Avatar

RakNieborakYT

RakNieborakYT

About

Username
RakNieborakYT
Joined
Visits
1,750
Last Active

Comments

  • @LuluTheLion14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954777#Comment_2954777

    Is M2 when u hit a survivor? I play PlayStation so I don’t really know the PC controls

    M2 on pc is the killer power. In ps4 it's L2.

  • Out of all chapters I read so far, this one is decently done.

    In my opinion The Fallen Angel needs no lullaby actually and you could normally give him 32 meter radius. I see no greater impact with it.

    Curse from Heaven: Instead of 4 minutes I would give 3 minutes. Survivors can still fight the meter loss, which is 70% here, which is a lot as for 4 minutes. Once there are 3 minutes, Survivors could lose 50% meter instead. (Sadako requires 150 seconds (2,5 minutes) when holding a tape + projection adds meter; survivors lose 75 seconds, which is less than 50% also)

    Statues of Rage: By switching you mean projection/teleportation, right? I'm just not sure if it's switching statues' places or teleport.

    Hateful Burst: It does not go through walls right? I mean you mentioned 6 meters and not through walls. Just asking.

    If the survivor prays to the statue, are they able to break it afterwards? You mentioned "or", so it could mean they cannot. I might be wrong.


    Corrupted Gears: Nice, alternate overcgarge; like it. 2% additional, right?

    Hex: Blood Moon: First of all, very decent effects hex grants. Second of all, the cost is survs know about the perk's existence. I freaking love it.

    Bloodeye: Kinda lie it, hard to say what I actually feel about it. This one should be tested, but it's only on paper, unfortunately.

  • @LuluTheLion14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954701#Comment_2954701

    Yeah. I have been thinking of perks. Just haven’t had the time to add them onto here. Been revising.

    this was a very rough idea for the killer and I do know it’s all jumbled up. So I will work on that at some point 👍🏻

    You can add some sort of interaction with M2 so that it fills up the meter.

  • Cool backstory, ngl.

    A bit pity you didn't think of the perks but no matter.

    What's missing about the power is the fact that it's fully passive for the killer. Every killer needs some active power.

  • @Valik said:

    Isn't the Black Veil that place in Wolfenstein ?

    Dunno

  • Maybe that would remove Jeryl Sunderson.

  • Ok, the power you made is actually creative. I love it, although it needs to be tested obviously.

    I'd love to see some power trivia so that i could visualise how the power actually works, restrictions the killer faces, other counters survs can use. It's only my request.

    I didn't read the addons cuz it's hard a bit to read. Here is your list of addons that I improved for you so that it can me fairly readable:

    Add-ons

    common (brown)

    • Increase the time it takes to Lock-On to a survivor by 50%. Increase the amount of bloodpoints you earn in the Devious category by 100 points.
    • Bound survivors suffer from the Blindness Status Effect for 60 seconds after becoming Bound.
    • Locking On to a survivor decreases the movement speed penalty by 50%.
    • Cut the Cord reveals the location of the survivor for 3 extra seconds.

    uncommon (yellow)

    • Bound survivors suffer from the Oblivious status effect for 60 seconds after being Bound.
    • Decrease the Lock On time by 30%.
    • Survivors who are Bound that are healed pass the Bound status off to a survivor that begins healing them.
    • Bound Survivors that heal any survivor who is not Bound pass the Bound status to them.
    • Cut the Cord causes all survivors within 8 meters of Bound survivors to reveal their location.

    Rare (green)

    • Bound survivors suffer from the Mangled Status Effect when injured.
    • Bound survivors suffer from the Hemorrhage Status Effect when injured.
    • After Locking On to a second survivor reveal the aura of all Bound survivors for 5 seconds.
    • Cut the Cord causes Bound survivors to gain the Oblivious Status Effect for 60 seconds.
    • Downing one Bound survivor inflicts the Incapacitated Status Effect to the other for 16 seconds.

    very rare (purple)

    • If one Bound survivor suffers any status effect, the other Bound survivor with suffer it as well.
    • Bound survivors no longer heal when another Bound survivor is healed.
    • After Downing a Bound survivor, the other Bound survivor is inflicted with a Deep Wound.
    • Survivors who are not Bound suffer from the Hindered status effect for 10 seconds after healing a Bound survivor.

    ultra rare (pink)

    • Bound survivors cannot heal other Bound survivors or work on the same generator as other Bound survivors.
    • Cut the Cord causes two random survivors to become Bound.

    Perks:

    Hex: Morbid Curiosity: Idea is cool, as for the hex perk. What could be the hindered penalty?

    Sealed Fate: Sounds interesting. Although 'any survivor' is not that necessary here. Just the surv who healed the obssession is ok enough.

    Count Down: I think 300 seconds is a lot. And here, I'd just go with retribution and haunted ground. I get the same effects. The mix-up is nice, but I'd change the 300 seconds for sth else.

  • @Presidenten said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951371#Comment_2951371

    Wow its just like the perk they are gonna add, they definitely saw your idea, good job on that.

    Ikr, go check assault fury chapter now. There are more perks they added :)

  • @Presidenten said:

    I think rummage is better yes, in case all chests has been opened and the perk is useless, it goes hand in hand with the leaked flashlight perk too.

    It's also the perk I created with my friend. Go check my chapter idea: disguised evil. We called it photophobia there.

  • @sizzlingmario4 said:

    I’d go even further than that - when you’re injured you see the aura of the closest chest from the location you were injured at. Additionally, if the chest is closed it can be unlocked with the 80% faster speed, or if the chest is already opened then it can be rummaged, but without the speed bonus.

    The aura is amazing thing, since it would generally get some tiers

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/323310/pharmacy-improvement

    Could work and make it consistent with the new perk coming to get flashlights.

    Alternatively, as-is they could synergize. Guarantee yourself a medkit and a flashlight from a single box.

    Or maybe you can rummage the same chest twice, with a chance of either medkit or the flashy.

  • @Hendo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946435#Comment_2946435

    Do you think the winner gets a free copy of their winning cosmetic?

    I think some players got for free. I mean the cosmetic creators. Idk how about cells.

  • @Hendo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946435#Comment_2946435

    Awe thank-you. It makes me super happy to know you like it! I just thought a jump back to the past of classic horror cosmetics would be a nice change from what we get nowadays. And from what I heard the winning cosmetic won't be a linked set so people will get to mix match as much as they like! ;D

    I just thought a jump back to the past of classic horror cosmetics would be a nice change from what we get nowadays.

    And you are absolutely right.

  • @Hendo said:

    I've already submitted my cosmetic entry through the proper twitter forms but would like to drop it here for everyone to see as well.

    My cosmetic is called "Fog Walker" that was created for the original survivor Meg Thomas. I entered an old design last time very similar to this one, but I've revamped it a bit more over the years, mainly since I've grown a bit more in the art path and ideas.

    After being trapped by the Entity for 6 years, forced to endlessly wander through the Fog, one is surly to change in many ways.

    https://us.v-cdn.net/6030815/uploads/5YHOH4HZWYGN/fog-walker-meg-dbd-cosmetic-v-2.png

    Over the years Meg's hair had drastically, growing much longer from when she had originally arrived. Keeping a little classic, Meg keeps her iconic braid, just a bit more altered in design - just enough to keep it out of her eyes. War paint on her face that she made with mud - a reminder she was still fighting. Her clothes are kept dark - she's learned the hard way that wearing anything with too much color will draw the attention of unwanted beings. Her shirt tattered after all the fights and chases she had escaped over the years. A bloody mask strapped to her hip that she keeps close by at all times. It once saved her life as for when she wore it, a killer had mistaken her as one of them. Her left arm bandaged after being wounded during her long search for an escape from this realm. And knee-high boots without laces. She opted for this change after her running shoes had untied and tripped her during a chase. Can't trip over laces that don't exist.

    The story behind my cosmetic is that Meg has altered herself in many ways over the years she had been trapped. Shifting from an athletic student to a survivalist in search of an escape before the Fog swallows her up permanently. Let me know what you all think - and don't forget to submit your own entries too on the Twitter Forms!

    You should be awarded with this free skin and some cells. Amazing.

  • Ok, so about the base stats: you mentioned his TR is smaller than others. Is it 24 meters? And judging by the power I read I reckon that his movement speed is the huntress movement speed (4,4 m/s or 110%), if I'm correct.

    His power: So basically you can place shades anywhere AND additionally in the lockers. The chest is not that big of a deal here, so I'd remove it. So survivors cannot see shades, ok. You can teleport to them, ok (I would give a 24 meter range maybe and for the killer instinct when further than 24 meters, my thoughts). I would definitely remove the damage on shades cuz it would make hag a dead killer here. Survivors gain paranoid, they become paranoid. I would also give the oblivious and give a possibility to fight it. I that part is awesome IMO. For the hunt additional power I have no complaint here at all.

    Perks (what are the tieris btw):

    • In the shadows seems too op here since every killer can now become stealth.
    • The hex: evil reborn perk sounds at first cool but once it becomes hex, what does it do?
    • For Silent vengeance I have a fine rework here (but cool concept). give a 50% lowered sounds during undetectable applied by perks and add-ons (so pig crouch does not lower sounds e.g., or myers evil within 1)

    If you don't mind, you have somewhere your reddit still, right? Can you send a link here?

  • I like the idea for the hex. Only change the name cuz it does not revive, it protects, just like undying.

    The scourge hook collides with pain resonance kinda and as for the scourge hook perk, this one is particularly weak.

    It's hard to say how i feel about the third perk. First of all, I like the undetectable here. I'm not sure if Killer instinct here is a good idea. Once you tell me the reason for the Killer instinct, i will tell you then if it's okay.

    For now, not a bad effort :)

  • @leviivel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934826#Comment_2934826

    Basically, the nectar is the position where the swarm will go, i probably should’ve mentioned that you can’t put more nectar out when you have zero left. Also, the nectar being 12 seconds is only for the final placement when you’ve ran out.

    the swarm is like a small area that effects survivors and you have to manipulate it to different places to catch (or pressure) survivors. If a swarm is dispersed, it’s completely gone.

    on to the perks, i like the suggestion for the changes to scent of nature, double minded to me personally should last long since it only triggers on the obsession, but fair enough. Finally sticky formula was changed a lot during the making so i’ll correct it: vaults you use are effected by sticky formula, those vaults effected by it will only trigger it (also, yeah, maybe i should nerf it. Also also, the generator part in the description is an error dont worry.)

    thank you for the comment!

    Thx, now i understand it better. So i suggest removing locker reload, buz it might buy survivors unnecessary time. Overall, without any practice tests, I'm kinda okay with that.

    You can check my killer ideas if you have time. I am also making a big idea of 4 killers, which is very exhausting for me cuz to think how i concept the power and perks without testing in practice. It's taking already about one month.

  • I may not understand this power very well, so you will correct me here.

    • So you put nectar either on vaults or your current position.
    • When out of nectar, you can still keep putting them and lose the previous ones (Just like hag)
    • You are able to place even more if you reload (Just like Huntress)

    That's what I understand quite good I think. But from the swarm description, I don't get it at all, sry 😅.

    Also, the nectar duration (12 seconds feels like nothing). But you just need to explain the power to me.

    Perks:

    • Scent of nature - Instead of incapacitated, I would give hindered, decrease the cool-down to 60/50/40 seconds and the duration for 8/9/10 seconds or once you start chasing that person again. Personally, a nice concept.
    • Double-minded - range for 4/6/8 seconds (only for a good measure), duration for 30 seconds and cool-down for 30 or maybe 60 seconds cuz it is waaay too long. I'm okay with that.
    • Sticky formula - you wrote revealed vault and then you mention the generator. It reveals a vault by any means which automatically makes some other perks no longer valuable but the effect of vaulting them is hindered out of chase which is a mere effect here. (I would introduce it as a separate killer power or rework it with some different effects.
  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889603#Comment_2889603

    Not making BT activate for 10s would be making it useless for people wanting to use it properly against facecampers or basement campers by immediately going for the unhook, it would also allow BT players to farm unhooks with no safety net for the unhooked survivor. Honestly I don't think BT would be much a problem, yes there's people who would equip it to gain safe unhook stacks, but they already do for we'll make it stacks and honestly it's not that bad (or at least it's better than people farming without it)

    I have an idea. Cuz sprint burst plus DH would be crucial, I would make it inactive when there is an existing exhaust. It normally is active unless there is an exhaust.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889594#Comment_2889594

    Yeah, you gain a token with each unhook but can't stack them, i guess it'd activate the perk like inner strength instead of showing a token then (because being able to use multiple dead hards during a chase doesn't seem like much a nerf lmao)

    Seems fair. BT still would be a bit an issue here, however:

    @RakNieborakYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889337#Comment_2889337

    https://forum.deadbydaylight.com/en/discussion/comment/2889343#Comment_2889343

    I love this idea actually. What needs to be added that it, should require a safe hook rescue. Now it's very easy to get these unhooks safely actually, unless you farm. So, if you selfishly farm only for DH, be sure you won't get it. The issue here would be BT. And here I wouls also give an additional suggestion to a BT change. Borrowed Time stays inactive for 10 when a survivor just got hooked.

    Here I wrote about BT aswell.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889580#Comment_2889580

    I mean obviously if dead hard worked with tokens (a token per safe unhook) it would be much less used and four survivors using it wouldn't be very practical considering only one can unhook at a time. Honestly way less dead hards vs sprint burst + dead hards seem like a fair trade, but I'm assuming a lot of people would disagree

    So you mean you would give max one token, just like Second Wind or Renewal (whoever likes one of these perk names)

  • @Annso_x said:

    As a solo q player i get farmed enough as it is lol, a better requirement would be "safely unhook" a survivor. Also the reason dead hard and sprint burst are "free" is because they're exhaustion perks, the same way noed is "free" is because it's a hex; if such a change was implemented dead hard shouldn't be an exhaustion perk anymore, therefore say hello to sprint burst/dead hard combos.

    About an exhaustion, that's what I was thinking about. Good point.

  • @ThatOneDemoPlayer said:

    Seems like a good idea but I'd imagine a lot of Hook farming would take plave if such a change came into the game

    @egg_ said:

    All I can think of is the insane hook rush that would happen, especially in solo queue, where playing selfishly is the best way to survive

    I love this idea actually. What needs to be added that it, should require a safe hook rescue. Now it's very easy to get these unhooks safely actually, unless you farm. So, if you selfishly farm only for DH, be sure you won't get it. The issue here would be BT. And here I wouls also give an additional suggestion to a BT change. Borrowed Time stays inactive for 10 when a survivor just got hooked.

  • @DriplordDrew said:

    The only issue is the permanent scratch marks as this makes you hard to track if your not injured. How many killers find a survivor before the hatch because of the scratch marks.

    And one more, apart from the challenges we have, this kind of situation also can be already included as a victory for the killer. So permanent sratch marks are nor really that big of a deal here. Remember that you may also try to find the survivor in other ways:

    • Birds flying off
    • Loud noise notifications
    • When nearby, survivors leaving sounds
    • When injured, pools of blood.
  • @DriplordDrew said:

    The only issue is the permanent scratch marks as this makes you hard to track if your not injured. How many killers find a survivor before the hatch because of the scratch marks.

    It's still kinda RNG when it comes to hatch spawn. I find survivor chasing him down before finding hatch a bit rare situation, since you could see more often the situations when either you or survivor would find the hatch first.

  • @Zeidoktor said:

    Shouldn't Spirit's Rancor actually count as an Obsession perk rather than a general?

    Oh right, I forgot about it.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2865007#Comment_2865007

    i think it's a cool idea, always love seeing moris integrated into perks

    We have a general mori perk from spirit, a hex mori perk from and now we would need SH mori perk. And it would be the first to be available for everyone since it's non-teachable perk.

  • @AnneBonny said:

    i've said it before but monstrous should be reworked into a new effect entirely as well as turn basement hooks into scourge hooks. would be a good opportunity to introduce more base game scourge/boon perks, the same way they did when adding hexes with hag.

    @RakNieborakYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860993#Comment_2860993

    Or maybe Basement Hooks are Scourge Hooks and 1/2/3 other hooks are Scourge Hooks. But because this would be the only benefit not providing a lot by itself, I prefer to give a mori to one survivor after hooking survivors to all Scourge Hooks other than basement and one random Basement Scourge Hook. Now I would like this a lot.

    Would the idea I gave in the 2nd quote be ok? This would open more possibilities also for all other scourge hook perks.

  • IMO boons are fine. CoH is the issue here. Self heal and speed heal with others are insane.

    Exponential seems strong, but you need to be downed in the range cuz getting to the Boon takes some time. Shadow step might seem strong but reveals the boon location at the same time. Dark theory Is a bit of a lifesaver, not actually a big one (I tried using it many times and always ended up as a failure in chases, but that's my scenarios).

  • @DBDVulture said:

    Since you continue to derail the thread : there is no reason to suggest that boon totems are prohibited from affecting only one person. What are the benefits of such a change?

    1. DH can stay just as powerful as it is now
    2. DH requires preparation to use - so you risk saving time later by preparing it now
    3. You can't touch a totem if you are worried about your DS. So if the killer breaks your totem while you are on the hook you have to lose one perk of the other.

    I want DS unbreakable DH BT and other stuff combined nerf, but this is not the right to do. DH has a simple description and it's better not to complicate it. I really think dressing the distance would be already ok. It's supposed to save you from being hit, not reaching pallets or windows. DS now is kinda ok; it's anti-tunneling perk and is disabled when you perform interactions (of which I would personally add some more). For the unbreakable I would do a bit of a rework. BT is actually fine IMO. Iron will aid never have % multiplied but additive (I have no idea why devs did such a thing).

  • @EntitySpawn said:

    So often the first person down quits, or its verse a killer or map they dont like.

    These games are just pointless, it's just lose mmr and waste your items and offerings lobby

    I'd love to see the opposite. I was unfairly disconnected cuz of many issues and got penalties taking hours.Last time i reported DC to devs, I got answered that they will not investigate it cuz they have a system that does that automatically. And once DCs have short breaks, here the DC tickets should be considered. Devs ignoring such things like this only tempts me to quit DBD.

    So shortly:

    • Penalties should be shorter
    • DC tickets should be considered by devs, if you want someone's DCs longer.
  • @sizzlingmario4 said:

    So in 5.5.0 you guys decided to rework Gearhead, a perk which never got any use and desperately needed some changes.

    While the reduction of required attacks from 2 to 1 and the inclusion of special attacks were good steps, the perk still doesn't feel great because it's incredibly easy to miss the effect. This is for two reasons:

    1. The Survivor's aura is not guaranteed to be visible depending on their position relative to you and the gen they are working on. If the generator is directly between you and the survivor, it's possible the generator aura will obfuscate the survivor's aura entirely, and the generator's aura no longer changes color the way it used to with the old version of the perk.
    2. As there is no indication of the perk triggering other than the perk starting a 10 second timer in the bottom right, or seeing the survivor's aura, it's quite common to not even notice its activation, especially if it happens in the middle of a chase.

    My suggestion is to make it so that when the perk triggers, there is either a notification at the generator, or even just a distinct sound cue. This way you immediately know it activated and know to look for the aura. I think this would make the perk feel more impactful and give you more consistent information.

    I totally agree, it needs an indication, just like territotrial imperative. I would love it a lot.

  • @Zeidoktor said:

    My own idea was, rather than buff healing speed directly, Circle of Healing buffs skill checks.

    As a rough example, healing others is normal speed and healing yourself remains 50%, but every successful good skill check offers a bonus 15% (or one Autodidact stack), 20% for a great skill check (as Greats are with +5% already).

    Still boosts healing, seems less oppressive on paper, and offers a legit trade-off with Self-Care (stronger skill checks vs not having to have/ be in range of the Boon)

    Ok, sounds somehow cool. Do skillchecks affect self-heal only? I might've misunderstood.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864104#Comment_2864104

    My suggestion is to make DH require you to have a boon active to make the perk function. In short DH would become a boon totem that only works for you that allows your perk to function. It would not give other survivors access to the perk. DH would work like so : If you want to use dead hard then you must be hurt, you must not be exhausted, you must have a boon totem active, and you must press the button. If you do not have an active boon totem then you cannot activate Dead Hard.

    The issue here is that boon perks affect all survivors, never only its owner.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864097#Comment_2864097

    Apologies for my earlier misunderstanding! I edited that comment.

    I could get behind that nerf. But I don't think it would address the issue most killer players have with it.

    The devs still need to remove the stackable bonus. They promised to remove it and it still exists.

    @GoshJosh said:

    There would be zero reason to run Circle of Healing over Self-Care if it only affected the booner. I don't get why people keep suggesting this or don't get about it. All boons should affect all survivors. Think of a different nerf idea.

    Didn't see it, sorry.

  • @DBDVulture said:

    Survivors already body block hooks. They already know which hooks are scourge hooks because of the effects that happen when killers use them. Making them unbreakable is a buff - not a nerf.

    Attaching a perk to a physical location was in some was almost like a second attempt at totems by localizing a perk to an object. There is a very dangerous idea that suggests killer perks should be used up but survivor perks should last forever. Hex totems are great until they get removed. Corrupt Intervention really slows down the game but then you only have three perks.

    I didn't make a post about how to adjust DH - but Dead Hard should probably be a boon totem. This would make it so that in order to use it you had to have wasted time putting up a boon so you can save time in a chase. It would still require you to be hurt and have the exhaustion mechanic. This would make it far riskier to use if other people are using it because that would require the survivors to keep multiple totems lit.

    I personally don't like the DH being boon perk, cuz even with range nerf, 2 are enough to give 2 others a free perk slot.

  • @GoshJosh said:

    There would be zero reason to run Circle of Healing over Self-Care if it only affected the booner. I don't get why people keep suggesting this or don't get about it. All boons should affect all survivors. Think of a different nerf idea.

    But That would be the thing. 75% self-heal for everyone.

  • @Crowman said:

    Because the killer will just down you immediately off hook and then just wait out DS.

    There's no real benefit to be had besides extending the game out another minute.

    Also stop saving Deliverance for end game plays. The perk's strength is being able to take a hook state in middle of a match and completely removes a killer's pressure. By saving it to the end you are not only wasting the main strength of the perk, but also screwing over your teammates by not taking hook pressure off of them.

    About the extention, I prefer 5 seconds of the first state and one chance to unhook. If this is the only issue about saving it, I'm ok.

  • @DBDVulture said:

    Scourge hooks can be destroyed - which is dumb. It would be one thing if they were not able to be broken and that made them special. That might make it worth taking the perk to have 4 hooks that can never be broken.

    I mentioned DH to highlight how stupid it would be if the perk were tied to an object over which you have no control.

    Not breakable would reveal the hooks to survivors. And because these hooks give some effects, Survivors would bodyblock it.

    About the DH, I would simply give less distance cuz now it is too long, the rest is to rely on some perks or addons, or somehow outplay this DH. And sry but I still see no connection between DH and scourge hooks.

  • @DBDVulture said:

    There's an easier solution : Make basement hokos be scourge hooks.

    What if we changed Dead Hard so that it could only be used within 8m of 4 pallets on a map (cannot be used if destroyed)? Sound completely ridiculous right? Scourge hooks are a bad perk investment because the RNG spacing can make them be too far to be useful.

    Well, you have up to 4 RANDOM scourge hooks. I don't get why you bring DH here.

  • @Yogerman1997 said:

    i would love to make this perk an scourge hook

    PLUS basement hooks always being scourching hooks (8 in total)

    Or maybe Basement Hooks are Scourge Hooks and 1/2/3 other hooks are Scourge Hooks. But because this would be the only benefit not providing a lot by itself, I prefer to give a mori to one survivor after hooking survivors to all Scourge Hooks other than basement and one random Basement Scourge Hook. Now I would like this a lot.

  • @EqMonkVeeshan said:

    Survivor perks

    Clumsy: when you run your clumsiness disturbs the area around you and increases the range of your scratch marks ( basically its like predator but it expands them instead of decreasing them) this will project scratch marks on a larger scale making it harder for killers to track survivors in more condensed closed spaces that has many different exit points like jungle gyms.

    Did I do that: when you unhook some one, visual and noise notifications are delayed by 3,5,7 seconds. (just a good idea for a anti tunnel perk)

    Inspired: when slugged if another player is put into a dying state you are inspired and recover 5% to your recovery bar ( recovery can pick you up from a slugged state.)

    Not today: when you fast vault a window or pallet within the killers terror radius the entity blocks that vault location so attacks nor the killer can go thru and protects that pallet from being destroyed. this perk causes exhaustion. block stays up for as long as that location is within the terror radius of the killer.

    Killer Perks

    Abra Cadabra: when a killer kicks a generator The entity moves the generator with the highest progression to that location. both swapped generators instantly begin to regress. this perk can be used once every 40 seconds. (this could be portrayed as the entity blocks both generators sucks them down them raises them up swapping them.) this would be an amazing perk in slowing the game down for killers namely because the killer who kicks often could always keep better tabs on generators and keeps survivors trying to guess where that generator was now at. and has great synergy with perks like PoP

    Abra Surprise: when a killer winks at generator the entity blocks that generator causes regression and transports the killer to the generator with the highest Progression it also increases terror radius by 16 meters for 10 seconds.. wink is charged by having some one on hook and not being within 32 meters of range of them. once charged a token is earned, max saved tokens of wink is 10

    Now you see me: you wink at a locker as you enter it, this transports you to the locker nearest the generator with the highest progression. terror radius and red stain are removed for 6 seconds. causes use of wink token.

    these perks kinda go along with the idea of a illusionist type killer I have always wanted to see in DBD. sorta like Chris Angel.

    ultimately I think these perks on both sides are strong perks that might alter meta slightly with out really being to strong or at least make people really consider alternate type builds. and also gives low mobility killers a way to move about all maps and add a little more map pressure to some that are really lacking it.

    Ok so generally I don't understand the descriptions but I love Inspired a lot. If at least an Unbreakable rework.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860947#Comment_2860947

    So less a hook based Devour Hope and more a Hook based Rancor?

    That could work since, barring actively going for it or very good Scourge Hook RNG, you probably won't be getting the 4 tokens early in the game.

    Yeah, but we still need to think of the tiers.

  • @Zeidoktor said:

    Another idea for ahook based Devour Hope: You have four Scourge Hooks. Every time you use one for the first time you gain a token and it's at four tokens you get the power to mori survivors.

    Mori could be too op, but I would make it really strong in that way. What you propose is not that bad tho. But it seems a bit too OP here. Or maybe to mori one surv. Then I'm ok.

  • @SkeletalElite said:

    I think they should rework it as a scourge hook perk. New effect,

    the basement hooks will always be scourge hooks in addition to other scourge hooks on the map.

    Generates 0/1/2 extra scourge hooks.

    Basically you run it with another scourge hook and you will have 6 scourge hooks and also the basement hooks will be scourge hooks.

    @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859269#Comment_2859269

    Combine Scourge Hooks with pseude Devour Hope:

    Monstrous Shrine (reworked): the basement hooks count as Scourge Hooks, but the perk deactivates if the killer is within 32m when an unhooking from the basement takes place. Killer gets a token for each hook in the basement, at 5 tokens the killer can kill any downed survivor by his own hands.

    ok, that sounds actually cool

  • @Percival_nxs said:

    After the live Q&A where the devs said Midwich is the map with the fewest escapes, I noticed that the map has been updated and now has a horrible hook layout. While Fractured (the map with the most escapes) has apparently remained unchanged. This map is known to all for its arrangement of loops which allows the surv to concatenate them very effectively. It is no news that this map is extremely survivor sided, so why not update it as they did with Midwich too?

    Every inside map has now horrible hook layout. Either 12 meters between hooks (BHVR announced at least 20 meters range) or range between floors is ok but the path makes it like you need to go really far to go to the hook. I think placements of hooks should not be random, but have their permanent placements. Thats what it should look like in indoor maps especially.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741989#Comment_2741989

    The most elegant solution (as has been suggested by others):

    • Boons now break when snuffed.
    • CoH no longer stacks with anything else.

    Idk if breaking would be ok for killers if they have for example noed or plaything, but I'd be ok with replacing Boons into Hexes. Since Survivors can do that as many times as they want, why can't killer Hex perks do that?

    The stacking is a joke that it still works. I would not give speed healing of others definitely. I played against blight on the game. I took CoH and Exponential. 3 people were downed. Before he even picked up any survivor, we were all recovered and before blight hit anyone, we were already healed. Yeah, pretty much disgusting thing.

    The range generally still is insane IMO. 24 meters is for one totem and I find many plays where I witness at least 3 people blessing totems. It covers the whole map.

    Last but not least i think, I don't see a lot of shadow step but a slight thing I found. You still lose distortion tokens within range of shadow step.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/309283/disconnection-penalty-issues

    Their system cannot differentiate between a dc due an issue with the connection or with the server, or a manual dc as you describe. It sees them all the same and penalized them all the same.

    Then at least I'd be okay if penalties were 5 minutes long only. Somehow I even got 30 minutes without any earlier penalties the same day.

  • I'd be ok with generators red auras, but make them a bit barely visible, or make surv auras sensitive red. And it should not affect the side surv is on generrator. Like go behind the generator and you will not be seen almost at all.

  • What is unfair is that Survivors put boons as many times as they want, replace them from hexes. Killers lack that ability to replace Boons to Hexes. Like plaything, NOED which require only dull totems. Pentimento requires destroyed totems and survivors won't break them cuz they want to bless them. Giving killers the ability to replace boons to hexes would be ok.

1 2 3 4 5