RakNieborakYT
RakNieborakYT
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Comments
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@sizzlingmario4 said:
Never understood why it wakes you up.
A perk should not have an effect that screws over one killer in particular and that is completely and inarguably useless against the entire rest of the cast.
So I’d be fine with removing that. It doesn’t need any nerfs beyond that though.
That awakening is my major concern. If devs make this perk benefit from power, why not heal from contamination, infection? Nemesis is more annoying than freddy.
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@TeabaggingGhostface said:
Tbh the perk should work like make your choice, where when the perk effect ends, so does the cooldown
If including distance, then I would consider if it should be 16 meters, or maybe 32 meters, idk. That would be way more fun IMO. Not using 80 second cooldown on not exposed survivor (additional 60 seconds) and have over 2 minute cooldown, which is awful.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2791271#Comment_2791271
Yes, and if slugged, it picks up
It would benefit the survivors a lot still. I like it, the speed boost is ridiculous even when from injured.
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@TeabaggingGhostface said:
What if you only got the speed boost if healthy, as if if healthy when it activates
And when injured it only heals, am I correct?
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@Mooks said:
Not sure, but why not just test it? It’s one match and you can easily check right after (though keep in mind sometimes it takes a little time until the achievement count will get updated)
It doesn't count. Just letting you know.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/275561/chapter-idea-disguised-evil
the killer perks could use minor buffs, but great concept overall!
I all doing my best to make pets and perks that good enough so they don't become OP. We have about 200 perks and it's getting harder to make new. Thanks for the feedback 🤗
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@Critical_Fish said:
I'm a big fan of all of these, though the Killer's power does seem very reminiscent of the Oni's. That's just about the only complaint, though, as all of the perks are really interesting and perfectly executed. The only change I'd really suggest is decreasing the required Protection Hits for Fatal Blow by 1.
Making powers and perks is getting harder. I was about to end making ideas but I guess some people actually don't criticise every single thing. People like you motivate me to keep making these ideas. Thank you 😃
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@AstroLive8333 said:
I really want this in game.do you have a custom survivor?
I don't think much about survivor cuz all they bring is perks. Nothing else. But thx for the feedback 🙂
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@Faen said:
The new boon totems had a very negative effect on the power of the twins. And to improve this situation, I propose to give Victor the ability to break boon
Victor is made in kinda poor condition of being able to do anything. This would be a cool idea but I'm afraid devs won't add this cuz we consider Victor as a power, not the killer. This makes Twins somehow underrated.
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I am making a chapter right now. And thx to you I have an idea for the perk.
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@Exult said:
I had thought of something like this as well when I thought of new and interesting perk ideas. It'd be an all around decent perk I think.
Only freddy has the addon for that. No one else.
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I like your optimism but I am not doing any special build but adept. I got 2 of them in 6 days.
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@Ethromel said:
https://forum.deadbydaylight.com/en/discussion/comment/2493086#Comment_2493086
Thanks. I will check out your idea. 🧛♀️👍️
Disguised evil btw
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@Ethromel said:
https://forum.deadbydaylight.com/en/discussion/comment/2491942#Comment_2491942
I appreciate the feedback. The truth is I'm just givng a template for an idea and hoping the devs run with it.
Not a bad effort. If you have some time, check my latest killer idea. 🙂
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1. Sound sensitive - we already have I'm all ears but this one has way bigger range and no cooldown. Completely OP.
2. You could give oblivious too and remove basic attacks. And then we have kinda cool perk I think 🙂
3. We already have stridor but this range would be rather confusing. And no timer here.
About the power: proplayers maybe could handle this, for noobs it seems extremely confusing. At least this is general description. If you could give some power trivia, I'd be happy 😃, y'know, how much time you need to find the light source, etc. Btw, give some active power cuz his whole power is passive as I read it, I reckon 😉. The killer needs M2 action.
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What are the tiers for other perks?
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2488463#Comment_2488463
I didn't know that.
great minds, I guess. :)
When I saw smash hit, I almost fell from my chair xD
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@Bennett_They1Them said:
You'll never catch me alive is identical to smash hit.
But I made this perk before we had smash hit.
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@Shad03 said:
The perks I actually like a bit. Balanced in a way that I don't think can be called too overpowered. Except for perhaps Deadly Surprise but the fear factor is very much needed, and will stop gen tapping.
However the killer seems to be a much more complicated Myers to the point if you gave The Patient a stalk power then he'd be a shorter weaker version of Myers.
Overall pretty good.
Hi, remember deadly surprise perk? We have dragon's grip 😃
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2464199#Comment_2464199
I don't know what you mean. What's the difference between 'rebuilding' and 'replacing' here?
If you have any dull totems remaining, the dull totem becomes your boon totem automatically. rebuilding might be pretty monotonous and for killer stomping it might be boring too
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@Seraphor said:
I would hope that Boon Totems would work something like:
- Rebuild a cleansed totem as a Boon Totem. (takes 14 seconds)
- Survivors within 24/28/32 meters of the Boom Totem gain the effect of _______
- The killer can destroy a Boon Totem by stamping on it (takes 2 seconds)
- You can rebuild it again after it's destroyed, or at another totem site, but it still takes 14 seconds, and you can only have one Boon Totem active per survivor.
The effects would have to be strong enough to be worth the cost of the set up time, but that set up time would be important in having Boon Totems act as a secondary objective for survivors.
I would make it so boon totem is replaced into a dull totem and thats how you revive the totem cuz rebuilding might be really op for survivors
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2464186#Comment_2464186
didnt they say the survivor will have to be near a dull totem for it to gain effect?
I might have forgot that, I reckon.
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@IlliterateGenocide said:
i dont think the boon totems will have any downside other than able to be taken away like hex. and i remember them saying something about beain close to a dull totem
What is certain is the fact that boon totems are for survs, that's all we know. Maybe the midchapter will introduce sth
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@Epitome said:
https://forum.deadbydaylight.com/en/discussion/comment/2454365#Comment_2454365
I like it~ Makes me think of PH cages. :)
Thx. That was my goal, cuz PH cages teleport, then why not hooks?
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@Fobbo said:
Really interesting idea i like the perks and the power is pretty cool too
Thx 🙂
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@Spirez said:
I don’t see why Trick or Treat needs a cool down. The effects against the survivor arnt that lethal for a cool down. It would make unhooking near a killer more terrifying.
MindBlowing should affect every single survivor on the Gen with a skill check. The more on the Gen the faster the progress but also the more risk of just 1 failing and ruining it for everything. Or maybe if someone is on a Gen by themselves from 90%~100% there is a guaranteed difficult skills check at least once but there is a chance for up to 3 skill checks maximum.
ive been waiting for a perk like photophobia for years so I can collect more flashlights.
Mind blowing was the most time-consuming perk I've created by the description. I really had hard time to make it somehow balanced.
But thx for the photophobia opinion. Is blindness effect ok?
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I have three whole chapter here, well, the most important things
https://forum.deadbydaylight.com/en/discussion/275561/chapter-idea-disguised-evil#latest
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I had also an idea for anti camp perk. It's on the bottom of this chapter.
https://forum.deadbydaylight.com/en/discussion/275561/chapter-idea-disguised-evil#latest
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Creator of monsters seems pointless cuz the survivor's aura is the killer's ocation
No time for breaks is both op and pointless, you could sprint burst aswell and 5 seconds is too much
Bittersweet ending seems kinda interesting tho. But i'd do it work only on you and for 20/25/30 seconds :)
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@SkeletalElite said:
The 44 daggers nerf honestly isn't that significant.
Before his buff he had a max potential for 8.5 injures with his knives per reload not including main event
After buff he has potential for 7.3 injures per reload. So yeah he has less knives but because it takes less to down he effectively has to reload just as often as before.
remember he got only 2 blades down so every single statistic is nerfed. Honestly, I heard they want trickster nerf from ptb but didn't expect to reduce base number of blades. and his recoil is weird af now. at least i see that change. main event now is cool.
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@xXCAM3R0NXx said:
I main trickster and I definetly disagree with you. He is so much better now.
Okay so he may have less blades. So? The 2 less laceration makes up for it. It makes his chases faster and more fun. You actually have to be careful with your blades which makes him more skill based.
https://forum.deadbydaylight.com/en/discussion/comment/2389506#Comment_2389506
And no, his recoil is still the same. Tried it out whilst waiting for survivors to leave lol.
Survivors escaping his projectile is really painful IMO. this meter now depletes way earlier and way faster he's got less blades and many addons are changed for that. only cuz he got 2 less blades to injure. main event doesn't suck that much now luckily. and i started to witness object hitboxes
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2389505#Comment_2389505
I never said better, I said "Skill-based"
Also I've played a lot of Trickster before this change. I know how he plays like.
This number is a real pain in the ass. i just make one hit and already out of blades. If i want to save them, i could play old pink addon for damage.
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@Tricksters_30thBlade said:
https://forum.deadbydaylight.com/en/discussion/269009/trickster-got-nerfed-really-badly
He is absolutely ass now especially on console did they do something to the controller sens or aim because it is so off now
You mean his recoil? they turned it off for consoles? Cool!
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@DelsKibara said:
Pretty sure this change was to make Trickster more skill-based rather than just spamming knives.
Less knives but more pain for the Survivors.
I'm not going to say whether or not they did a good job on that, because I havne't tried it myself.
Well you never played as him then. Try it for yourself, then we'll talk.
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Holy crap, maybe the story not that perfect (but still good tho imo) but you made an amazing drawing.
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So the deal with for the people is that you can use it even while injured? Red herring might be ok but I'm not sure about the off the record. It is the better version of lucky break. for like 10 or 15 seconds... maybe. But 40 is too much.
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@Chilli_man2400 said:
At the start of the trial the closest Chest is revealed to you for 40/50/60 seconds
Unlocking chests is 80% faster, Unlocking your first chest guarantees a Ranger Med-Kit.
Pharmacy reduces the audible range of your Chest-unlocking noises by 8 metres.
this buff would make the perk so much better it would give you a Med kit with 2 heals and it would show you the closest chest to get your med kit. What are your thoughts?
This perk is already good but looking for the closest chest is actually a good point :D
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@Milo said:
OH WAIT YOU MEAN STRUGGLE... Why would you want to mash?
For some situations, faster death. And resembles better the struggle.
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@AhoyWolf said:
Even Blight gives Survivors some points when he misses them, so I fully agree!
Wait what??? You gain points for that?
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@IsJustMe said:
https://forum.deadbydaylight.com/en/discussion/comment/2366423#Comment_2366423
Hm yes on this point...maybe. but then they must do some with the zombie AI. the most time on outdoor maps zombies are useless. they stock on trees, stones and so on and really ever in a corner.
and thx, i will a bit more try with 3 supply cases
Then use hawkins to get indoor map, lery's, the game, pray for RPD.
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@RenRen said:
I don't understand why this is a thing. From what I hear it doesn't really effect Mouse and Keyboard that much but for controller it is quite a hindrance.
At least make it as an addon instead of one yellow, maybe green or even purple, IDK. This recoil removal would be nice buff but devs missed it.
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Wow, that would be awesome. Since survivors gain less points than killers.
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@IsJustMe said:
https://forum.deadbydaylight.com/en/discussion/comment/2366389#Comment_2366389
Zombies in Outdoormaps and i think the infection boost should be removed. I mean at the end you need 3 hits to down a surv. or you play M1 Killer 🤷♀️ i know the devs said he is OP then, but i dont see why
This is OP. Thx to the boost I might somehow escape and withut it, survivors would not run really far. And the boost might be already disurbing, run into an obstacle not intentionally -> RIP. You gain mutation tiers really quickly and without the boost, at the start it would be always tier 3. And you have zombies too, which is an alternative way to contaminate survivors. if you have zombie + nemesis = ez win. You don't like the boost? Take one supply case off.
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Or maybe rework it that way so it works just like starstruck, I mean to make this perk works while you carry survivor and additional few seconds to this perk, like 6 or 8.
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I don't have PS5 but if that does not exist... it would be awesome i think.
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@IsJustMe said:
I think Nemesis needs a buff, still. but this will be OP and realtalk? the zombie AI its a joke and the best conter
Does nemesis really needs buff? In what way?
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@Survanza said:
https://forum.deadbydaylight.com/en/discussion/comment/2361174#Comment_2361174
I know more - it's easy, if someone have pharmacy whe would be able to see which item he sacrifice for that medkit what he get at first from this chest.
Magician - i don't see the problem? Magician is counter perks that showing your aura or making noise when you start doing hex, not when you done it. When you use Magician and destroy hex totem you still make that boom noise.
I know future - why not? It's a lot of situational perks in game, why somebody using perk to quickly open gates, when he don't know where are they? :)
I see more - I don't think so, Kindred is more OP I think cause showing everything in the most important situation, so...
You need me - very OP? well when you use Nancy's perk everybody see you, I just make a perk reverse to that
I know the darkness - yes, that why this perk is not that OP, making not OP perks was my idea, something what everybody can try but what is not a typicall game changing.
I'd like to see your perks idea of how it looks like in different tiers. If you want to.
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@Laluzi said:
Nothing wrong with this challenge. You can get it over the course of many games and just put people in the basement whenever it's nearby. Killer challenges are generally easier and faster to complete than survivor challenges and I never minded having some long haul gradual progress ones as a result.
The one that wants you to sacrifice all 4 survivors in the basement in one game, on the other hand - that one's a problem.
Or a bit frustrating also might be the challenge for the plague to hit 2 survivors with one corrupt twice (I know, not the basement topic but generally the challenges)
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@Eligodson said:
well, we all know that we have a lot of perks from survivors and killers, and maybe just maybe it is time to increase the perks slots? maybe 6 I think would be great.
The whole game would be broken after that. Perks should give more possibilities. And if you want to use them, combine some cool builds.
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I don't like the sound of that. I would simply give MUCH more bloodpoints. You get only above 600 for DC. Shame.