Saltjar34
Saltjar34
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- Saltjar34
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I think I once thought of a perk that works like your third idea. Could be used as a base for that idea
Crafting
You remember the recipe for weapons made to kill beasts
Press the active ability button when standing in front of a locker to search it for a brief (7 seconds) period of time to gain a token to a maximum of 4 tokens and create a loud noise notification.
If you have 4 tokens, press the active ability button to immobilize the killer for 2/2.5/3 seconds, consuming all your tokens (This does not cause the killer to drop you. It only gives you a few extra seconds to wiggle free).
You cannot search the same locker twice in a trial
“That’s one pointy stick” ~Wilson P. Higgsbury
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@xmenfanatic said:
https://forum.deadbydaylight.com/en/discussion/comment/2213221#Comment_2213221
Really it wouldn't be the worst to include both the Iron Maiden Trap from 2 AND the Shotgun Necklace from 3. The issue with the Iron Maiden Mask is that it would do the same thing as the Reverse Bear Trap so it wouldn't add a new mechanic to the game, just a different graphical effect
Maybe the Iron Maiden Mask can be a part of a legendary skin?
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@Szarman said:
EDIT:
- Added Smiley Face Pin
- Added Defaced Smiley Pin
- Changed self-mending back to 12%, but altruistic mending is still faster then before.
I personally think you should switch the Blindness and Oblivious timer seeing as to how the former is literally useless on SWF
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2210065#Comment_2210065
There should be an option in settings in my opinion. At least to decrease the volume.
If there's one thing I've learned from various threads, it's that decreasing chase music will "remove stealth" and "make juking impossible".
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@Adeloo said:
To see pallets you can just equip Windows of Opportunity ^^
A fun buff to it would be to increase the stun duration for 1 second if someone use a pallet that got pulled back up with Any Means Necessary.
It would be an incentive for killer to break pallets
But now you don't have to run another perk to make Any Means Necessary useful. Plus this time, it doesn't have a cooldown for the aura reading
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I love the Demo idea. It does feel weird seeing it as a humanoid all the time and it gives a reason to for his basekit Undetectable to exist
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2212391#Comment_2212391
Thanks. But yeah, we could really use another perk that has your feature. A perk that counters 99'ing gates would be sweet.
I've seen repeatedly in many threads that anti-99 exit gates is too oppressive. It shouldn't be oppressive if it's a perk, right?
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That increased Terror Radius is actually useful when combined with Starstruck and since those 2 perks are a part of the backpack build, I'd say keep the terror radius increase
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This is not happening seems pretty nice. Might be paired with Autodidact to make a pretty decent combo. I also like Babysitter since it's now anti-tunneling even if the killer is nearby
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2210143#Comment_2210143
Yes, and no.
If you know another survivor healing you has Solidarity, you can either let them heal you so they get the benefit of the perk, or you can heal them first knowing you'll miss out on altruism emblem progress and Bloodpoints if you don't.
It's very rare that you're able to fully heal from Solidarity without coordination. It does however let the person you healed first heal you in just 8 seconds. If I'm not wrong, don't you get the Altruism BP after you finish healing?
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@WTBacon said:
The point of the perk is to help you turn the game around as the survivors complete their objectives.
I like the idea, but its effect only just becomes useful when every generator is repaired. Fire Up only reaches 20% pallet breaking speed once every gen is done, Brutal Strength has 20% all game.
I think it should work the same, but just get a crazy buff. Like going from 3/3.5/4% to 4/5/6% so it surpasses Brutal Strength late-game instead of just matching it.
I actually like this. Personally, the biggest problem I have with Fire Up are the numbers
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You know, I like this idea. You see, Ruin is actually a lot better during the middle of the game when survivors have to balance out rescuing and healing teammates rather than finding totems. I think I once made an idea like this where Ruin only spawns after 3 or 2 gens are completed while only regressing by 150%
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Just revert the dull totem aura part. That one is dumb. And remove the survivor notification while you're at it
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Getting a speed boost when coming closer to overheat seems interesting. It's like panicking while holding a pot of boiling water. Might also pair nicely with the engravings since you're gonna be revving for longer anyway.
Here's how you make double engravings still possible. Put a maximum cap on how much extra charge time can be added. That or put the words "Extra charge time does not stack" on the Doom Engravings
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@Akito said:
and also make blinding during running possible. Both would add so much fun to flashys.
I think I once made a perk that does exactly what you described
Backflash
Backflash guarantees a Sport Flashlight in your first chest search
While running, you may aim the flashlight beam behind yourself. You do not slow down while using the flashlight
Increases flashlight efficiency by 15%/20%/25%
The problem with flashlights is that you lose lots of momentum using it. With this, flashlights can be used to annoy the killer during chase, forcing them to look up and down and allowing you to get away or something.
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@Mooks said:
For original survivors definitely not.
for licensed ones -if there is a fitting character in a horror movie/game/etc then i guess it’s possible. For example Bishop, the android from Alien 2. Though the Alien franchise does have better fitting characters that should be survivor.
I don't know. Seeing as to how The Entity is able to travel through various timelines and realms, why can't they just pick an android or something. Might make for a cool futuristic killer like in Jason X (Or like Oni's chapter, pick an ancient legend to go with it)
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@whammigobambam said:
I am a bit confused as to why perks are being created and sold that can be used against the buyer with the simple equip of a perk. I do believe the design space of the current perks upcoming with the resident evil chapter is completely axed by the existence of lightborn. Here is my simple idea on a lightborn rework.
When killer is blinded movement speed is increased by 20% 5 seconds and noises caused by survivor are increased by 50% for 5 seconds. Killer is immune to blinds for 5 seconds after initial blind.
This gives killer a opportunity to do something skilled while blind but also gives survivors opportunity to use the blind mechanics being created in dbd.
What's the point of the blind immunity if it's just for 5 seconds? No survivor is gonna try to blind a killer twice in a row since now they have a chance to run instead
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Question, when the killer moves, do unblocked windows outside of the radius that are now in the radius gets blocked?
For example, when this perk activates and THEN Demo teleports to the shack, does the shack window get blocked
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Doesn't seem so bad. Anti-heal like Sloppy would still work against this so it's not that bad
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Just make it so you gain the 5% while chasing anyone that's NOT the Obsession and make it activate along with the main effect with a timer, preferably as long as the Oblivious timer. Now you have a pretty decent target switching perk
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2217487#Comment_2217487
Well, considering that they are able to maneuver around areas quickly and their own trailer shows them being able to stealthily take down someone from within, wouldn't it be better to give them an ability that makes people second guess themselves until it's too late?
With how difficult it is to lean on objects as GF, I highly doubt the devs would be able to pull of the hiding behind objects stunts
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2217296#Comment_2217296
Why would someone who has Spirit Fury and Enduring respect a pallet??? This argument is redundant. Also this argument is worded as if everyone uses these two perks.
No it was two points. It means there's two reasons why smash hit has a purpose
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2210053#Comment_2210053
Power struggle only notifies the killer if you hit the pallet stun with power struggle. So it already works like those perks.
Then what's wrong? Even if you don't get a notification, any killer would know that if they get pallet-stunned while bringing a survivor, wouldn't they already know that its Power Struggle?
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2212985#Comment_2212985
The pinky finger makes sense. Does this mean tattoo’s middle finger was an early hint for Jeff?
Jeff's an artist and was a musician. In fact, I don't think there was mechanic in DbD
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@Mooks said:
Survivors can be blinded by firecrackers (and still move) :)
a killer power based on this may be cool though, maybe a photographer with a flashlight camera? (I actually tried to create such a killer concept in the Share Your Work sections of the forums..)
You know, if the Photographer from Identity V or the Obscura from Evil Within 2 gets added to this game, this could be an extra part of their power
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I'm not sure about the phantom ability, it just doesn't suit them. They're a bunch of loud brutal teens and them being sneaky just doesn't fit them. I can agree with them popping out of lockers but them being stealthy is just not fitting
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This is kinda broken. Unlimited self insta-heal from doing generators? It seems kinda wrong
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Yup I gotta admit, that is pretty annoying. I agree with your idea
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You know, people have actually made ideas for a backpack instead. Not a huge fan of having perks that do the same thing that items do
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@AVoiceOfReason said:
Instead of "hitting" a killer with a pallet, make it so when you THROW a pallet, you get SB. If a killer KNOWS you have Smash Hit, they'll just respect every pallet. Make Smash Hit 4 seconds of SB to make up for the 1 second frame of animation for throwing the pallet so it evens out to 3 seconds of SB. Thank you.
And what's wrong with them respecting pallets? I mean, they'll no longer try to get a cheeky hit through a pallet so that seems pretty nice. It also means that they're no longer able to make use of Enduring or Spirit Fury
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But then there's the problem of screwing over someone else's Second Wind
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2201027#Comment_2201027
That would just cause the Pig to have Wraith Syndrome, where her Ambush's actual power is reliant on Addons and is otherwise so weak its unbearable.
Blight gets a pallet break, Demogorgan gets a pallet break, Legion gets a pallet VAULT, Billy gets a pallet break, Bubba gets a pallet break... All these characters get pallet breaks and its good for their kit. I don't see why we can't have the same here.
And for the Deep Wound, the Pig desperately needs something to incentivize using her Ambush Power in its base kit. Right now there is no incentive except at short loops.
https://forum.deadbydaylight.com/en/discussion/comment/2201047#Comment_2201047
I actually like this idea. Maybe vaulting the pallet extends her ambush just a bit. But that may have her play a bit too much like Legion.
I guess you're right, Deep Wounds sucks enough to be base kit so I guess that's acceptable.
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I'm kinda unsure with your new Beasts of Prey. On one hand, it doesn't have the obsession switching benefit as Furtive Chase and on the other hand, it's unusable with Infectious Fright. The only use I can think for it is pairing it with the outdoor security camera for GF
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2206952#Comment_2206952
STBFL is far from perfect. In old dbd it had a place for its function, now it needs changing completely.
Actually in old DbD, it was broken good. It was called the machine gun build and it was something. Currently, everyone can agree that STBFL is one of Myer's best perks since it works well for a good portion of the roster
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2206210#Comment_2206210
While clown’s breathing is very loud it’s also quite spaced out unlike someone like trapper or Myers. And he is going to be moving 10% faster too.
Tbh I just don’t want redheads to exist anymore
If it makes you feel better, I have a headcannon that the Pinkie Finger and Adrenaline Vial were extracted from Meg
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@doitagain_ said:
This is basically like Freddy’s new black box, which is my new favorite add-on right now.
I like this change. The current version seems a bit pointless because the timer practically runs out by the time they reach a gate.
Freddy's Black Box isn't really a good add-on anymore because it's really only useful when you're patrolling exit gates and MAYBE when you're chasing a survivor while the gates are open. It's already an end game add-on AND it's situational?!
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Problem is, it's essentially a tell that Demo is near you, similar to his footstep noises. Personally, those two things should be disabled whenever Demo becomes Undetectable so that he's, you know, UNDETECTABLE?
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The problem with a straight up wiggle buff is that in invalidates the killer's chase and just screws them over after they finally caught the survivor. I would just make it so that you gain a 20% wiggle speed buff WHILE a survivor is near you with them gaining 5/6/7% haste, meaning that Breakout works both ways
Also for reasons above, Breakout shouldn't stack
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Yeah, I agree with this one
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@Pulsar said:
I like it, but tbh I'd rather have gen progress aura be basekit for Solo Q
Or just make gen progress aura for all survivor gen aura perks. Most of them are terrible anyway
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I'd love a notification for when others have Solidarity, lets me know if I should let them heal me first
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@SkeletalElite said:
I'd just rework adrenaline vial entirely.
I'd remove the downside of shredded notes (-.33 seconds from recharge isn't even that strong, its 8.3 seconds to recharge 5 tokens instead of 10 seconds)
Then I'd make the adrenaline vial a higher tier shredded notes with -.5 second recharge. That would be 7.5 seconds to recharge all 5. or 5.8 seconds with both. It would be very fast with both but I don't think it's any stronger than alch ring which is instant recharge if you hit a rush.
The problem is, Blight add-ons are loved because how drastically they change your playstyle. Making Adrenaline Vial straight up reduces charge time feels kinda cheap and will reap many complaints. I do like the idea of unlimited charges at the cost of severely reduced turn rate since you're basically dodging an always rushing Blight
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I guess that doesn't seem so bad though it's only gonna be useful on really stupid survivors. Also the problem with Reverse Bear Traps is RNG which you didn't look into
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@Ferrari334 said:
https://forum.deadbydaylight.com/en/discussion/comment/2202788#Comment_2202788
That's the problem with how the balance devs look at it. They think 42 seconds is crazy strong against a survivor VS killer scenario, and that's true. But their are potentially 4 survivors making it really useless since you need 12 hooks to win, and 42 seconds can buy you 1 hook on 1 guy at most.
No way out can be a good perk but it has to counter 99'ing the exit gates for it to ever get used.
Problem is endgame perks are very strong against uncoordinated survivors and 99ing the exit gates is sometimes useless for Solo. You know where most Blood Warden complain threads come from? Solo survivors
Though to be fair, it's only useful for one point in the game so I don't see why it shouldn't be buffed
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@GrimReaperJr1232 said:
Cool idea but honestly, cleansing speeds are fast enough. Even at 4 tokens, you're only shaving 4 seconds, which is nice but not really all that impactful.
This right here. This is the reason why cleansing speed buffs kinda suck. Even if you increase cleansing time requirement by 50%, you're still only taking 21 seconds to cleanse which is basically a quarter of a gen
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Due to how loud killer chase music is, this doesn't seem that game-changing but it's still better than the previous version
Now I'd like to see perks that increases or decreases chase music volume
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Remember that pointless buff Second Wind got? I'm genuinely convinced that even if those perks were buffed, it wouldn't actually solve anything and they would just increase the numbers.
30 second Poised does sound pretty nice though
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Apparently some people think it can be used for camping.
Come on Lord_Tony, you of all people should know the stupid reasons why most killers can't be buffed
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It should work like DS or Franklin's where it only notifies the other side AFTER it's used
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@BastardKing said:
They stopped doing Moonlight offerings because they didn't want to make different lighting for each map, but I heard they are doing something with lighting soon, so maybe they could return and we could have this?
I think there was a thread discussing about changes to Moonlight offerings in which they can affect whether or not the map happens at day or night