock Therapy by 0.3 seconds.
- High Stimulus Electrode - Increases Shock Therapy attack range by 4 meters. Increases Shock Therapy charge time by 10%.
- "Restraint" - Carter's Notes - Madness II: Considerably increased duration for an Illusionary Doctor. Can be seen by The Doctor as an allied Aura. Madness III: Tremendously increased duration for an Illusionary Doctor. Can be seen by The Doctor as an allied Aura.
- "Order" - Carter's Notes - Madness I/II/III: Broken Pallets may appear to be replaced with Illusionary Pallets that persist until approached every 20 seconds. The Doctor shares in his patients' Madness in order to read the Auras of Illusionary Pallets.
- "Discipline" - Carter's Notes - Madness II: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 10 seconds. Madness III: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of Madness III. The Doctor shares in his patients' Madness in order to see the Illusionary Red Stain.
- "Calm" - Carter's Notes - Madness II: Tremendous chance to play Terror Radius heartbeat for 20 seconds. Madness III: Constantly plays Terror Radius heartbeat.
- Iridescent King - Survivors in Madness III suffer from the following Afflictions: Moderately increased Illusionary Doctor duration, Broken Pallets may appear to be replaced with Illusionary Pallets that persist until approached every 20 seconds, Illusionary Red Stain and Terror Radius are constantly active, and Constantly causes Survivors to hear a distant Illusionary Terror Radius. Survivors in Madness 1 or 2 do not suffer from afflictions.
- Iridescent Queen - Any Survivor struck by the Shock Therapy or Static Blast special abilities acquires a lingering Static Charge. The Static Charge remains with the Survivor until discharge. Multiple Survivors struck by the same Shock Therapy or Static Blast special ability, that are within 4 metres of each other, do not acquire a Static Charge. Any time a Survivor is within 4 metres of another Survivor carrying a Static Charge, the Survivor receives a shock identical to a Shock Therapy Attack and the Static Charge is discharged immediately. Survivors take twice as much madness to go up a tier.
Huntress
- Coarse Stone - Hit target suffers considerably from the Mangled Status Effect until healed.
- Berus Toxin - Hit target suffers from the Exhaustion Status Effect for 60 seconds.
- Bandaged Haft - Moderately decreases cool-down time between Hatchet throws.
- Amanita Toxin - Hit target suffers from the Blindness and Oblivious Status Effects for 60 seconds.
- Yew Seed Brew - Hit target suffers from the Hindered Status Effect for 30 seconds.
- Shiny Pin - Slightly increases your movement speed while winding up your throw action.
- Oak Haft - Considerably decreases cool-down time between Hatchet throws. Slightly increases Hatchet wind-up time
- Manna Grass Braid - Moderately decreases Hatchet wind-up time
- Leather Loop - Start with 1 extra Hatchet. Increases maximum carried Hatchet amount by 1.
- Fine Stone - Hit target suffers from the Deep Wounds status effect and will bleed out in 30 seconds.
- Deerskin Gloves - Moderately decreases Hatchets reload time at a Locker.
- Yew Seed Concoction - Hit target is unable to interact with any objects, including windows and pallets, for 5 seconds.
- Venomous Concoction - Hit target suffers from the Exhaustion, Blindness, Oblivious, Hindered and Hemorrhage Status Effects for 10 seconds.
- Rusty Head - Hit target suffers from the Broken Status Effect for 45 seconds
- Pungent Phial - Lockers' Auras are shown to you when within 36 metres of range.
- Flower Babushka - Tremendously decreases Hatchets wind-up time. Considerably increases cool-down time between Hatchet throws.
- Infantry Belt - Increases maximum carried Hatchet amount by 3. Lockers only return 4 hatchets per search.
- Glowing Concoction - Hit victims' Auras are shown to you for 4 seconds.
- Begrimed Head - Moderately decreases the repair speed of Survivors injured by the Hatchet.
- Iridescent Head - Hatchets pierce through Survivors. Hatchet hits count as basic attack hits.
Cannibal
- Vegetable Oil - Moderately decreases the Chainsaw's cool-down.
- Spark Plug - Moderately decreases the Chainsaw's charge time.
- Chainsaw File - Moderately reduces the noise made by the Chainsaw.
- Speed Limiter - Chainsaw does not automatically trigger the Dying State. Get 100% more Bloodpoints for Chainsaw Score Events in the Deviousness Category.
- Shop Lubricant - Moderately decreases the Chainsaw's cool-down.
- Primer Bulb - Considerably decreases the Chainsaw's charge time. Slightly increases the Chainsaw’s cool-down.
- Long Guide Bar - Slightly increases the reach of the Chainsaw attack.
- Knife Scratches - Slightly increases the Chainsaw's movement speed. Slightly increases the Chainsaw's charge time.
- Homemade Muffler - Moderately reduces the noise made by the Chainsaw.
- Grisly Chains - Moderately decreases the Repair speed of Survivors injured by the Chainsaw until they are healed
- Depth Gauge Rake - Moderately reduces the time penalty when bumping into objects.
- Chilli - Increases rampage duration by 1 second.
- The Grease - Considerably decreases the Chainsaw's cool-down. Moderately increases the Chainsaw's charge time.
- The Beast's Marks - Moderately increases the Chainsaw's movement speed. Moderately increases the Chainsaw's charge time.
- Rusted Chains - Survivors injured by the Chainsaw suffer considerably from the Mangled Status Effect until healed.
- Light Chassis - Considerably reduces the time penalty when bumping into objects. Slightly decreases the reach of the Chainsaw attack.
- Carburettor Tuning Guide - Slightly decreases the Chainsaw's charge time. Slightly decreases the Chainsaw's cool-down. Slightly reduces the noise made by the Chainsaw. Slightly increases the time penalty when bumping into objects.
- Begrimed Chains - Survivors injured by the Chainsaw suffer considerably from the Broken Status Effect for 30 seconds after they are put into the injured state.
- Award-winning Chilli - Each time you hit a Survivor with the chainsaw, extend the rampage by 2 seconds.
Nightmare
- Wool Shirt - While in the dream world Slightly increases regression penalties on Sabotage, Healing and Repair actions. When failing a Sabotage, Healing or Repair Skill Check, the Survivor's Aura is revealed to The Nightmare for 3 seconds.
- Sheep Block - Survivors in the dream world are afflicted with Blindness
- Kid's Drawing - Gain an extra 200 Bonus Bloodpoints in the Deviousness Category when a Survivor triggers a Dream Snare. Considerably reduces the slow-down of Dream Snares.
- Garden Rake - Replaces Dream Snares with Dream Pallets. You may place any number of Dream Pallets.
- Prototype Claws - Replaces Dream Snares with Dream Pallets. You gain 2 extra Dream tokens. Interacting with a Dream Pallet reveals the Survivor's Aura to The Nightmare for 4 seconds.
- Outdoor Rope - While Survivors are in the Dream World: Applies a moderate penalty to Sabotage, Healing and Repair Action Speeds
- Nancy's Sketch - Slightly reduces the Dream Projection cool-down for each sleeping Survivor.
- Green Dress - While Survivors are in the Dream World: Moderately increases regression penalties on Sabotage, Healing and Repair actions
- Cat Block - Interacting with a Dream Trap afflicts Survivors with the Haemorrhage Status Effect for 60 seconds. If the Survivor is Healthy IconHelp healthy.png, they will bleed for the duration of the Haemorrhage Status Effect.
- Unicorn Block - Interacting with a Dream Trap afflicts Survivors with the Hindered Status Effect for 3 seconds. (slows an extra 5%. Worded to work with pallets)
- Paint Thinner - Replaces Dream Snares with Dream Pallets. Interacting with a Dream Pallet reveals the Survivor's Aura to The Nightmare for 6 seconds.
- Nancy's Masterpiece - There is no cooldown penalty for canceling the dream projection.
- Jump Rope - While Survivors are in the Dream World: Applies a considerable penalty to Sabotage, Healing and Repair Action Speeds. While Survivors are awake: Their Sabotage, Healing and Repair Action Speeds are slightly increased.
- Blue Dress - While Survivors are in the Dream World: Skill Checks are Tremendously more difficult and occur Considerably more often.
- Pill Bottle - Survivors will see The Nightmare intermittently at a reduced distance of 12 to 24 metres. The Nightmare is invisible to Survivors beyond 24 metres. The Nightmare is invisible to awake Survivors while carrying another Survivor.
- Swing Chains - Applies a slight penalty to Sabotage, Healing and Repair Action Speeds to asleep Survivors for each asleep Survivor (up to a tremendous penalty).
- Class Photo - The Nightmare can no longer cancel the Dream Projection action. All Generators will now spew blood while The Nightmare channels the Dream Projection ability. The Nightmare's Husk will not appear while using Dream Projection.
- "Z" Block - Survivors take 45 seconds to passively fall asleep instead of 60.
- Red Paint Brush - All Survivors start the Trial inside the Dream World. Failing a Skill Check will no longer allow Survivors to wake up. Waking up other Survivors stays at the same speed over multiple uses.
- Black Box - You become obsessed with one Survivor. The Obsession starts the Trial in the Dream World and cannot wake up. Basic attacks do not put Survivors to sleep.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/719459#Comment_719459
A guy could have been following you and then instaheal the one you just downed.
Smack him too.
Also Plague still counters that anyways
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@Angelicus23 said:
What about instaheals? Those can't be countered, but red vomit can
Technically franklins and the Plagues entire kit but otherwise yeah plz fix.
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/719270#Comment_719270
I always seal the portal because with the right add ons he can snatch a teammate without them realizing hes there and I don't rely on randoms having a similar mentality because they always have one thing on their mind from the start of the trial, HATCH...
Doesn't this mindset cause the thing it's trying to perpetuate?
Also most randoms are still trying to escape through the gate and are reasonably altruistic, just not suicidal.
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Pins are being changed anyways.
Also 0/10 no mention of tinkerer
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Approval is a spectrum. Your answers are incomplete
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/719052#Comment_719052
I’m running botany knowledge, self-care, wglf and We’ll make it.
Glad to see I'm not the only one who got that idea ;)
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@VESSEL said:
https://forum.deadbydaylight.com/en/discussion/comment/719045#Comment_719045
Thank you. I was having trouble with my homework
No problem. Just answering the question
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/718473#Comment_718473
I normally run DH,Adrenaline, DS and BL but I decided to run a different build for double bp, now I get tunneled. D:
Personally I've been running a medic build, (well make it ect).
Turns out those fast heals get you a lot of BP Quickly and you don't need perks to get objective points.
I'd run WGLF but I don't have it on my main Survivors yet.
For Killer I just play normally but with BPS's instead of brown BP offerings.
I am a Spirit main tho so I'm in the 10/15 Killers the OP is talking about, though I'm going out of my way to not deny points. I even started farming after a game was about to finish far too quickly just to make sure everyone got a good amount of points.
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Stronger than most, but still weaker than she needs to be.
Make Blessed Apple basekit and she's perfect
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/718774#Comment_718774
That's a terrible idea. Once the single Corrupt Purge is over it's back to the same problem as always.
If no one cleansed then a single Corrupt is enough.
If people do cleanse then you don't just have a single Corrupt.
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Just give her Blessed Apple. If every Plague game has at least 1 use of corrupt than being broken is a MUCH larger threat, thus pushing them to heal and give her even MORE corrupt.
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Shred is great for closing loops. Portals cut down on the initial distance for chases. He's good.
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@meatisadelicacy said:
I don't know what you mean. Just searched for a game. Got an unknown error, immediately followed by a join game failure, immediately followed by unknown error, and then back to the menu screen. Freezes, disconnects, endgame collapse timer problems. It's been great.
Yeah, there has been patches that have worse than all of that.
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It definitely is not. There have been some pretty bad patches.
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@Mister_xD said:
remove BBQ and killers will riot.
i demand my 2x BPs!
without the ability to make more BPs, the grind would suck all the fun out of this game (it already is very bad, now imagine only making 50% of the BPs you get right now with BBQ, that'D be horrendous!)
not to mention that BBQ was intorduced to be a perk that benefits the survivors just as much as the killer, by luring the killer away from the hook (= anti camping) and encouraging to hook new players (= anti tunneling).
if you wanna remove ruin, thats fine by me i dont run the perk, but then you gotta come up with a different idea to slow the game down. the current gentimes without ruin can be very ridiculous, so especially newer players will suffer from this.
and i honestly dont see the need to remove spine chill... its not even in the current meta, so why did you pick this one?
on the other 3 i do agree they can end up being rather unfun for the other side... though, most of them do come with counterplay attached to them.
Speaking of which we need to buff WGLF to have an additional effect so it's not a wasted perk slot.
One of the ideas I came up with while brainstorming was a 6/8/10% stackable buff to non-repair/vault actions per token. Basically buffs the same stuff as leader but it's self targeting and it ramps from a smaller value.
But I'm sure there are plenty of other options. I don't think aura reading is the way to go unless we combine some other perk in with it (Kindred?)
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/715792#Comment_715792
God forbid killers have to decide not to camp.
BT doesn't counter camping.
A camper can grab you.
BT just let's you make saves in front of the Killers face after looping him around the hook (and thus you have some non-0 distance between you and the Killer).
And at that point why wouldn't he be there? You were just being chased, so of course he's going to be right next to the unhooked Survivor.
If he's camping you aren't getting an unhook.
If he's not chasing you and isn't camping then he's likely too far away for the perk to matter in one way or another.
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Ghostface tbh