Saltjar34
Saltjar34
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The killers told The Twins that The Blight is a drug dealer to keep them away from him and avoid experimentation
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The problem with We Are Legion is that it feels like a limited version of Mint Rag Hag. If the lockers are in dead zones that survivors never go to, it's basically just means of transport. It does however make Iron Maiden easier to use for Legion as well as keeping their theme of always being able to find survivors in lockers.
Now a problem with wolf in sheep's clothing is that SWF wrecks them. Even just staying away from their teammates or grouping up into a group of 4 is enough to deny them of this power. I have an idea and I based this off TF2's Spy and Among Us' Impostor. Basically while disguised and 12 seconds after exiting the disguise, all survivors will suffer from exposed so that Legion can reap the benefits of just a moment of deception.
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I like the concept and the perks but I'm not sure about the name. I really like Song of Horror and the name of the antagonist in that game is also "The Presence". Other than that, this is pretty interesting.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1860252#Comment_1860252
Everyone would dodge teammates with No Mither or only 3 perks.
Because that wouldn't be a normal match.
Indeed. It's sometimes nice and kinda funny when someone runs the infamous Mettle of Mither build. It's especially funny when they pair it with Breakout and Tenacity to make the killer literally drops the survivor they were carrying just to hook the survivor who's chasing them on the ground.
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@TheClownIsKing said:
What does it achieve by INTERRUPTING the MAIN objective?!?!
Take the killer to another god damn loop!
Another thing that Better Together does is that it sometimes scares survivors from the gen you're working on because they think it's ToT. It's pretty useful in encouraging your team to spread out and avoid Discordance but not so much when you want to get that Prove Thyself value. I usually pair it with Technician so that I can fix my gen silently and in case that sandbag decides to be jerk I can stealth the killer that's coming.
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Solidarity. I love the concept but it rarely ever comes into play because of survivors fighting over who gets to heal the other. At the very least make it so it gives a notification to survivors around you
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1863374#Comment_1863374
And nobody searchimg chests is exactly the reason why pretty much nobody runs Pharmacy, unless he chooses to use a build focused on that. I know Calm Spirit is useful against Doctor and an Infectious Fright Oni, but that's about it. It is pretty useless. Why? While Iron Will is a counter to that cheap killer called Spirit, it at least becomes useful against any killer. Calm Spirit, instead, is highly situational at best, as it will be completely useless against other killers that are not the few mentioned. And please, don't be that guy. If you are going to claim "but it also makes it so you don't scare crows". Oh wow, so that's about it? If you run, the killer is gonna see your scratchmarks anyway. If you don't do that until you are healed, you are gifting the killer enough time to cook himself dinner. Power Struggle looked like a good perk, but it really wasn't, even before PTB, and any player experienced enough knew that. You're not gonna make any use of it, unless the killer is stupid enough to bring you through a pallet, which nobody ever did even before this perk was a thing. And if you happen to be already where a pallet is, you won't be able to use instantly on pick up, not even with Flip Flop. I just wish people would use real things as their points, instead of saying stuff just so they can talk. Better Together great? If so, that must mean I am Santa. Any player will try to keep the killer away from gens, but sometimes you have to go there to save yourself. In those cases, the killer will perhaps stop to kick the gen, then keep chasing the injured guy. And I don't really see how Better Together would impede a Mad Grit killer to hit you. "It screws over the backpack build" that's a bit of an overstatement.
I never said I liked Calm Spirit for what it did against crows. I know nobody runs SFTS. I said I liked it because Infectious Fright is crazy good. Also what's wrong with Pharmacy? Nobody runs Hoarder and it basically guarantees that you won't get a broken key or yellow flashlight first time. Yes, I get to control the RNG, something you usually can't risk at higher ranks and get an item that essentially lets me use quicker Self-care and heal my teammates faster as well as allowing me to take another item. It's for when I have too many brown/yellow medkits and toolboxes.
But anyways my point is still the same, the meta invalidates many perks and keeps them from being used. Also have you ever had a match where you see your teammate's aura float towards you at high speeds? That experience is mostly why I love Better Together a lot and Aftercare to an extent.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1862548#Comment_1862548
Well, as I already said, exhaustion perks that are not DH are really inconsistent. I never said survivors don't have other perks, it's just that many are highly situational and many are just there to give a new survivor 3 perks instead of 2 or 1. Pharmacy isn't really a good perk, it's gimmicky. For The People is situational, and has a big downside. Not a bad perk tho, but you will rarely be using it in solo queue. Detective's Hunch and Small Game are there for people who still need to learn the game, so they really should not be taken into account (Small Game especially), unless you wanna dedicate yourself to totems above everything else. Repressed Alliance is another perk I had considered, but it is again situational. Deliverance can be good, but it's a use it or lose it perk, and it also depends on whether or not you were able to pull a safe rescue before your first hook. So, again, situational. Aftercare is for solo queue, and not really a good perk after all. Calm Spirit is something that pretty much nobody runs. It is only useful against Doctor and Infectious Fright. Let's be honest, you added some perks just to give substance to your point. Bond is something you run if you know you're gonna have no means of healing yourself alone, and a newcomer perk too. Empathy can be a good team perk, but again, you rarely use it in solo queue and SWFs have no need for it. Better Together is straight out a horrible perk that nobody has ever used other than to get Adept Nancy. Resilience and Spine Chill are good enough, but you'll never see one of them without the other, which means that it's gonna be a specific vault speed build. Soul Guard isn't used very much, and it still depends on whether or not the killer has any hexes and for how long they are going to be in the match. Kindred is solo queue only. Dance With Me is pretty much just a bothersome perk, it won't really make it so the killer isn't going to hook you, especially with how many hooks and how close they spawn on each map. And, to end this, Quick and Quiet is only useful if you manage to NEVER be found by the killer. Killers who lose survivors because they got into lockers after a corner are just dumb, as you would check them first if you lost line of sight and the survivor you were chasing suddenly disappeared.
I don't mean to offend, of course, and sorry if it might seem like I am being rude (I don't even know if I am being so).
First of all, don't say that to Pharmacy. It's basically Self-Care without being a detriment to my team or having to run Botany plus nobody in high ranks searches chests anyway. That perk and brown medkits are forever glued to my build. Second, have you seen Infectious Fright on Oni or Nurse? It's pretty terrifying and that's mainly the reason why Calm Spirit is there. Better Together is great because it tells 2 things, 1. I have Prove Thyself, help me or 2. This gen has ToT on, go away, both of which are good outcomes and it tells the God loopers of my team to stay very far away from the gen I'm working on. It also screw over the backpack build (Agitation, Iron Grasp, Mad Grit, Forced Penance). The reason I put the Houdini build here is because it screws over Spirit if you combine it with Iron Will and that itself makes it viable and amazing.
Even if the meta gets nerfed, there are still survivor perks with very powerful effects even if they'll cost you more and that's the problem, the meta just doesn't give room for high risk high reward. Seriously, DS invalidates the existence of Power Struggle and Flip Flop while Unbreakable makes Tenacity have no purpose whatsoever. Lithe and Head On are fun perks but because Dead Hard is so effective you're better off not running both of them. I genuinely wish the meta gets nerfed so that I get to at least see something new. I mean, nerfing Undying made Devour Hope sort of viable, right?
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@EvanSnowWolf said:
It's been a long time since we've had a Survivor perk that I thought was worth a spit, so my default answer is that we don't have power creep. As for Killers, I have seen a few rare builds that use Coup De Grace, but otherwise also no. The last power perk Killers got was Undying with the Blight release, and that just got shot out of a cannon with the latest intended PTB notes.
*cough*Soul Guard*cough*
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1858544#Comment_1858544
Killers not having good perks? You're kidding, right? As much as survivors can have broken combos that, luckily, only work once, killers are nowhere near having bad perks. There are WAY more useful killer perks than there are for survivors. Aside from gimmicky builds, survivors have DS, Unbreakable, Dead Hard, Borrowed Time, Iron Will and We'll Make It. Every other perk is highly situational at best. Adrenalin works only if they manage to get to the end game (being a wasted perk slot otherwise), pretty much every exhaustion perk will never be more useful than Dead Hard, which only works when it wants to work anyway, Inner Strenght will be useful IF you manage to find and cleanse totems and IF those totems were not cleansed already (and it isn't even stackable, which means that you cannot destroy two totems and have two activations ready), Distortion had the potential to be a useful perk, but it really isn't, since you have tokens for it and only 3 of them.
Killer perks that are useful, instead, are:
- Ruin;
- Undying;
- Spirit's Fury;
- Nurse's Calling;
- Franklin's Demise;
- BBQ & Chilli;
- Play With Your Food;
- Save The Best For Last;
- Pop Goes The Weasel;
- Blood Echo;
- Thanatophobia;
- Monitor & Abuse;
- Lightborn;
- Enduring;
- Haunted Grounds;
- Coup de Grace;
- Oppression;
- Thrilling Tremors;
- Bamboozle;
- Surveillance;
- Stridor;
- Dying Light;
- Corrupt Intervention
- Discordance;
- Iron Maiden;
- Make Your Choice;
- Infectious Fright;
- Remember Me.
And I could still go on. The list will probably get longer with upcoming chapters. I'm not saying all of these perks are equally useful, nor that they are equally strong on every killer, luckily. But still, as you can see, killers have WAY more perks that they can use and put to good use. Without even mentioning the fact that Bloodlust, as much as it should not be a thing anymore, isn't even a perk. And before you argue about Undying, it will still make it so your Ruin survives longer, and that is IF survivors are able to find the totem/actively search for it and IF it doesn't get placed in spawns where survivors cannot cleanse them, as it has already happened on reworked maps.
Indeed. The reason is because all killers have different powers that allows some perks to be more useful to some. Still though, not all survivor perks are bad. Here's the most useful of the bunch besides the usual DS Unbreakable, DH, and BT
Pharmacy
For the People
Detective's Hunch
Small Game
Repressed Alliance
Deliverance
Aftercare
Calm Spirit
Bond
Empathy
Better Together
Resilience
Spine Chill
Soul Guard
Kindred
Don't get me started on specific builds like Dance with Me, Quick and Quiet, Lithe. Survivors have lots of options too which often have very powerful effects, it's just that the meta perks has fewer downsides when compared to the other perks.
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@DarkMagik said:
https://forum.deadbydaylight.com/en/discussion/comment/1857626#Comment_1857626
If it was any hex i could see a all hex loadout which would could comprise of Devour Hope,Haunted Grounds,Devour Hope,Any Other.& in which basically allow any killer to get a easy for man slug.
The problem with trap totems is that you can't predict when it's going to pop off. Maybe it'll be 30 seconds into the match, maybe it'll never be triggered. That's to balance out their powerful effects upon destruction except Retribution. Also about slugging, that's what Soul Guard is for.
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If this is how you react to Franklin's I wonder how you'll react to my proposed Overwhelming Presence buff
Survivor item consumption rates are increased by 80/90/100%
Survivors in your terror radius will have their items degrade at a 50% consumption rate
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1858422#Comment_1858422
So, should killers just punish SQ players even more?
No. I personally think that it should inflict Oblivious on the dying survivor instead of Blindness so that they can at least still crawl to their teammates and not be able to tell their teammates where the killer is. It would make sense to have the crawling speed debuff then. I would still prefer if it affected all attacks though, just change the debuff.
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Some people say that they cleanse against plague because of stealth but I thought Iron Will is a requirement for being stealthy? I mean, you leave scratch marks even when healthy and nobody tracks with blood pools on dark maps.
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Your first idea seems nice. It might actually make Haemorrhage add-ons and Lucky Break viable
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@DarkMagik said:
Old:When a Survivor is hit with a Basic Attack, all Pallets within a radius of 16 metres of your location are held in place by The Entity for 15 seconds and cannot be pulled down by Survivors.
Hex: Blood Favour has a cool-down of 60/50/40 seconds.
New:When this Hex is Destroyed all Pallets will be blocked for the next 30/45/60 Seconds.The aura of survivors near 4 meters of a blocked Pallet will be revealed.
I like this idea. Longer effect and no cooldown at the cost of being turned into a trap totem. Might even create great synergies with Retribution and Haunted Grounds. Problem is unless a trap totem affects all totems, it's usually preferable if it creates 2 totems like Haunted Grounds. If it affects all totems however, it'll create great synergies with Undying which is also a Blight perk. So basically like this :
When a Hex totem is Destroyed all Pallets will be blocked for the next 30/45/60 Seconds. The aura of survivors near 4 meters of a blocked Pallet will be revealed.
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There's an offering for survivors that lets them spawn together. Did any of them have Streetwise or Prove Thyself because that can be a reason to burn that offering
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No, we need to buff Overwhelming Presence
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At first I thought this was a Dead Space chapter due to the killer's nickname being The Feeder and the survivor's name (though I soon figured out that my memory somehow combined the names of Jacob Danik and Nolan Stross). This is a really detailed chapter which is great.
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All the killers hate Blight for the experiments he's done to them except Plague who was fine with it
The killers told The Twins that The Blight is a drug dealer to keep them away from him
The Geisha from Identity V is one of The Oni's descendants and is The Spirit's grandaunt
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Did you forget that Samination exists?
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Nobody likes unreliable RNG so sure, I agree with your idea
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Song of Horror. They have some Lovecraftian monsters. I can probably see "The Silence" representing it
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Pretty solid overall but the problem is, some killer perks are pretty damn good on other killers. Distressing for example is really good on Doctor who relies on a big terror radius. Also about Deathbound, have you tried combining it with Coulrophobia on Oni? You basically get to prevent survivors from healing in or out of your terror radius
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@StrongWolf85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1849636#Comment_1849636
no. key addons are supposed to be rare and ultra rare, not things you just farm freely. they make keys even more over powered. Imagine if killers had the old moris but also had an ability to make them reusable on a successful kill or get it refunded if everyone escaped. Survivors would be in absolute protest. So how then is it fair that not only do survivors get an absolutely broken item with zero counter play AND they can find it in match AND they can farm the addons that make them even more powerful? just remove keys all together.
But it's not the add-ons that make keys overpowered, it's the hatch mechanic itself. I thought the problem with getting keys in chests is because survivors don't have to commit an item early game and avoid Franklin's while still giving them all advantages of having a key?
Broken key gives them no advantages whatsoever and they have to hope they don't end up with a Weaved Ring since that disappears upon death.
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The problem with Dying Light isn't numbers. It's that even it only works when you're doing well with it. Personally, I think it should just work like old Dying Light but only begins its effect on anyone that's not the obsession. Kind of like this :
You become obsessed with one Survivor.
Your Obsession gains a 33 % Action Speed bonus to unhooking and healing other Survivors.
Each time you hook a Survivor that is not the Obsession and the Obsession is alive, every other Survivor gets a penalty of 19/22/25 % to Repair, Healing and Sabotage speed for 40/50/60 seconds.
Dying Light can only be activated once every 50 seconds
The Killer can only be obsessed with one Survivor at a time.
Compliments STBFL too. Now about Remember Me. The problem with your concept is that EGC is typically used to keep survivors from holding the game hostage. Your change is basically the equivalent of Rule Set #2, it scares survivors into doing objectives. Personally I'd make the obsession have a 15% penalty to opening the exit gates to avoid excessive endgame tunneling and it fits themathically since Wake Up gives 15% opening speed.
Other than that, your changes are cool. I especially like Knock Out since now it's useful against SWF
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@Yords said:
I don't think that there should be perks base kit implemented on either to circumvent problems with the design of the game; I mean this more on your choices and reasons for the killer side.
People always say Kindred on solo survivors needs to be a thing, but I am just unsure on that. If every survivor in the high ranks (assuming they all know what to do), matches would feel like always going against a SWF group. Maybe this could be tweaked and then added, but I personally think it should not be base kit.
Corrupt being base kit would also feel pretty overwhelming especially since this would always be in a game. Lvl one corrupt is still strong, but remember that this is basically a 5th perk slot.
Instead, the game itself should be fixed, but we all know that'll take a while.
Some perks are already band-aids anyway so making them basekit wouldn't be too beneficial. Kindred is useless if the killer doesn't camp so I don't see what's wrong with that. Same for Corrupt, survivors already counter that by hiding at the start of the match. It also makes endgame 3-gen harder since the last gens are spread out.
The few meta perks that I think SHOULDN'T be basekit are Detective's Hunch, Small Game, Iron Will, Exhaustion Perks, Adrenaline, and weirdly enough, BT. Identity V has a basekit BT that affects the unhooker as well and that made all the killers camp.
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Gone, no more but a husk roaming in the void, never to be played again
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I would rather see the feathers changed or just removed. They're basically useless since Clown's buff
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DMS, Thrilling Tremors, Nemesis, and STBFL on either Nurse or Demo. Use Thrilling to figure out which gens are being done and then use your mobility to scare survivors off that gen, activating DMS
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I actually once had an idea about Padded Jaws removing the ability for Trapper to step on his own traps and Beast Soot doubling Wraith's terror radius.
Anyway, I think you should put Vanity Mirror there too. Its downside is so massive while its upside is completely worthless. Personally, I think it should make you start in EW 2 along with giving a debuff to survivors you stalk long enough (I'm leaning towards either Exposed or Hindered)
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If you think about it, the fairest complaints about NOED is that the person who cleanses totem is always the one killed so personally, I like your change.
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A cave. I'm genuinely surprised that there isn't one in the MacMillan realm since a lot of the Trapper's background involves mines
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Can we at least keep the broken keys if that's the case? At least that way I can still use Ace in The Hole to farm key add-ons
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No we have not. As long as the internet exists, we'll find things more spectacular than this
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The simplest change would be to put DC points into the Sacrifice category. I don't see any downside to it.
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There's already a terror radius and there's already Spine Chill and they both give a bigger warning radius. Besides, Doctor and Infectious Fright are very strong and because of that Calm Spirit CAN be meta
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Any buff to Thrill of The Hunt and token totems is appreciated.
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Oni
Deathbound
Coulrophobia
Infectious Fright
Nurse's Calling
No add-ons
Heal in my terror radius? 50% slower. Heal outside of it? Become oblivious.
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Be overly altruistic. An Oni is the day your healing build and medkits are put to the test. Heal your teammates as fast as you can and keep them healthy as long as possible. In other words, you role-play as Claudette
My build in case I'm suspicious of an Oni is Pharmacy, We'll Make It, Lithe, and Unbreakable while bringing a yellow or brown medkit. Not a full heal build but pretty good against him. You can also replace Pharmacy with Calm Spirit since most Oni players use Infectious Fright.
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Personally just remove the loss of their power through dumb things like hitting an M1.
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Nurse's power isn't going through walls, it's to make you suffer until you can make others suffer
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Personally as an added effect, make it so the Dead Man's Chest makes one chest in the trial that guarantees iridescent items and gives Exposed to everyone. It's more thematic for a pirate to have a curse treasure chest, right?
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@ukenicky said:
So I guess the question is how do we have second chance perks done right so that they're not abusable by survivors?
Deliverance. It makes you cannot be healed and be tunneled easily and if you were hooked first the perk doesn't work
Same for Power Struggle. It capitalizes on the killer's avoidable mistake by punishing them severely.
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Unfortunately, its effect is so minor that survivors can literally just ignore it. The effects aren't even greater than 20%. Even Blood Echo which is considered to be a terrible perk has a more powerful effect than Thanatophobia, being able to completely nullify exhaustion perks and having the same benefits of making survivors want to heal.
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Breakdown
Unbreakable
Botany Knowledge
Any Means Necessary
This is mainly a meme I sometimes use that is completely ineffective but nevertheless enjoyable when I'm bored. The first 2 perks are a reference to... something. The other 2 allow me to in a way, restore things back to their previous state
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I like these changes if they were in a completely different game mode, like hard mode. With killers as strong as these, survivors would need a slightly weakened DS and BT for basekit.
That or put them in a 2 v 8 mode.
Also for Pig, Tampered Timer basekit. So the party hats can be slightly more threatening and increase her slowdown out of fear.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1840167#Comment_1840167
https://deadbydaylight.fandom.com/wiki/We%27ll_Make_It
I've linked the perk and the version histories from the wiki. Potential wording options, if you'd like.
While I understand the desire for synergy with Jane's perk, I don't think healing buffs should be given to the unhooked survivor from the unhooker's perk. At least, not in this method; I could probably be convinced to support some other way.
I managed to word it so that it you can still stack it. A little broken when run by an SWF altruism squad but that's what Plague and insta-downs are for. Funny thing is, I found out how to word it from the current Prove Thyself description.
Now a big problem with changing We'll Make It is that its a simple perk and adding too many conditions might accidentally ruin it. Remember, it's an unhooking perk so it needs to compete with the almighty BT and the purpose of this thread is to buff it in a way that it doesn't become broken good.
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@Kind_Lemon said:
idk, I just want cumulative stacks for multiple unhooks again.
300% healing speed because I just unhooked three people? Yes, please!
I actually kinda like the stacking mechanic but I just don't know how to word it.
But for now just assume that every time you perform a rescue, the duration of the perk resets
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@GoshJosh said:
While I see no problem with your buff, your nerf is uncalled for. We'll Make It definitely doesn't need a 50% speed nerf.
But it's 2 people running around with a 50% heal speed increase. That's more than what Botany Knowledge gives.