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Shymare_11

Shymare_11

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Shymare_11
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  • @lazerlight said:

    ooh i get it, so as to give the survivors a little more time to get away before the killer zooms in on them at mach speeds? xD

    I congratulate you on making a better explanation than me, so basically yes.

  • Wild impossible skill checks and stealthy type killer? I actually like this but as a person who STILL struggles with skill checks, I am afraid.

  • @lazerlight said:

    https://forum.deadbydaylight.com/en/discussion/197908/new-status-effect-enraged

    "you recover from light burns, blinds and stuns slower"?? is that correct? Or did you mean faster?

    Either way this sounds neat. It could be coupled with the Bloodlust Status! Maybe when you reach Bloodlust 2-3 you get enraged and gain an extra speed boost, stun resistance and faster breaking/vaulting animations.

    Sadly, I did mean it when I said slower. The point of this effect is to give killers a reckless but powerful chance of finishing a chase. It is to pressure survivors to think about how often they stun the killer in a certain period of time (i.e. the locker DS and Head On tech or camping pallets to constantly stun the killer). So enraged is supposed be “I’m mad and get madder with every stun, but when getting stunned, I need a moment since I am going over my limit with my rage being fuel.” The blood lust is to end a chase earlier, but enraged can make it end even faster at a price.

  • Just make it punishing to use unless you have to:

    Self-care (the mechanic): you unlock the ability to heal yourself. You heal 75% slower and skill checks are 20% smaller when healing yourself without a med-kit.


    Self-care (the perk): Increases the the speed, in which you heal yourself, by 50%. Increases your med-kit efficiency by 15/20/25%. Skill checks are 10% more frequent when healing yourself.


    That way you have an emergency option that you’re unlikely to use, however, the self-care perk doesn’t fade into obscurity. Even then, with the skill checks, you are more likely to look for another survivor if there is one or a med-kit.

  • It would likely be high green territory maybe yellow at the least if the timer is short enough. Maybe there can be a huntress addon that applies this effect and a few perks. Something like this:

    =Purified [insert snake name here] venom (rare) {Huntress}

    ~A potent toxin that causes extreme numbness and slight paralysis.

    +Any successful hit from a hatchet applies the paralysis status effect for 10 seconds.

    =Drawn Breath (Very Rare) {Nurse}

    ~A gasp of a terrified patient. It was forced from their lungs and look frozen in time. Unmoving and trapped in a state of fear.

    +When blinking, all survivors in a 10 meter radius are inflicted with the paralysis and hindered (5%) status effect for 10 seconds.

    or

    •Stage Fright: You have a knack for making people freeze up when put on the spot.

    +After injuring a survivor with your melee attack (M1), they are inflicted with the paralysis status effect for 5/10/15 seconds.

    -“Go on. Continue the show, you’ve already made a fool of yourself.”


    •Flinched: Even When you miss, you’ll still get the advantage.

    +When you near-miss a survivor with an attack, the survivor is inflicted with the paralysis status effect for 8 seconds. This perk has a 90/60/45 second cool down.

    -“Is your body is tensing up at the thought of my rage? It would definitely seem so.”

  • •Everlasting: The world gives you what you need and you used it to its fullest extent.

    +Increases item efficiency by 50%. When an item is depleted, gain a token that increases the speed of repairing, healing, sabotaging, cleansing, unlocking, searching, mending, and opening exit gates by 15% for each token.

    •Survivalist: Your knowledge may prove to be useful.

    +Every blood point event will provide and additional 50/100/150% blood point bonus from the blood points gain from the blood point event towards the category with the least blood points. [i.e. Boldness +400-> +200/400/600 Boldness, Altruism, Survival, or Objective]

    •Abandoned: Left behind and alone, you can only strive to help yourself.

    +For each hooked, dying, dead, or disconnected survivor, this perk gains a token, to a maximum of 3 tokens. For each token, gain a 33.3% (it will actually add up to 100%, not 99.9%) increase repair, healing (both yourself and others), recovery, mending, sabotage, cleansing, unlocking, and opening exit gate action speeds. At 3 tokens, gain the ability to heal yourself from dying to injured or injured to healthy.

  • Why did this post got me cackling!

  • I just tried this in custom so yeah:

    Iri head+belt+iron maiden

    3 insta downs and ungodly quick reload speed. Not even kidding. So yeah what about slow reloads again?

  • •Coagulated: Your blood and flesh is thicker and more durable than others.

    +When a killer successfully harms you, they recover 15/20/25% slower from the stun period. You are immune to the hemorrhage status effect and will no longer leave blood trails.

    •Sneak out: Experiences with sneaking out have left you more stealthy when vaulting.

    +You vault 10% faster. When fast vaulting, your aura is hidden and you leave no scratch marks for 15/30/45 seconds.

  • •Broken Word: In times of distress, you find a way to make the best of your resources.

    +While broken or exposed, decrease your grunts and breathing by 50/100/150% and gain a 5% haste effect for the the duration of the effect.

    •Incentive: In danger, you are smarter and faster.

    +While injured, you move 10% faster and vault 15% faster. You decrease the sound from actions by 50%.

    •In the open: You are always the center of attention and make sure everyone knows that.

    +Until the exit gates are powered, you are inflicted with the exposed status effect and revealed to all survivors. Upon getting into a chase, this perk will begin generating tokens at 1 token every 20 seconds, to a maximum of 10 tokens. For each token, increase the speed of healing, repairing, cleansing, sabotaging, searching chests, interacting with killer belongings, and opening exit gates by 5%. When you lose the exposed status effect for any reason, this perk will no longer gain tokens but will remain active.

  • •To the rescue: When your friends are in danger you do almost anything to help.

    +When a survivor, other than yourself, is put into the dying health state, you gain a 8/9/10% increase to your movement speed until the down survivor is picked up and hooked. If there is more than one survivor in the dying health state, the effect will remain until all are picked up and hooked.

  • How to annoy a killer:

    It’s name: “Instead of flashlight” build

    Bring an Alex tool box with the wench and wire spool or Commodious tool box with wench and saw

    •Break out

    •Empathy

    •Saboteur

    •Built to last

    *Just go around sabotaging hooks when the killer gets close and running away to safety/another hook or taking a hit to help your teammate “break out” ;), repeat until you are killed yourself for being toxic (which you deserve) or leave. I suggest in this build to not be the first one hooked.

  • Well there’s a few reasons:

    1. Usually the one using them actually knows what they are doing and will be getting people from far away. Especially with detections perks like BBQ, nurses, and all ears. PLAGUE DOES NOT HAVE THIS RANGE (also her doesn’t allow for instant downs, she has to work for survivors to be in a state where can one shot them.)
    2. Huntress does not need to work for these hatchets nor have some easily to notice animation indicating her throwing or readying them (she makes a sound but it range basically mean the survivor need to constantly be looking back and not where they’re going, making them lose distance and making it even easier for huntress to land a hit), like bubba (loud, takes time, and short range), hilly billy (loud, takes time, hard to control), ghost face (stealthy, gamble, takes time), Michael (stealthy, takes time) , potentially clown (with his pinky finger addon) (aiming).
    3. The fact that loops are ride or die. The look for a big obstacle doesn’t always help because not everyone can make it to a tall loop fast enough to not get sniped or hit. She can easily force a survivor to take a M1 or be downed and still have to deal with her in another chase, all while still being injured. She create a lose/lose situation where one extends the chase a little longer or die and allow her to get more hatches and get hooked.

    Basically, a long range instant down where they either have 1 and fast charge speed or 3 and normal charge speed sucks. Especially, since the only handicap is having a small number of hatches that still technically counts as two at once and there was no effort to obtain the ability besides buying it on a random item generator (blood web).

  • @lowiq said:

    I don't think anybody cares if that rank 1 claudette that doesn't know what pallets are escapes.

    Keys are a problem because you can be doing really well as killer only to lose the game due to someone cheesing you with an item.

    I see your point, but I personally would care if a useless survivor was going to escape after doing nothing. The key change is something I’m all for but I don’t know what might be changed.

  • @Tactless_Ninja said:

    Maybe after the key rework, it will need to be powered with Altruism.

    Lol maybe it only works if you did at least one gen maybe two

  • I’m kinda thinking that it should go like this:

    •Distortion:

    +At the beginning of the trial, this perk has 5 tokens, with its maximum amount of tokens allowed being 5 tokens. When your aura is going to be revealed to the killer, instead a token is consumed and your aura is hidden for 10 seconds but you blinded in that time as well. To regain tokens, you must be within the killer’s terror radius and out of chase for at least 60/45/30 seconds. If you enter a chase with progress towards another token, all progress is lost and must be gathered again. This perk has a 30 second cool down before another token can be consumed or gained.

    Is it too much?

  • •Impenetrable: Nothing is weak. It only take the smallest encouragement to make a glass window to stone.

    +You are able to interact with generators, breakable walls, and pallets in a new way. When holding the active ability button and standing near a valid target, you perform a 15 second action with the occasional skill check; failing said skill check will cause a 5% regression and notifying the killer of your location. After finishing the action, the breakable object is reinforced. Of which will take moderately (20%) /considerably (30%) /tremendously (40%) longer to break or damage.

    •Applicable Circumstances: Anything can be used for things other than intended. Just need an open mind.

    +Your luck now affects the rarity of items and addons found in chests. Increases your personal luck by 40/60/80%.

    •Jeweler: Chests have more than tools, these can help too.

    +For each chest you search, this perk gains a token. At the cost of a token, you can press the active ability button while holding an item to add 10 charges back to the item. If the charges added exceed the maximum held by the item, it will still be added and extend past the limit.

    •Hushed: Some flint and oil will make it impossible to tell which is broken.

    +Any generator you work on produces no sound while you remain working on it. When a generator is damaged by the killer or a hex, its aura is revealed to you. When working on that generator, it will remain sparking but won’t regress.

    •Engineer: Machines and technology are things you’ve studied for years.

    +Normal skill checks are replaced with difficult skill checks when repairing generators. When completing a skill check, you gain an additional 5% progression.

  • •Fatal Flaw: Their mistakes add up. One by one...

    +Hex: For each stun you receive, this perk gains a token, with a maximum of 6 tokens.

    -1 token: Reduce the size of all skill checks by 25%.

    -2 tokens: Reduce the size of all skill checks by 50% and increase the duration of time, in which, survivors are unable to work on a generator (after failing a skill check).

    -3 tokens: After failing a skill check, they lose an additional 5% progression.

    -4 tokens: After failing a skill check, the survivor and any assisting survivor(s) are revealed to the killer for 5 seconds.

    -5 tokens: Upon entering a chase, the survivor is inflicted with the oblivious status effect for the duration of the chase.

    -6 tokens: Upon leaving a chase, you receive a 9% haste effect for 25 seconds. Pallets are instantly broken after they stun you.

    When cleansed, all generators, pallets, and gate levers are blocked by the entity for 20/40/60 seconds.

  • The siren (Kate): Her power will lull survivors into a sense of false security and reveal their location. When she uses her power all survivors in a 40 meter radius are given the oblivious status effect which is gone if she is nearby (10 meters). All survivors will hum the tune that the siren sings revealing their location to her. The siren can charge her voice and scream deafening every survivor in a 20 meter radius and injuring any survivor the scream is directed at.

  • •Tricking the system: You get the entity to work for you in some case however they instances don’t last long.

    +After sabotaging a hook, this perk actives. The next time you try to sabotage a hook and is interrupted all hooks in a 25 meter radius are blocked by the entity for 20/30/40 seconds. You are instantly given the bleeding out status effect each time it is used and your aura is revealed to the killer until you mend.

  • •Dark Suppression: Before the trial, you prepared for protect from the entity’s vile presence.

    +The second stage struggle phase of hooking is removed. Instead, the time that was attributed to the second stage is added to the first stage. When you are removed from hook by any means, the timer for hooking is decrease by 15 seconds and paused until hooked again. Increases the length of the hook timer by 15/20/25%.

    •Throw Voice: Through special and extensive vocal lessons and practice, you are able to use your voice to trick your hunter.

    +When you scream, the notification will appear at least 25/30/35 meters away from your location. Your breathing and grunts of pain are also altered to sound quiet when anyone gets close but louder as they get further away. Pressing the activate ability button will automatically make you scream.

    •Unseen is unheard: I can keep calm when I know the beast isn’t staring me down.

    +When the killer is not looking at you (radius of 20 meters), your breathing and grunts of pain are completely muted. When the killer is looking at you (radius of 20 meters), your breathing and grunts are 100/75/50% louder.

    •Night Stalker: You are accustom to the dark and can hide in the shadows become undetectable.

    +When crouching, the killer is unable to detect (sound and aura) you inside a 15/20/25 meter radius. 10 seconds after escaping a chase, your aura, sounds, and scratch marks are completely hidden for 30 seconds.

    •Shameless: No one can hold you down even someone out for your blood.

    +You are unable to be inflicted with the exposed status effect. Instead, you are oblivious and have your aura revealed to the killer for 20/15/10 seconds. The killer receives 20% more blood points for all actions performed on you.

  • @Milkasa said:

    Bruh 2 kills is a win? That's like saying that, if BHVR made it so that only the first two survs to leave were allowed to leave and the other two were blocked from leaving, that that was balanced. Yeah, that's technically a win for the survs as well, so add it to the game?

    Also technically getting a 4 is like getting a 100% on a test. You don’t need to get one to pass your test but it feels good and makes you feel more skilled if you do. 2K is what a killer should be getting for a good game. 3k for a great game and 1K for game where they weren’t doing as good.

  • @Milkasa said:

    Bruh 2 kills is a win? That's like saying that, if BHVR made it so that only the first two survs to leave were allowed to leave and the other two were blocked from leaving, that that was balanced. Yeah, that's technically a win for the survs as well, so add it to the game?

    That would make the game so toxic. Do you know much sand bagging and hook farming/leaving them to hang will be happening. Also this punishes survivors that are skilled enough to keep all survivors still alive to the end game and rewards bad killers that couldn’t even kill one by that time as well. It would be so unfair and if you’re part of the two survivors left behind the game would either turn into hide and seek or just DC.

  • I guess no one thought of the immersed blendette:

    Hide or Die= Iron will, Fixated, Urban evasion, Quick and Quiet/Light Weight, Spine chill.

    Scatter Upon Discovery= Iron will, Sprint burst, Quick and Quiet/Light weight, Spine chill.

  • This would go in the same spot as franklins, actually it would be worse. At least for franklins, the killer needs to earn its effect. For this, it is just a big slap to any survivor face for free and the killer still get additional rewards with it. Do it the same as corrupt intervention, one use and then a empty perk slot. It did it’s job and now you slowed the game down. Also, I’m assuming that when you hook a survivor, the perk doesn’t take always the item once it is grabbed right? If I’m wrong, this would likely join the meta. Even if I’m right, just bring franklins and boom the item is on the floor again and will both be moved and removed from the match. I like the reason but the execution is not as good.

  • @Dsalter said:

    https://forum.deadbydaylight.com/en/discussion/196661/make-bloodlust-into-gen-slowdown

    why a perk, this should be baseline i mean this would encourage each survivor to try and take turns in chase then because chases would likely last longer and thus likely cap out.

    if anything the chases should slow down gens by default and increases by 2% slowdown per 10 seconds in chase and bloodlusting increases this slowdown by 3% per 10 seconds (up to a maximum of 75% slowdown) this would also encourage an infinite looper to actually get caught eventually otherwise the game will go on far to damn long while buying those not so good killers much needed pressure time.

    failing that they should apply a 2minute debuff at the start that slows down generator progress my 25%, 50% if 2 repair a gen, 65% if 3 and finally 85% if 4 repair a generator while this debuff exist but the debuff expires early if you manage to hook a survivor. this would allow for setup killers to have their needed time, survivors would be encouraged to actually do bones and killers who end games very fast could break their own debuff by landing a hook, survivors would also gain the tactical option of actually alloying themselves to get hooked to remove the debuff early at the risk of dying.

    Tbh, that would so oppressive. This would likely discourage players from getting into chases in the first place or doing generators one at a time. Likely dramatically increase the use of immersion builds and blendette population or poping gens at the same time (ie. More SWFs). This basically says, “Hey, you guys are doing what you’re supposed to and fixing gens, but your friend is in a chase for a little too long so here -85% repair speed! Enjoy!” A survivor getting into a chase is meant to force a killer to not patrol gens and give opportunity for their teammates to work on them. If you commit to a chase for long enough to get that 85% debuff to repair speeds that was on you. Even then this can highly be abused by killers for the slow down and making forever builds. I think generator speeds are fine. Just protect the one’s remaining and cut your loses when a chase lasts too long. If I had to deal with this I’d probably DC.

  • Noted: Your photographic memory help you remember where everything is.

    The aura of an object or person is revealed to you. They remain revealed past the original allotted time. When injuried, this perk deactivates. Any aura that revealed while active is reset after the perk deactivates causing the user to have the aura of said object/person revealed again.

    Moral Support: Everyone benefits from each other’s support.

    For each survivor still alive, all survivors receive a 5% action speed increase. If the user has died this perk will persist throughout the trial.

    Left to rot: You may be dying but you’ll still put up a fight. Just as soon as you get your barrings.

    When you are left on the ground in the dying health state longer than 90/80/70 seconds, this perk activates. If the killer were to pick you up after this perk activates, you will be given a tremendously difficult skill check. If you complete the skill check, you stun the killer for 5 seconds. This perk temporary deactivates if you are healed back to injuried or you succeed/fail the skill check and will reactivate when the proper conditions are met.

    Insult to Injury: You make sure to rub it in.

    If you were to stun the killer, the killer be blinded while stunned and persist for an additional 1/2/3 seconds after regaining control.

    Manic Disturbance: You can feel the shifting of energy and emotion in the air.

    The survivor begins the trial with madness one and screams. When the killer uses their ability, their aura is revealed to you until they stop using it. If the killer is within a 25/21/19 meter radius of you, they will be notified of your presence through an audio that gets loud as they get closer.

  • •Pride: Your prey do much less while safe. Their life feeds your corrupted soul.

    +Hex: For each healthy survivor, all survivors suffer from a 8% decrease speed when healing, repairing, sabotaging, searching, and cleansing. While, when there is at least 3/2/1 survivor(s) that are not dying or hooked/dead, gain a 7% haste effect.

    •Cursed Bones: Your spells are protect and avenge themselves.

    +When a survivor attempts to cleanse any totem without the cursed status effect, they will instantly be placed into the injured health state. If they are already injured, they are given deep wound instead for 20 seconds. Whenever a hex totem is cleansed, all survivors become exposed for 15/20/25 seconds.

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662073#Comment_1662073

    Honor system and punish people who testify against themselves by streaming/youtube etc.

    Even just taking a stand to explicitly call it cheating and nothing else would have an incredibly impact on gameplay with people having to acknowledge that it's total bullshit and ruins this game.

    You don't have to stop all of it to be effective. You just need to set some standards.

    Even just knowing its against the rules will prevent many people from using it, or at least using it openly/intentionally/strategically, and the people who still do use it likely won't be as sweaty about it since they know it makes them trash instead of legit a-okay survivor playbook.

    This is assuming that it will survive the much expected back lash and possible decrease of people in que. Sorry, but something like this is impossible to be implemented with extreme scrutiny and loss of population. I am one these people who are against something like this since I don’t want to have to sit in silence (excluding the game sounds) while holding M1 or running for 30-60 seconds; I would assume other would too.

  • •Resetting Gamble: You put stakes on your skill.

    +At the start of a chase, you can press the active ability button to activate this perk. If you can survive longer than 60/50/40 seconds in that chase, you will extend your time on hook for all stages by 75%. If you cannot, you receive the broken status effect for 200 seconds. This perk can only be activated once per trial.

  • •Try hard: You extra effort into whatever you do. Almost too much.

    +Skill check success areas are increased by 80%. Skill checks are less frequent and when failing a skill check, you are stunned for 5 seconds.

    •Wrecker: You make your own escape routes.

    +When holding a toolbox, you can “partially” destroy any breakable wall or pallet for 6/5/4 charges. These objects are repairable by any survivor with a toolbox and costs 9 charges for those without this perk and 7/6/5 charges for those who do. The killer is unable to break these partial walls or pallets, but can go through them like any other survivor. When a partially broken object is fixed it will be returned to its natural state (pallets will be reset when fixed).

  • •Tipper: You went and put on a performance, you expect a reward.

    -Hex: This hex will be hidden and only revealed to survivors it has affected. When a survivor gains boldness points in any manner, while this hex is activated, you will gain 50/75/100% of the blood points rewarded to the survivor (the amount is spread equally among all your blood point categories). The survivor in turn will lose 50% of the blood points earned. This effect persists as long as the related hex totem remains.

    •Investment: Some much money, it practically grows on its own!

    -For each survivor that cleanses a totem, either hex or dull, this perk gains a token. For each token, gain a 50% extra blood points in all categories.

    •Double Jeopardy: Take a chance and prove yourself. The rewards match the loss.

    -When you kill a survivor through any method, this perk gains a token. When a survivor escapes, this perk loses a token. For each token, gain 25% extra blood points.

    Author notes:

    All of these perks plus barbecue and chili would be the best blood point farming build. In best case scenario: You run this build and every player, survivors and killer, brings ghastly gateau and the survivors do whatever to get the tokens. The killer could walk away with 342,400 blood points. It’s very unlikely but running this and playing well will net you a lot of blood points. I am not even including addons or events that increase blood points. And that concludes my ted talk, thank you for listen to me.

  • My ideas for new game modes:

    •Casual mode

    -When in the custom game lobby: There will be two icons above the killer/survivor/spectator button. One will make your lobby public where any random can potentially join (it will be called “Open Lobby”. The other will make it so that when press it, you and anyone in the lobby will be, eventually, added into another persons lobby as long as everyone in your lobby is ready up and the other person has their lobby open.

    +This basically custom game but the ability to add randoms. There will likely be more sub-game modes that can be added in this larger one. (Custom game if neither option is active, casual game if either option is activated).

    •Pandemonium

    -A game mode that can be activated in almost any game mode (custom game or casual game).

    +The match will be played on special extra large maps (Like really big). Each map will portals that can take killers from one side to any other side or center very quickly. There can be a maximum of 3 (different) killers and 12 survivors. The number of generators needed to be completed is 10 and there will be triple the usual number of pallets, generators, vault points, totems, lockers, chests, and other intractable objects (excluding killer belongings).

    •Overkill mode

    -A game mode that can be activated in almost any game mode ( custom game or casual game).

    +In this mode, adds items, addons, perks, and offerings that are op but somehow still balance each other out cause they all are also op.

    =Possibilities of added stuff:

    *Auric Hooks(off): Any survivor that is within a 8 meter radius of a hook, has their revealed. If the hook is sabotaged this effect will not effect that specific hook until it is repaired. (Radius=rarity)

    *Scorched Wood(off): All hooks are broken for 80 seconds at the start of the trial. (Time=rarity)

    *Velvet Shawl (off): Increase the number of hooks by 5. (Number of hooks=rarity)

    *Hairpin (off): Decrease the number of hooks by 5. (Number of hooks=rarity)

    *Mist Bulb (ad flash): When turning on a flashlight, it will quickly flash its light blinding the killer instantly but greatly reducing it’s width and increasing charge consumption.

    *Generator manual (ad tool): Add 50% progress to the generator you are working on.

    *Trap springs (ad pig): You traps will no longer kill survivors, however, failing a skill check at a puzzle box will cause the trap to put the survivor in the deep wound heath state and restart removal progress. You are able to see the auras of all those who where your traps.

    *Trap kit (ad pig): You make new traps, to a maximum of 4, every time you hook a survivor. Hooking a survivor, gives one trap.

    *Dauntless (perk sur): Disable any killer belonging. 60 second cool down.

    *Concussion (perk sur): Disable a killer’s power for 25 seconds every time you stun them.

    *Close entry (perk killer): Block every vault point and open entry way to survivors for 45 seconds. This perk is activated by pressing the active ability button. This perk has a 100 second cool down.

    *Explosive (perk killer): All generator repair skill checks are replaced by tremendously hard skill checks. Skill checks are more frequent. When failing a skill check, you lose moderately more progress .

  • •Resolute: You adamant about staying alive and keep to your faith that all will go as planned.

    +While you’re healthy, you repair and sabotage 25/50/75% faster. Any survivor you heal will be able to see you.

    •Lady Luck: You are favored by her ever generous visage.

    +Skill-based actions will provide an additional 3/4/5% progress for completing great skill checks. Moderately (33%) increases the frequency of skill checks and size of success zones (both good and great skill check zones).

    •Physician: You can treat the wounds of the injured much better than the average person.

    +When the user presses the activate ability button while healing another survivor or themselves, this perk will activate. The survivor being healed will be healed by one health state over the course of 10/8/6 seconds. This perk is affected by healing speed increasing items, addons, or perks. This perk has a 60 second cool.

  • •Death Rattle: The screams and moans of your victim brings dread and despair to all who are near.

    +When a survivor is in the dying health state, any other survivor in a 10/15/20 meter radius is inflicted with the exposed status effect of that dying survivor, which will persist for an additional 15 seconds after leaving that area.

    •Veracity: You make sure you finish the job in the most cruel way.

    +For each survivor you hook, this perk gains one token. At 8/7/6 tokens, you may kill all survivors. All dying survivors are revealed to you.

    •Greedy: You dislike losing things you like and hate when you can’t get it back.

    +You become obsessed with one survivor. For each survivor that is not hooked, gain a 5% movement speed increase and 3% vaulting speed increase. When the obsession is hooked, they are instantly put into the second stage of sacrifice and all other survivors will be inflicted with the blind and oblivious status effects permanently.

  • •Vengeance: The lost fills you with hate and sorrow.

    +When a survivor is hooked or killed in any fashion, you gain a token. For each token, increase healing, repairing, sabotaging, opening chests, opening exit gates, interacting with killer belongings, and cleansing speed by 15%. At 6/5/4 tokens, gain an additional 20% increase to ALL action speeds.

    •Remembrance: All you do will be known.

    +When cleansing, sabotaging, and interacting with killer belongings, your progress made is kept for all survivors.

    •Watcher: You can and understand more than the common person.

    The killer’s red stain is (50%) considerably brighter. To you, the killer’s red stain is (+15/17.5/20%) slightly/moderately/considerably larger. When a killer is undetectable or in stealth, you can faintly see their red stain.

  • Why don’t we just bring back the old method but make it so that it stops working if the the killer is in an active chase or if there are non-dying survivors within a smaller radius as well. Also the killer is unable to hide their terror radius when in that no sacrifice progress zone. Obviously, there would be a timer for like 20-30 seconds then the effect would activate (the radius of which sacrificing will stop if the killer is in that zone out of chase) and remain there until the killer enters a chase for at least 20 seconds/downs a survivor in that chase. The killer would need to enter a chase to get that kill but doing so would bring them away from the hooked survivor, while others can go in for the save. Idk if you can think of a way to exploit this on either side Lmk. I might not be seeing everything.

  • •Rooted: You’re steadfast and invincible.

    +When carrying a survivor, you are hindered (7%). However, you are unable to be stunned via pallets, lockers, and perks. Hooking a survivor provides an additional 50/100/150% blood points towards the sacrifice category.

    •Fixed: All around you are shocked still and stiff. Only to be paralyzed for even longer.

    +When picking up a survivor, all pallets in a 34/44/54 meter radius are held in place for 100 seconds. This perk has a 160 second cool down.

    •Contagion: Your abilities defy all logic and reasoning to spread amongst the clueless prey.

    +Hex: Any status effect by you given to a survivor will spread to those who eligible (ie: an injured survivor infecting another injuries survivor with the broken status effect or madness spreading from survivor to survivor without additional shocks.). The effect will persist until the associated hex totem remains.

    •Festered: Wounds and ailments left untreated leave nasty scars and grow more critical.

    +When a survivor remains injured longer than 80/70/60 seconds, they will receive the mangled status effect and the (6%) hindered status effect until healed. If a survivor is inflicted with a tier base status effect, the effect will progress, whether or not it does so normally; at a (25% faster) moderate rate (30 seconds per tier If it does not normally).

  • @BitingSea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652893#Comment_1652893

    I don't understand why people can pillage keys though. Like at least Devour requires you to do something and can be shut off at any time for the mori effect, keys just, they just happen to appear in that chest then if you find the hatch there is 0 counterplay to your escape

    It sucks but it just up to luck. Chests can be a survivor’s savior or trash can. There really is no in between. Someone could find just what they were looking for or something completely useless, like a broken key or a brown tool box during the end game. As a killer, you just have to keep track of what survivors brought and what they are now holding. Simply, you right but it’s really up to the RNG gods.

  • These survivor perks are themed around someone who is psychic. [these are possible perks]

    •Clairvoyant: The universe reveals what is to be and never to be.

    +When cursed, you are able to see the killer’s aura within a 38/48/58 meter radius. If the the killer is looking your direction, you can see how long their ability is in cool down based on their aura’s intensity. When you aren’t cursed or are relieved of your curse, this perk deactivates.

    •Tarot Reading: You are able to predict the future of your fellow teammates giving them special insight and hope.

    +While healing another survivor, you are able to press the activate ability button. When pressed, the survivor being healed will have their aura revealed to the killer for 20/15/10 seconds but gain a 8% haste effect until injuries. After use this perk will enter a 120 second cool down period. You heal 25% faster.

    •Blood Scrying: Your Blood will lead your way to salvation, at a cost.

    +When you and another survivor(s) are injured or dying, this perk activates. Your aura and grunts are COMPLETELY hidden from the killer.

    •Saved for Last: You refuse to be the first to go.

    If the killer was to pick you up while another survivor is in the dying health state, you will receive a tremendously hard skill check and when completed, the killer will be stunned for 5 seconds. The stun has a 120 second cool down.

    •Crystal Healing: Using special stones you’ve found around during your travel, you can heal the most dire of ailments.

    +When achieving great skill checks for any action, this perk gains one token. At the cost of a token, and pressing the active ability button, you can add 15/20/25% progress towards any healing action (including mending).

    •Amulet of the Fog: You mystical knowledge enables you to condense the dark fog around campfires for your own benefit.

    +The start of the trial, this perk gains 3/4/5 tokens. When you are hit by the killer, this perk loses one token and you instead gain a few seconds of invincibility without any sustained damage from the initial attack.

  • Before you read! I have this post to thank for the idea! <3

    https://forum.deadbydaylight.com/en/discussion/193860/a-perk-to-half-other-perk-cooldowns#latest

    Survivor=

    •Respite: You find time to recharge your mental and emotional sanity.

    +When out of a chase and healthy, You recover from skill-based cool down periods 50/100/150% faster. Gain a 25% chance to negate a skill-based cool down.

    •Close call: When you desperately need to you can subvert your exhaustion.

    +When put into the dying health state from healthy, you instantly recover back to the healthy health state and recover from any exhaustion effect. However, this perk is only usable once per trial.

    Killer=

    •Eager: You can’t wait to rest.

    +When in of a chase, You recover from power-based stun and cool down periods 50/75/100% faster. However, you recover 25/25/50% slower from skill-based cool down periods.

    •Calm mind: Your patience helps you recover from more technical tasks.+When out of a chase, you recover from skilled-based cool down periods 50/75/100% faster. However, you recover 25/25/50% slower from power-based stun and cool down periods.

  • •Muscleman: You’re strong and can put more strength into your actions.

    -When stunning (excludes flashlight stuns) a killer, that killer is stunned for an extra 5 seconds.

    •Overweight: You’re very heavy and hard to transport.

    -When a killer picks you up, they are inflicted with a 10% hindered status effect that persists for 10/15/20 seconds after dropping/hooking you.

  • •Blood Ritual: Your blood holds mystical properties that can halt time when used correctly.

    -Each time you are hooked or caged by the killer, this perk gains one token. At the cost of a token, you are able to permanently prevent a generator from regressing for any reason. If the generator is completed, this perk will have a 120/90/60 second cool down.

    ”A family secret that holds more than just taboos.”

    •Mechanic: An engine is your speciality, a quick look should be enough.

    -11/22/33% increase to repair speed and tool box efficiency.

    “These things are so broken! Doesn’t mean I can’t fix ‘em!”

    •Track Star: Running and vaulting are things you trained for hours to perfect.

    -While heathy, receive a 10/15/20% increase to vaulting speed and 3% permanent haste effect.

    “I’m faster and more agile, I can take it!”

    •Broken Locks: Generators aren’t enough.

    -When the exit gates are powered, all totems currently still standing are lit (however any hexes that are still active remain so). To open an exit gate, the survivors must cleanse at least 2/3/4 totems. Cleansing a totem will reveal the aura of all other survivors to the killer for 5 seconds.

    “Hidden keys will make them separate, so that I can break their hope.”

    •Resurrection: You can bring back what was lost.

    -If a hex totem is cleansed, this perk will activate. This will unlock the ability to resurrect that hex by interacting with the cleansed totem. This action will take 10 seconds to perform and can only be done once per trial. The hex will retain all its stacks and will be hidden from survivors for 10/20/30 seconds before alert them once again of its existence.

    ”Broken bones and twine will bring back the life of my vile servants.”

    •Cleaved: Your cuts renders your prey defenseless and broken.

    -After successfully melee attacking a survivor, that survivor is inflicted with the broken status effect for 30/45/60 seconds and their grunts and breathing is increased considerably (50%) until healed.

    ”The pain is unbearable, the cut runs to deep.”

  • •Determined- Even your weakest state, you’re still useful.

    +When you are put into the dying health state, you crawl on your arms and legs instead on your stomach. In this state, you move 25% faster and, when picked up, struggle 100% faster. This perk has a 160/140/120 second cool down.

    “With broken bones, she stood and stared back at the darkness. A cruel mistress that carried dark passion.”

    PS: Since your not technically crawling tenacity will not stack, but boil over and flip-flop will. Also you’re more visible by the killer since you’re not lying flat on the floor.

  • Survivor=

    •Outlast: You will continue on even if you do it alone.

    +When another survivor enters the dying health state within a 20/30/40 meter radius from you, this perk will activate. After 25 seconds of activation, you will gain one health state.

    ”I will overcome my despair”

    •Live on Without Me: You know that your life can save others, a sacrifice worth it all.

    +If you enter the dying health state, all survivors within a 40/50/60 meter radius will be healed by one health state after 18 seconds. If while you remain in the dying health state, all survivors auras will be revealed to each other.

    ”Go on! I’ll be the distraction for you all!”

  • ~Killer~

    •A Slow Struggle: You are more aware of the prey you hunt. Their quietest movements still will not go missed.

    +When a survivor is walking, they will now leave phantom scratch marks that last half as long than regular scratch marks and are very much less prominent. The same marks will appear when the survivor slow vaults and if you are within a 20/25/30 meter radius, you will receive a short visual indication of the action (akin to fast vaulting except no sound and the notification is shorter).

    “Slow or fast. I will still track you down.”

    ~Survivor~

    •Tiptoe: You weird walking habits have somehow proved useful in hiding your tracks.

    +While running, you no longer produce normal scratch marks. Instead, you will produce phantom scratch marks that last half as long as regular scratch marks and are very much less prominent (In any other case, you will not produce scratch marks [counters a slow struggle]). While rush vaulting, you decrease the sound of the vault by 50% and have a 50/60/70% chance to not alert the killer of the action.

    ”Walking on the balls of my feet is my only trained skill, I know it’s weird.”

  • •Hex: Playground- This world is your domain. It abides by your rules.

    +All but 5 windows and other vault points, besides pallets, are blocked by the entity. The aura of these open vault points are revealed to you. Whenever a generator is repaired, the locations of said open vault points are moved randomly. This effect will persist as long as the associated hex totem remains. If this hex is cleansed, all vault points, including pallets, are blocked by the entity for 80/100/120 seconds.

    “Only I make the rules here.”

    Author’s note: Imagine this hex with undying and brutal strength, loops and shack would get an extra difficulty.

  • People seem to be showing a double standard that the killer should know what a survivor is bringing while the survivor can’t. You say it’s to help the killer prepare but the survivor is in the dark of who they will be playing against. I so far have seen not much of an extreme game play difficulty from this mechanic but remember that what you’re talking about is a blatant double standard. A killer is made with the fact that they will be facing 4 others and thus have received strong differences to make them viable: higher mobility, special powers, etc. The 1v4 argument is a direct reference to the fact that the killer should still be able to get at least a 2k despite addons and perks, those being spices that change up the game or provide certain advantages (sometimes at the cost of another one). This is for both sides and if a survivor could reliably escape a killer with similar skill with a 40-50% success rate than the 1v4 argument would be valid but it isn’t. A 1v1 would be an overwhelming disadvantage to survivors, even 1v2 would be very one sided. I hope you can understand my point, and I’m always willing to discuss this further if you have a better argument.

  • Honestly if I can’t trade my addons, items, etc in for another one, can I trade it in for blood points even at 75 or 50% of the original. It shouldn’t be game breaking right and still has the RNG factor of the blood web since I can’t choose my stuff.

  • A survivor’s items are the equivalent to a killer’s ability. Be able to see their items is like showing the killer to the survivors. While the killer has the privilege to plan for items, possible offerings, and player skill level (including swf); survivors don’t. While I won’t say that the survivors should have the same privilege, there should be some anonymity for survivors. Such as hiding profiles/user names and any cosmetics. A killer that sees a lobby of 4 Neas or Megs, all with legacy cosmetics, will likely either dodge the lobby or change their set up to match a toxic play style in anticipation for a similar one for the team. This could even give killers information whether or not the survivors could be friends, which isn’t bad per say but once again could cause the same reactions previously stated. I personally would like some way to have that anonymity but understand that some parts of the information given to killers are extremely helpful to make important decisions. Sorry if we can’t agree, but if you have any better reasons against my point feel free to discuss it with me.

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