Shymare_11
Shymare_11
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Vanquished Desire: When a dull totem or hex totem is broken, gain a token. For each token, increase repairing, healing, sabotaging, vaulting, unlocking chests, and opening exit gate speed by 1/1.5/2%.
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•Steel Yourself: While healing yourself or another survivor, press the activate ability button to activate Steel Yourself. Once activated, the survivor being healed receives the endurance status effect. After the endurance status effect is removed, the survivor is left broken for 60/90/120 seconds. This perk cannot be used on survivors that are broken.
•Fight or Flight: At the beginning of a chase, Fight or Flight activates. The speed increase from being injured lasts an additional 2 seconds. The killer is stunned for an additional 2 seconds. The effects of Fight or Flight can only be used 1/2/3 times in any given chase.
•Live On: For each survivor healed a whole health state by you, Live On gains a token, to a maximum of 2/3/4 tokens. While Live On has tokens, you gain the ability to recover from the dying health state. Doing so will consume one token
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@ukenicky said:
When a survivor breaks Retribution, are they notified that they've been revealed because of it?
Yep from either getting the oblivious effect or their aura being revealed.
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Most definitely needs:
1) Make the oblivious affect all survivors
-Will make it more viable and make chases/surprises easier
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Possibly:
2) Increase the duration of either the aura reading or the survivor-wide oblivious effect
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We all have different definitions for what is fun and not all sources of fun need reasons to be so. I like messing around with a killer and get massive bp gains or challenges /rituals done in the process, I even die for the farmer so they can get my sacrifice bp. I find that fun and it seems you don’t. I’m still playing the game just not in the same way as you, and I’m not hurting anyone. Anyone who doesn’t find it fun can leave through the exit gates after completing the generators. The game isn’t being held hostage nor is it boring (at least to me). Farming matches are great breathers from the normal matches and things I actually look forward to. I may be able to get more bp from shorter normal matches but farming matches are personally better. You may not agree but you can’t change my opinion because neither of us can determine what is and isn’t fun for everyone. To each their own and have a wonderful day.
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@LuluTheLion14 said:
https://forum.deadbydaylight.com/en/discussion/214965/the-holiday-event-i-wish-we-had
What so there’s no event? 😭. Just daily login bonuses? Wow. How boring
The event is the totems that are cleansed for sleigh bells. Which are used to buy holiday items. Also there may be sleigh bell hooks that grant additional sacrifice bp as well as sleigh bells. All which comes with winter/holiday decorations around maps and the menu screen.
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•Rag Doll: Being thrashed around doesn’t help your captor, the movement especially loosens any iron grip.
+When the killer drops a great distance while carrying you, your wiggle progress increases by 15/20/25%. Gain the ability to begin wiggling as you are being picked up.
•Burdened: You are heavier and more difficult to pick up.
+While carrying you, the killer moves 10/12/14% slower. After being dropped and picked up again, gain an additional 5% wiggle progress.
•Slick: Able to worm your way through any difficulty, no entity can hold you back.
+After recovering to at least 30/25/20% progress while in the dying health state, you gain an additional 15% wiggle progress. Increase your wiggling efforts by 25%.
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@Dubby said:
I agree with the stun, that makes sense honestly. Legions not even that great of a killer and nurse even has less cooldown than frenzy.
At the worst, meaning the nurse blinked twice and hit (miss or not), she has a 4 second stun/fatigue. She has a set 2 second fatigue that gains 0.5 seconds per blink and an additional 1 second for an attack (miss or not), so technically on terms of costs Legion and Nurse are paying the same. But Legion is no way as powerful as Nurse to be paying with the same fatigue timer as Nurse at her worst.
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I do agree with some kind of nerf to the aura reading of undying. Heck, if they remove it I’d be okay if they let hexes keep some/all their collected tokens. Hopefully makes a new meta of undying/devour hope, the counter being cleansing still but now the killer needs to activates patrol totems instead of seeing the survivor and swooping in before it is cleansed (unless they use thrill of the hunt or are the twins).
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Technically, the only known rule that could be broken in this case is taking off your traps without the puzzle boxes. Getting them off early I don’t think show count as “breaking” the rules. But then people in the movies that do bear the traps do so in unconventional ways that don’t always align with the intended solution. In this case, the way to deal with it is to make the puzzle boxes impossible to interact with if their trap is not active or make it so the survivor with the trap on are unable to see the puzzle boxes when the trap is not active. It will stop or at least slow down early trap removals. Thus, making a punishment unneeded.
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@satanovsyn said:
- Imagine buff, that if U untrap yourself like survivor from the trap, traps will become active not disarmed. This will help a lot for trapper. (logic = You have to open trap to save yourself :))
- Default 3 traps transport + start with 3 traps
- Traps can be picked from locker
- SkillCheck like DStrike for untrapping
- I’m assuming that you mean that if a survivor gets caught in a trap that the trapper placed and free themselves, the trap is reset and another survivor can be caught in the same used trap. Which doesn’t make much sense since getting yourself out of a bear trap doesn’t require you to fully open it. You just need to open it enough to slip your leg out and allow it to close again, much less effort than fully opening and arming the bear trap that just messed up your leg. However, if it is when the trapper pulls a survivor from a bear trap instead of hitting them then that makes more sense, and can be a QoL change for trapper making him more viable in cases where you need to quickly reset your traps and hook a survivor. Also giving the trapper a choice to rather reset the trap and grab the survivor or hit them and have to reset it later.
- Three to me seems a little much, two is a better system and still gives balanced value to his bags. I wouldn’t complain if it was three traps tho.
- so infinite traps since the traps in lockers would likely not deplete and would require a graphic/animation update to lockers/the trapper to accommodate the change. I’d rather, just change the spawning of his traps to consolidate it towards the center of the map and important areas like shack and main building.
- How many skill checks? How hard would they be? What would happen if they failed the skill check(s)? It is better to have a set time a caught survivor must complete with normal skill checks like puzzle boxes or demo’s portals. It removes the RNG factor and gives both the survivor and the trapper an idea of whether or not they should commit to it (ie. Trapper knowing it will take 20 seconds to travel to the trap but the survivor only needs 8-10 seconds to escape and vis versa).
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•Even Stakes: You ruin any plans of a upper hand, everyone is at the same risk.
+At the start of the trial, if you are not chosen as the obsession, the role of obsession cannot be filled. Any obsession perks that require an obsession to be present no longer function. Increases your chances of being the obsession slightly/moderately/considerably (+15/20/25%).
-“I may be hypocritical of this but if it isn’t me, then no one can be it.”
•Counterproductive: They become so obsessed, they sabotage themself.
+While the killer is in a chase with the obsession, the killer is unable to hear or see any notification (audio and visual). This effect remains for 15/20/25 seconds after the killer leaves the chase.
-“They don’t notice my mates’ movements, they only focus on me.”
•Rekindle: Their sacrifices push you to do better.
+While the obsession, this perk actives. For each survivor that is not the obsession is hooked, Rekindle gains a token. For each token, gain a 3/4/5% increase to repair, healing, sabotage, cleanse, and vault speeds. If you are not the obsession, Rekindle deactivates.
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Survivor:
•Tripped: A simple change in tactics can confuse the enemy. Maybe even their leader.
+While in a chase, any vault point you rush vault will be blocked by the entity to all players for 5 seconds. This perk has a 40/35/30 second cool down.
•Back In Action: They can’t hold you down. If you escape, you’ll pick yourself back up.
+When you escape the killer’s grasp, Back in Action activates. If you survive 30/25/20 seconds after Back in Action activates, you are healed by one health state. If you are healed to the healthy health state or you are put into the dying health state before the timer is finished, Back in Action deactivates.
•Head Start: Alway drive for the boost in the early game.
+At the start of the trial, gain a 7% haste effect for 100/110/120 seconds. When this effect has ran out, Head Start deactivates for the remainder of the trial. If you are put into the dying health or hooked before this timer has ran out, lose the haste effect and Head Start deactivates for the remainder of the trial.
Killer:
•Crow Morphology: You extensive studies have revealed a new purpose to the little spies.
+If a survivor disturbs a crow, they become encircled by crows. These crows will make loud noises and reveal the survivor’s aura to the killer for 1/1.5/2 seconds.
•Raven’s Last Meal: They starve, hunger for flesh; and you are delighted to oblige.
+If a survivor disturbs a crow outside your terror radius, they are swarmed by loud crows and have 20 seconds to perform a swatting action to remove them. If unsuccessful, the survivor is injured by one health state. This perk has a 120/110/100 second cool down.
•Lesser of Two Evils: You force them to make a choice, for better or worse, you will make them suffer.
+When a survivor is hooked, all incomplete generators begin regressing. If a survivor is repairing a generator or begins repairing a generator 30/45/60 seconds after Lesser of Two Evils activate, the survivor(s) are exposed and remain exposed until the hook survivor(s) is rescued.
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Obviously:
•The ability to speed up bleed out progression past crawling around aimlessly.
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Theme: Mother
•Maternal Instincts: You feel when your “children” are in danger.
+Unlocks your aura reading potential. The aura of injured survivors outside a 48/40/32 meter radius from your location are revealed to you.
•Coddle: While you say you don’t have favorites, you do.
+You become obsessed with one survivor. For each survivor besides your obsession that is within your terror radius, you and your obsession gain a 3/4/5% stackable haste effect. You can only have one obsession.
•Hex: Safe Keeping: You know how to conserve your resources.
+All killer token base perks no longer lose tokens. For each dull totem cleansed, gain a 1% permanent haste effect. This effect persists for as long as the related hex totem stands.
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•Vita Indulgentiae:
You forgive, so life can too. After safely rescuing a survivor from a hook or the killer’s grasp, Vita Indulgentiae activates. When you are about to be killed by the killer’s hand or sacrificed while Vita Indulgentiae is active, you are freed and receive a 7% haste effect for 5/7/9 seconds. If you were to be sacrificed, the hook breaks and remains broken for the remainder of the trial. If you were to be killed by the killer’s hand, the killer is stunned before the killing animation is completed for 5 seconds. Vita Indulgentiae can only be used once per trial.
-“A merciful man is unto granted the gifts of love and compassion. To those who see wrongful deeds of the common, righteous man, you are the conspirator of thy own demise. A single act for good is enough to receive the grace of our truest and most holy.” —Reverent Father Michael
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@RepostRiposte said:
Permanent 8% haste for everyone would be so ridiculously broken its not even funny.
Nah It’s still kinda funny.
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Yeah I made a post about that:
@Shymare_11 said:
No filler here it is:
All applicable openings will have doors. They will also replace the existing breakable walls. These will randomly be unlocked or locked. At the cost of some of a key’s charges, survivors can unlock and lock doors quietly (I will not be changing the key’s use of opening hatch, I am just adding an additional use to them). Otherwise, if a door is locked, a survivor must either force it open (which will alert the killer if close enough, likely a 20-30 meter range) and make it so the door cannot be locked again or find another way in (such as finding a vault point, opening, or unlocked door). To killers, if they are locked, they function as breakable walls and can be broken in about 1-2 seconds. If the door is unlocked, the door will be automatically be opened for the killer. Doors can be opened and closed slowly (which will not alert the killer) or quickly (which will alert the killer if close enough, likely 10-15 meters). Doors will be counted as pallets and thus will also be blocked by blood favor and any other future perks that will block pallets. Doors can be slammed in a killer’s face which will stun them (for half the amount of time for normal pallets), however slamming it will instantly break the door.
Idk this came to me and I haven’t thought much into it. So any critiques are welcomed!
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I love farmers and usually sacrifice myself so they can get more points. The base game and a farming game are equally fun to me and I enjoy farming a little more because at least I’ll get some blood points that can get me more than 3 or 4 random purchases in the bloodweb. Usually, playing like a troll and when a survivor is downed, hitting in their direction while another survivor is watching signals farming.
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•Fool’s Gold: Hope that is quickly soured.
+While using an item, if the survivor using it receives a skill check, the item’s charges decrease by 3/4/5%. Any item that has no charges remaining, the survivor holding it is exposed until the item is dropped.
•Hex: Foiled Escape: A wonder surprise, at least for you.
+Each time a survivor is removed from a hook this perk gains a token. When this perk reaches 8/7/6 tokens, Foil Escape activates. While active, the exit gates cannot be powered and the hatch will not be able to open. If cleansed, all survivors are exposed and revealed for 30 seconds.
•Past Relic: The past shapes the future and each even bound to happen again if forgotten.
+When a chest is unlocked, Past Relic gains a token. Each token unlocking more power:
-1 token: 15% attack cool down reduction
-2 tokens: permanent 3% haste effect
-3 tokens: Survivors with items that retain some of its charges are revealed in a 20 meter radius.
-4 tokens: All survivors are blinded.
-5 tokens: Gain the ability to kill survivors with your own hand.
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•Counter Balance: You shift the scale to balance things towards your favor.
+Each time a survivor successfully heals by one health state outside your terror radius, Counter Balance gains a token; to a maximum of 10/15/20 tokens. For each token, your attack cool down is decreased by 2%.
•Outstretched: An opening can be your opportunity.
+If a grab action is interrupted, the survivor that was to be grabbed is exposed for 7/9/11 seconds. This perk has a 80 second cool down.
•Hex: Sloth: This hex roots its power in the desire to rest and give up, compelling its victims to abandon their hope.
+While injured, all survivors are unable to perform rushed actions. When at least 3/2/1 survivor(s) are/is injured, all survivors are revealed repairing, sabotaging, and cleansing. This hex’s effects persist as long as its related totem stands.
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•Hex=Leech: The power of blood and death powers this hex and forces those who witness the carnage to become fearful of their own impending doom.
+For each totem standing this hex receives a token. When a survivor is repairing a generator while you are in a chase, all good skill checks regress the generator without alerting you and all great skill checks no longer grant additional progress. The amount regressed is 1/1.5/2% per token this hex has (maximum 5 tokens). When this hex is cleansed, all generators that have not been repaired will instantly regress by 1/1.5/2% per token that remained before this hex was cleansed and continue regressing.
•Bloodletting: The sight of blood brings memories of past pain and nostalgia, a wonderful time it was.
+All blood trails moderately hinder (5%) survivors that walk through them. All blood pools made by injured survivors linger slightly/moderately/considerably (25/50/75%) longer.
•False Truth: The lies eventually become truth if told enough and forced into the minds of the unwilling.
+While in a chase, any vault point that a survivor fast vaults or medium vaults is blocked by the entity for 7/11/15 seconds or until another vault point is blocked by this perk. This perk can only block one vault point at a time.
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•Impaled: The effects of an unsanitary hook does more to the body than one would think.
+After being rescued from a hook, the unhooked survivor receives the mangled status effect that makes healing both themselves and others 20/25/30% slower.
-“The rusty really makes the blood curdle.”
•Torn: The injuries made by a hook are quite long-lasting.
+After a survivor is unhooked, they are unable to repair or sabotage until healed. It takes 10/14/18% longer to full heal.
-“A hole is much harder to patch than a scratch.”
•Scorched: Your hits burn like fire.
+Your basic attacks inflicted the burning status effect. While burning, a survivor has 30 seconds to put themselves out before they are put into the dying health state. Any survivor that attempts to put out a burning survivor but fails begin burning as well. Survivors still burn while in chase.
-“A magmatic touch that seers all that it rests upon.”
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•Hex: Nightfall
+The power of the waning day fuels this hex. A shroud of mist and darkness falls upon the land causing deceit and misdirection. For as long as this hex remains only 2 generators can be repaired at once. If this limit is exceeded, all generators are blocked by the entity for 40 seconds and lose 20% progress. If cleansed, all generators naturally regress 150/175/200% faster than normal, this effect stacks.
-“Splitting up in this place will only leave you vulnerable. Come by nightfall and unsee the lucidity of reality.”
•Perception: You can increase the range of your senses to track your prey.
+Moderately/Considerably/Significantly (+8m/+12m/+16m) increases the range of your aura reading abilities
•Unencumbered: You can reach further for more decisive blows.
+You lunge 10/15/20% further. Considerably (+2 meters) increased the range to perform a grab.
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There probably be an increase in “lobby dodging” because you were leveling up a specific survivor and got into a match. I know if I was about to go into a purple match with a level 10 Kate with 4 rank one perks, I’d definitely dodge to switch back to one of my 50s and wait another eternity for a match so I have a chance. Along with just accidentally switching characters before the match and having to leave switch back for various reasons (challenges, rituals, etc.).
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•False Alarm: The threat of death alone brings terror, even in those who cannot hear it.
+If your basic attack injures a survivor without putting them into the dying health state, all other survivors outside your terror radius will scream, revealing their location for 5 seconds. This perk has a 120/90/60 second cool down.
-“Maggots that writhe with no purpose. Squirm for me and scream at nothing.”
•Quick Release: They can’t go far.
+When a survivor is saved from your grasp from a pallet or a flashlight, you recover from the stun 11/22/33% faster.
-“A vain attempt of freedom.”
•Mishap: It’s the little mistakes that will lead to their downfall.
+When a survivor drops a pallet that does not stun the killer, that survivor is exposed for 15/20/25 seconds.
-“A waste. But a wonderful opportunity.”
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1778221#Comment_1778221
Lucky Shot - Oh, I thought it was just generic animation grabs like Vaults/Gens/Totems where the Killer could counter it with a Lunge, not Locker Search grabs. Now it's far from niche. Pop a Totem, the next time the Killer gets on you, loop till you're injured, can use an Exhaustion perk too, then hop in a Locker. It'll be like having Locker DS on-demand. It's basically a better Head-on (loop-wise), because you can couple it with an Exhaustion perk and there is no 3s delay (replaced instead with a skillcheck). Only reason that it's not OP is because it's gated/limited by Totems. I'm uncertain about it. Seems like another chase extender that can be utilized on top of every other chase extender.
Recall - I suppose, but seems like far too passive of an effect.
Lucky Shot: Yep, usually only used once per trial excluding the far outliers (ruin/undying, undying in general, full hex builds, teammates that don’t cleanse hexes as soon as they see them). In the right hands it can be annoying to deal with but completely avoidable through circumstance and choice.
Recall: It rewards the user for out surviving their teammates. Each member is a precious resource that can make or break a game, losing them is never favorable for survivors as a whole. This perk just makes the loss less damaging to the survivors. It is very passive though and can be utilize by anyone with little to no skill.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1776296#Comment_1776296
Lucky Shot - Seems extremely niche and counterable.
Thrasher - Already exists in Boil Over and if faster means speed, is far too quick in addition to reducing the timer. Wiggle is a mechanic to prevent carry to Basement, not a primary game mechanic.
Recall - Not sure I like permanent haste on Survivors, especially if it gets close to 10%. But the criteria means it's mainly useful when the game is nearly over anyway.
https://forum.deadbydaylight.com/en/discussion/comment/1777055#Comment_1777055
Camouflage - Not all that useful, but thematic. Perhaps have it slightly/moderately/considerably shroud the Survivor in the Dark Mist?
Scream - Meme perk, but I like it.
Let there be Light - Constrain it to a Flashlight addon
Know your prey - That will stack with M&B and be extremely potent. It will also be better than Nurse's Calling on any 32m Killer and can be stacked with Distressing. very OP.
Night Vision - Bloodhound already exists.
Hex: Photophobia - Criteria should be each time you are stunned (flashlight/pallet/Head-on). Probably doesn't need to be a Hex either, given that Survivors can counter it at base by dropping pallets/not stunning you willy-nilly.
Lucky shot is meant to be niche and counterable. The thought process is if the stars align (ie. The killer brings a hex and you get grabbed from something; be it a gen or locker) you get a second chance.
Thrasher is mean for wiggle speed. I just made the opposite of Iron grasp and got lazy with the balancing.
Recall is similar to left behind and sole survivor in the fact that they require the death of one’s own teammates, making it not viable as a team perk that helps everyone escape, unless the person who has it dies. At the end stages (with 2 or more survivors dead) the extra speed is meant to aid in the race to hatch or rush to an exit gate. If the hatch is closed, this perk only delays the inevitable. During the match, however, it is a different story. It helps in chases and traveling.
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•Lucky Shot: Take a chance, maybe you’ll make it.
+After cleansing a hex totem, Lucky Shot activates. If you are grabbed, complete a tremendously difficult skill check. If successful, you are freed from the killer’s grasp and the killer is stunned for 3/4/5 seconds.
*If succeed or failed, Lucky Shot deactivates.
-“A strength of one man can be the strength of another. It is all about how you use it.”
•Thrasher: Kick and scream, you’re not going down without a fight.
+You wiggle 25/50/75% faster. Decreases wiggle timer by 12%.
-“Nothing can hold me down!”
•Recall: With all the chaos that happens, you can still take the time to remember.
+When a survivor dies, Recall gains a token. For each token, you are gain a permanent 3% haste effect. If you die, all remaining survivors gain a 15% haste effect for 6/8/10 seconds.
-“Let’s get this over with, mourning is for later.”
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•Ambidextrous: Two hands, twice the work.
+When being healed or healing, a maximum of 2/3/4 survivors can assist with the healing. You gain the ability to heal yourself while being healed to increase healing speed.
-“There is always room to help, I’ll pitch in as well!”
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@_GargiuloJr_ said:
I'd like a perk that allows 2 or more downed survivors to recover themselves from the dying state to the injured state when near to each other. It'd be pretty good!!
•Persistence: Even in a state of helplessness, you find the strength to help others.
+While in the dying health state, you are able to help other survivors recover. When near another survivor that is in the dying health state, your option to recover is replaced with the prompt to heal. You are able to heal a survivor by one health state into the injured health state. You heal and recover 50/37.5/25% slower while in the dying health state.
-“Make sure to return the favor.”
Something like this?
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@B_Random said:
Is the base movement speed 120%? Because if so, then there's no need for another killer in the game, slap on PWYF and that new Lunge perk with the twins and you got a killer that's unloopable. Speed should always stay at 115% unless it's a killer who has a ranged ability like Huntress hatches, or Deathslingers Redeemer, then the killer should be 110%.
The perk I believe you’re referring to is coup de grace. I see your point but since the devs would never implement my idea in the first place, it nice to think about how it would be even so. Through rose tinted glasses, of course.
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@Acromio said:
I have a better proposal for a siren.
https://images.wired.it/wp-content/uploads/2020/05/27134845/cover3.jpg
Lol. Definitely superior.
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@bubbabrotha said:
I love it, however it might be a bit too powerful when it comes to the ultra rates. Everything else is great though!
Fair enough, thanks. I really didn’t make the addons with balancing in mind. I might change them, but not sure what should be changed.
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@TheMax4521 said:
I like the idea, the perk High Tide sounds really good, honestly i never though of something doing that. It can help prevent gen rush
The perk Once is Enough is pretty similar to Hex: Blood Favour and Bamboozle combined, is like 2 perks in one. It will get rid of those annoying pallets lovers
I don´t understand how Siren Song works
Yeah, you comment about Siren’s song made me rethink what I wanted it to do. Thanks for the feedback btw.
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•Early Warning: Danger has always shown itself to you in the most opportune moments.
+When the killer becomes undetectable, receive a loud notification of the killer’s location before becoming undetectable. When the killer is no longer undetectable, their aura is revealed to you for 3/4/5 seconds.
•Hyperawareness: You are quick to react to the smallest movements.
+While healthy, the aura of the killer, when moving, is revealed to you within a 15 meter radius. This effect persists for 2/3/4 seconds after either leaving the effected area or remaining still.
•Incognito: You can hide better when leaving safe spaces.
+Your aura is hidden for 30 seconds after exiting a locker, however, this perk will be placed in a 60 second cool down.
•Quick Escape: No where can trap you for long.
+Rush exiting a locker will remove your scratch marks for 3/4/5 seconds, however, this perk will be placed in a 60 second cool down.
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Theme: Smuggler
•Cashe: What your predecessors leave behind, you can find great use from.
+An additional chest will spawn at the start of the trial. The aura of this additional chest and whatever item it gives is revealed to you within a 10/15/20 meter radius. If you search the chest added by this perk, you are guaranteed an ultra rare item or an item with two addons.
-“They left gifts and momentos. If only they knew what they sacrificed.”
•Greedy: You’d rather have more than less.
+While holding an item, you are able to pick up another one. To switch between items, press the active ability button. These two items will leave the trial with you if you escape. While carrying two items, you are 35/30/25% slower out of chase.
-“Sharing will not get me out of here!”
•Sliver Lining: Despite the bad happenings, you try to stay positive.
+If you enter a chase with the killer and become injured, your damaged speed boost is extended for 4/5/6 seconds. After you are left exhausted for 60/50/40 seconds.
-“Make the most of what we have and stay sharp.”
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Theme: Prophet/Cultist
•Reverent: The people will be your strength.
+For each survivor alive, gain a 5% increase to repairing, healing, sabotaging, cleansing, and unlocking chests speeds. When a survivor dies, your aura is revealed to everyone for 30/25/20 seconds.
•Holy Guidance: You can bring hope to those who are around you.
+You are 15/17.5/20% faster at healing, recovering, and cleansing. Any survivor within a 5 meter radius also receives these benefits and it will persist for 20 seconds after leaving.
•Purge: You are determined to remove the vile marks of the beasts.
+For each totem you cleanse, this perk gains a token up to a maximum of 3/4/5 tokens. For each token, you efforts towards wiggling are increased by 7% each.
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@Drae said:
Really nice looking perks. The first two are nearly ready to get in the PTB. Here some suggestions:
Allocation: the activation for a killer grasp save is too much specific. Maybe change it with a protection hit. It is a buff because is something easier to achieve and it put some risk on the perk. It is awesome anyways.
Fake out: Great perk as it is but the killer would down the surv really quickly anyways. The surv should have the immunity when they get up, like when you use the Dead Hard, instead of a sprint burst. Maybe the surv should get exhausted by this perk, just to add a cooldown, it risks to be too strong otherwise.
The third perk is too strong. Killer get stunned only by pallet, Head On and their power. It is something extremely strong. It must be regulated by one or more malus. Maybe it should work only with toolboxes Med-kits, only when they are still full. The cooldown should be higher, like 110/100/90. Maybe it should be another exhaustion perk. This perk paired with dead hard or sprint burst would be unbeatable. I think a good name would be "Headache" lol.
Nice work!
I feel that the only thing I disagree with is one of your changes to perk three. The full charges part. I understand how powerful it will be so making it like an exhaustion perk would make sense. Obviously, it will be the first exhaustion perk that doesn’t have the 60/50/40 cool down. I like the 110/100/90, but unsure if it’s too long in itself. Anyways, half charges is better since the item, depending on the type, could be useless at that point or somewhat okay. Also, just make it like Franklin’s Demise and the survivor has some set amount of time (maybe 10-20 seconds) to pick it up before it’s gone forever, have the survivor have to aim it like with flashlights, and have the stun last only 3 seconds. Plus if the survivor misses, the item still should lose the charges and have the set amount of time before it disappears. What do you think?
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Theme: Seer/Fortune Teller
•Last Stand: Despite your failings, you can turn this around.
+When the exit gates are powered, this perk activates. For each existing totem left in the trial, this perk gains one token. When activated, the exit gate switches are blocked by the entity for 40/50/60 seconds. If this perk has at least 3 tokens, all survivors are exposed.
•Hex: Oculus Imperium
+The auras of all survivors within a 30 meter radius of the killer are revealed. When a survivor is outside this radius, they receive a 5/6/7% decrease in repairing, healing, sabotaging, cleansing, and vaulting.
•Shattered Bonds
+While a survivor is hooked or dying, all survivors are blinded and oblivious. For 40/50/60 seconds after unhooking a survivor, all survivors are 10% slower at repairing, healing, and cleansing.
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Before getting friends, solo. Now, swf. I just want people to talk to while playing cuz I don’t like playing in silence. Tho, I most play customs with friends instead of base. Idrc about the balancing issues with swf I suck too much for it to be a difference.
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People act like it counters keys but tbh survivors can just stash their items in places that hurt the killer if they patrol it like by completed gens or the corner of the map. I’ve done that before against a killer after I found out he had franklin’s and they just decided to camp the items while we did gens and escaped. The key they camped was broken and they were definitely mad.
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Theme: Acupuncturist
•Revitalized: Every success is much more rewarding.
+After being freed from the killer’s grasp, this perk activates. After successfully surviving 60/45/30 seconds, you are healed to the healthy health state. However, if you are put into the dying health state, this perk deactivates until the conditions are met again.
•Pins and Needles: You can weaken the hold of anyone, even the beasts of the fog.
+Increases your wiggling efforts by 25%. Decrease the time required to wiggle free by 8/10/12%.
•Alternative Medicine: It may not be supported by science but it works.
+While healing your self or others, good skill checks are replaced with great skill checks. Decreases the size of skill checks while healing by 35/30/25%.
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Theme: Hunter/Survivalist
•Woodland Guise: You are skilled with sneaking around unseen especially to capture what once had been prey.
+When sneaking while healthy, you are able to run and move at 100% movement speed. However, your scratch marks are 30/25/20% closer together and you are unable to rush vault.
-“A crouched run is much more clumsy than one would think but it is about the lack of visibility that makes it special.”
•Tracking: The remnants of your predators lead a sure path to safety.
+You are able to see a trail of scratch marks left by the killer in blue. These marks disappear 50/40/30% faster than normal scratch marks made by survivors.
-“We leave trails of pain and fear, while the beasts carve paths of blood and torment.”
•Unpracticed: Experiment techniques at best. You always try to apply them in any scenario.
+While healthy, you are 15/20/25% faster at healing, unhooking, sabotaging, cleansing, unlocking chests, and opening exit gates. However, increases the frequency of skill checks during skilled actions by 33%.
-“This may work but it isn’t going to be easy to do.”
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•Accused: It is your turn to inflict the suffering of those wrongfully convicted.
+This perk gains 3/4/5 tokens. When a survivor is broken, their aura is shown to you. You are able to completely remove the broken status effect and heal them fully at the cost of a token.
-“Death and dishonor are two sides of the same coin, but I must determine which is mine.”
•Plaintiff: You’re going to bring justice, at any cost.
+When a survivor is killed, you can see the aura of the killer for 30/45/60 seconds. If another survivor is put into the dying health state during that period, all survivors can permanently see the killer’s aura.
-“You can’t hide from justice!”
•Underhanded: Sometimes you need to subvert the law for the best outcomes.
+When two or more survivors are hooked, the remain survivors are given a 20% haste effect that persists for 20/30/40 seconds after the requirements are no longer met.
-“It’s unfair, but it’s necessary if we’re to survive.”
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•Death of a Follower: A leader’s mistake can ruin their followers. A cruel cycle of toxic loyalty.
+You become obsessed with one survivor. Whenever the obsession rescues a survivor off a hook or from your grasp, this perk gains a token. Each time this perk gains a token, the aura of all survivors are revealed to you for 3/4/5 seconds. At 7 tokens, you gain the ability to kill any survivor besides your obsession. If the obsession dies, this perk deactivates. You can only be obsessed with one survivor at a time.
-“It’s the head that makes the decisions, but the body that pays.”
•Ballad of the Fallen: Their screams echo, adding to the ever growing symphony that rings through the void.
+Each time a survivor is hooked, this perk gains a token. For each token, gain a permanent 0.5% increase to movement speed. For 30/45/60 seconds after hooking a survivor, your normal movement speed is set to 125%.
-“I crave for the music once more, it only takes blood and pain as payment.”
•Overreached: You can feel yourself jump forward for any attack, but the rush only leaves you exhausted.
+All of your attacks reach slightly (0.5 meters) more. However, you recover 35/30/25% slower from these attacks.
-“The pain is only for the moment, it is the thrill of my torturous cuts that make it all worth it.”
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@sudintlink said:
That sounds really cool but I am a bit scared of the thought of some of the perks having a possible buff. But this would give you a reason to play as one of the larger or louder characters other than cosmetics
I can see it, so it will need some balancing and adjustments so that the right part of the perk is buffed to make it worth the trouble but not too much that it’s overwhelming. PTB might need some heavy work for this idea if it were to happen.
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@Hex_Stalk said:
I suggested something similar to this a long time ago. Basically saying that perks work better on the survivor they came with, as opposed to them being the same across all survivors. This would allow more thought and potentially bring in more range in the characters you see Or you'll just see a bunch of Lauries and Davids because a lot of survivors can't live without their ds and deadhard
Yeah that’s true but then the killer will know that survivor will have those kinds of perks. Plus, that also be the funny to expect decisive or dead hard but instead get a unbreakable or sprint burst. Even if it isn’t the most optimal version of the perks.
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Theme: Thief/Pickpocket
•Snatch: At any opportunity, you’ll try to secure yourself resources.
+When a survivor is hooked or dying and holding an item, you can press the active ability button while nearby them to take the item that they are currently carrying. If a survivor is without an item and you’re currently carrying one, you can press the active ability button while nearby and quickly give that person your item. Any item given or taken by this perk gives the holder a 50% item efficiency increase for that item for as long as it has charges and remains within their hand.
•Snag: Little additions to the killer’s weapon might do you some good, and especially them some headaches.
+When you stun the killer, they are unable to use their ability for 30 seconds. Your aura is revealed to everyone while this effect is active. This perk has a 60/50/40 second cool down.
•One of Many Faces: You blend in too well especially with others.
+The sound of your steps and landing are decreased by 50/75/100%. When in the killer’s terror radius, you are completely silent.
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Theme: Electrician
•Wire Up: You can make sure that these gates are opened in time.
+Once per trial, before the exit gates are powered, you are able to perform the “rewire” action on an exit gate switch. Doing so will take 30/25/20 seconds without any interruption to complete. While performing the “rewire” action, you will occasionally receive normal skill checks; of which if you were to fail, you lose one health state and scream, revealing your location for 10 seconds. After finishing the action, that specific door will take 0.5 seconds to open by any survivor. The killer cannot open doors that have been rewired.
•Charged Up: These feeble generators are nothing until you come along.
+Any generator you repair that is not completed, takes 30/40/50% longer to damage. Any damaged generator you begin repairing, will remain sparking for 10 seconds.
•Shocking Discovery: You can set special traps for the most prolific vandals.
+After repairing a generator for 5 seconds, this perk activates. If you were to leave the generator before completion and the killer damages it within a 30/45/60 second time period after you stopped, the killer is stunned for 5 seconds. This will, however, regress the generator an additional 5%. Only one generator can be affected by this perk at once.