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Shymare_11

Shymare_11

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Shymare_11
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  • I would try and take agro if I didn’t suck at chase and have like a brain cell. Mind games, jukes, and looping are things I can’t do. I could die a thousand times trying to practice those skills and only buy my teammates a few seconds each time or I could do gens and save while someone else is chased so that we can escape sooner. It may be a team game but each member has different skills and play styles, I might one day be able to last longer in a chase but for now I can’t. You can call me whatever you want or criticize me on everything, it just how it is.

  • killer perks:

    •Sacred Pact: You take advantage of the bonds of other survivors to exposed each other.

    +After putting a survivor into the dying health state from the injured health state, all other survivors are revealed to you for 3 seconds. Any survivor that is not revealed from this perk will suffer the exposed status effect for 15/20/25 seconds. This perk has a 90 second cool down.

    ”Reveal yourself to me, for your comrade falls . Forsaken by your hand.”

    •Alms: Sacrifice your own for the help of the lord.

    +You are able to break any totem within a 5 second time period. After breaking a totem, all generators and pallets are blocked for 30/45/60 seconds. Generators blocked will not regress and any survivor working on one are kicked off. This perk has a 80 second cool down.

    •A sign: The world will show you the way.

    +When any survivor is running for longer 30/25/20 seconds out side of a chase, a crow will begin following them. The crow will give you both visual and audio alerts every 10 seconds. This crow will persist after the survivor stops running for 20 seconds.

    ”I submit myself to the will of my lord. He sends his messagers to deliver me.”

  • Me as a survivor:

    —————————————————————

    ~Iosia~

    Size: Average/small

    Grunts: Quiet/average

    Breathing: Quiet

    Movement Speed: 4.0 m/s | 100%

    —————————————————————

    Perks:

    •Imaginative: Coming up with new and interesting ideas are your forte. Not that they are always useful.

    +Unlocks your aura sensing abilities. All pallets are revealed to you. Anyone who is within a 8 meter radius of a pallet has their aura revealed to you for 5/6/7 seconds.

    ”I can imagine all the possibilities of escape.” - Iosia

    •Liar’s Gambit: Your deceptions lead down a slippery slope, will it be for you or your victims?

    +After stunning the killer, reduce your breathing and grunts by 100% and remove scratch marks for 10/12/14 seconds. This perk has a 60 second cool down.

    ”The art of lying starts with obtaining the most precious gift, trust.” -Iosia

    •Mastery: You grow more efficient with practice.

    For every 10 seconds of repairing a generator, this perk gains a token, up to a maximum of 10 tokens. If you fail a skill check, lose 4/3/2 tokens. For each token, gain a 7.5% increase to generator repair speeds.

    ”Practice makes perfect, but every failure brings me more dread.” -Iosia

    —————————————————————

  • Since I haven’t really shown some killer love in a bit, here’s one:

    Hex: Lockdown- Force their hand to escape, for their negligence will be your greatest delight.

    This hex will be applied to a dull totem but be hidden and shown as a dull totem until the exit gates are powered. After hooking a survivor, this perk gains a token, to a maximum of 6/5/4 tokens. If you reach 4 tokens and the exit gates are powered, the switch to open the exit gates will be blocked by the entity and the end game collapses will activate, however will be give 10 minutes instead of the original 2 (?). The switches of the exit gates will remain blocked either til the associated hex totem is cleansed or there 60 seconds left of the end game collapse.

    ”Their ignorance will be their downfall.”

    Perk Trivia:

    -I don’t actually remember how long the normal end game collapsed is so that what the question mark means. [I’ll look it up later]

    -The totem that has this perk attached to it will look like a dull totem but the killer will see its aura like any other hex totem. The perk will also be lit and show its stacks while it’s still active.

    -This perk in conjunction with NOED would probably be amazing, Idk tho. Could be the worse pairing to go against for survivors. (Maybe going with blood warden too and slugging could easily give you a 4K.)

    -The 10 minute extension is to give survivors a chance to find and cleanse the revealed hex totem. [If it’s too long, 8 minutes should be the lowest time. But I like 10 so that’s what being shown]

    -The deactivation during the last 60 seconds is to prevent an easy 4K from the killer camping the totem.

    -The totem for the perk can be cleansed before the exit gates are powered they just don’t know what totem is it since it won’t be revealed until the gates are powered. So inner strength users are your new enemy.

    -Trapping or camping the totem before it activates would probably give away what you’re using and even after it activates, the perk doesn’t always guarantee a kill.

  • I just thought of two more:

    Recovery: You are used to be battered and bruised from your past. You can move past the pain.

    Standing still or performing a non-moble action while being injured, will allow you to slow heal passively up to 50/60/70% at a rate of 1.5% (standing still) or 1% (performing a non-mobile action) per second. This perk will not activate while in the dying health state or within the killer’s terror radius.

    ”This only the smallest faction of what I can take.”

    Perk Trivia:

    -Basically vaulting is the only option that action that is non-mobile.

    -This perk will not work if the survivor has crows.

    Well-Prepared: You ready yourself for action, allowing to take more injuries than average person.

    Unlocks the ability to heal yourself past the healthy health state. When you are able to heal yourself (self-care or a medkit), you gain the option to heal yourself while healthy. This healing will be 100/75/50% longer than normal to complete. After, you will require 2 melee attacks to be placed into the injured health state or, if exposed, be placed into the injured health state instead of the dying health state.

    ”Take some per cautions and I might survive a little longer.”

    Perk Trivia:

    -The extra health state cannot be given or received by other survivors, only self heals count.

    -After receiving a melee attack from the killer, you’ll still probably still bleed or something despite not being in the injured health state.

    -Will not synergize well with no mither since you need to be healthy for it to work.

  • I feel that vigil is kinda situational and weak so I made this, feel free to provide criticism:

    Everything Comes to an End- Your life has taught you nothing lasts forever. Even the most excruciating and disheartening times will eventually pass by.

    When afflicted by a negative status effect without a timer of removal, this perk will activate. The effect will be replaced by one given a timer of 90/70/50 seconds. When given a negative status effect with a timer (besides given by this perk), you recover 10% faster. Any permanent effect given by a hex totem or killer ability will be reapplied after 20/25/30 seconds upon removal, unless cleansed.

    “What happens now is just temporary. Only if I believe it wasn’t, would it hold me back.”

    Perk Trivia:

    -This perk will basically counter sloppy butcher, sorta NOED, and third seal.

    -It synergizes well with vigil but honestly is more useful and definitely more powerful.

    -To explain the hex totem/ killer ability part: If a killer uses noed or they’re someone like Michael and the survivor is afflicted with the exposed status effect, they will have to survive the effect for at most 90 seconds or at the least 50 to have a 20-30 second period without it, unless the source of the effect deactivates (ie. Cleanses or leaves tier 3).

    -The perk will effect doctor’s madness, and they will not be subject to the reapplication of madness since it can be easily reapplied.

    The perk will not work against deep wound or sleeping, but will work on sickness (the broken status effect will be removable).

    -The perk’s 10% will work for ghostface’s exposed effect timer.

    -The perks rarities will be rare, very rare, and very rare.

    -I see this perk belonging to a survivor with a life of extreme misfortune or abuse, likely domestic.

    -I think the 10% recovery speed for effects will not apply for exhaustion but idk.

  • Okay boys and girls, this is my first single perk idea! Only one instead for 21!

    Stubborn- You are grounded even in the most dire situations.

    When a killer is going to perform an attack grab, they will instead perform a normal melee attack and be stunned for an extra 3 seconds. This perk has a 90/75/60 second cool down which will only start out of chase.

    ”I’m not getting pulled off no matter what!”

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629361#Comment_1629361

    That would be reworked into giving the items extra effects. Flare gun blinds longer. Gen bomb stuns more. Cloak and mask last longer.

    That’s different. So the milky glass will increase the effectiveness or strength of anything you find in the locker? Cool. Then will you also be changing the key ring? The one that prevents the lost of the key from death.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629331#Comment_1629331

    Essentially yes, these lockers do spawn around map and keys do keep they're aura reading abilities, since these items can only be found in matches they don't have addons and as such all key addons carry over. Cloak lasts around a minute. I did actually intend to have the bomb regress lol, I misspelled it. I made the mask to be different from everything else, thats kinda the point lol, its supposed to take control of the entire game. I feel like they have enough differences to warrant being different stuff.

    Okay, well the only thing left to clear up is the milky glass. Will that be repurposed to be make the key gain a second use, being able to open two locker, open one locker and keep your key, or will it just be removed?

  • @SCP_FOR_DBD said:

    Remove they're ability to open hatch, I really don't like that. Keys now spawn a special locker that can only be opened with a key and gives one of for items.

    Flare gun: Shooting one in a killers face blinds them instantly, only has one shot.

    Generator Bomb: Attaching this to a generator will trap it. When a killer kicks the gen they will be stunned and the gen will progress 10%.

    Cloak: A black cloak that can be activated at any time. Doing so will hide the survivors scratch mark and have them make significantly less noise.

    Mask: A mask of some kind. Reveals all auras to everyone for 30 seconds, killers can see survivors, survivors can see killers, All gens, lockers, and exit gates. This is then followed by all survivor auras being hidden for 30 seconds.

    okay fair enough, do they keep their aura sensing abilities? And if not then, there would be no use any other kind of key to exist, right. Broken keys would be a waste of space and both the dull key and skeleton key would function the same with no difference to justify being two separate and differently priced items. Also I assume that they special lockers (these could be called weapon lockers) would just exist in every map even if no one brought a key, right? Out of all you items, I think the flare gun is the best one, the others one would need some major adjustments because they’re kinda op. The generator bomb should regress the generator some percentage but stun the killer longer (by an extra 2 seconds). The cloak would be so strong on blendettes and other already stealthy survivors, also how many charges does it have (duration)? Finally, the mask is what stumps me the most. It’s weird, it’s not horrible but I don’t feel like it belongs. It’s basically a map that tracks everything even both the killer and survivors. The cloak and mask feel like perks made into items: cloak (iron will and light weight) and mask (object of obsession, bond, detective’s hunch, visionary, distortion/off the record). Thanks for your response and being elaborate with your processes, ideas, reasoning.

  • @SpasticLlama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628721#Comment_1628721

    Wow thanks for the thought out response! Yeah makeshift shotgun is a joke perk while camouflage kinds is as well. I thought it would be kinda cool.

    For Escape Artist, I understand your thinking of it being too strong, thats why I made it take 8 seconds so you can't just instantly escape in chase. The cool down as well is too prevent rapid traveling the map and spam. Maybe it should be like 12 seconds?

    For Pandemonium, its meant to be strong because its a Hex perk lol. Maybe I can lower the effect time when out of range from 12 to like 8.

    Booby Trap is kinda like the bear trap. You can struggle and escape. The trapped chest will be out of place, they won't replace normal chest spawn spots. So you can kinda sense something off with a specific chest based on its location.

    Also, what do you mean you don't have much of a comment on vile snatch and beacon of hope? Are they too strong? Are they just kinda out there as an idea like meh? Lol

    Thanks again for responding and have a nice day! :3

    1. Alright it would def cool tho.
    2. Escape artist: changing the time is doesn’t really help much, in my opinion. I think that making the perk conditional would be better. Like if you’re in a chase and you manage to get in a locker and stay in for 8 seconds then it activates but if the killer leaves before the time then it doesn’t activate.
    3. No, it’s a personal thing, like it isn’t too strong per say but I would never cleanse it because of my lack of skills.
    4. Bobby trap: okay ic.
    5. Vile snatch would end my career. I’d honestly not expect it and have a heart attack. Plus I barely trust other random survivors enough get me off once, with this I’d probably stay on hook. It’s actually a great perk tho, maybe a little under powered.
    6. Beacon of hope: it’s just 3 perks in one but all effects are new and pretty spicy. Tho idk what will happen to long lasting flashlights with the priming aspect. Most people running this perk might just bring a yellow with a strange bulb and sapphire lens to make a super strong blind since the perk uses percentage instead of # of charges.
    7. Also your welcome <3
  • @SpasticLlama said:

    https://forum.deadbydaylight.com/discussion/comment/1628208#Comment_1628208

    No problem man! What do you think of my perk ideas? :3

    So I don’t have much of a comment on beacon of hope and vile snatch. Spiritual connect is pretty cool as a concept, but is basically alert but with crows and stronger. Since avoiding crows are difficult and almost no one does that, I think a long cool down or a set number of crows that need to be disturbed before activation would balance it. I love panicked dash and cunning escape! They are really unique are new ways to rescue other survivors or get distance before a chase. Obsessive incantation will likely be unpopular due to its lack of versatility and luck. Though it is a good way to single out a survivor. Makeshift shotgun and camouflage are very much out there. It’s not really the effects, though they might need some tweaks to make them a little less powerful. It’s the way they are activated. The prep need for them require that new intractable objects are added into maps, which there are no perks that currently do that. Bobby trap is an instant down with no indication of error, just make some slight but noticeable difference that careful survivors can see that distinguish them from other chests. I personally would hate a killer using pandemonium. That would so annoying and confusing to get rid of, but it’s a good anti coop perk. Malfunction is overcharged but instead of regression and an alert, it increases the repair time of gens. Finally, escape artist. It’s a great concept but it’s too powerful being able to pick which locker. Idk but if it were in the game I’d love to use it.

  • @SpasticLlama said:

    https://forum.deadbydaylight.com/discussion/comment/1626909#Comment_1626909

    Wow! Thats a lot of ideas! they are pretty interesting although some of them might seem to strong. I like splinters, Linger, cursed blood and salvage. :3

    Yeah that’s usually how my perks are. Usually I make it and hope people fix it for me. Balancing is not my forte. But def can make some new perks. Anyways thx for the feedback

  • Since I just got access into this forum again I have a large stock pile of perks to unload again (21 perks?):

    Survivor:

    Lullaby- Your soft singing calming those around you, even your self, but it is very distinct.

    Every survivor within a 15 meter radius of you, including yourself, will have their grunts and breathing decrease by 100/125/150%. However, anyone, including the killer, who enters that radius will hear the lullaby (In essence, a killer’s terror radius but for a survivor and it is calming). This perk can toggle between activated and deactivated, via pressing the active ability button. This perk will automatically deactivate when you enter a chase.

    “A sweet melody that distracts from the horrors.”

    Empty Promises- You gamble with the fate of other through the lies of your actions, but sometimes they come with consequences.

    Any survivor that you heal by one health state, this perk activates. The healed survivor gains the haste (50% increase) status effect for 3 seconds. If they are put into the dying health state within a 60/50/40 second period after being healed, you are instantly put into the injured health state and inflicted with the broken status effect for 30 seconds. If they survive that time period, you are able to survive a hit that would otherwise put you into the dying health state once. This perk can only be activated again after using the extra hit.

    “I’m putting my money where my mouth is, or in this case, my heart.”

    Cursed Blood- Your aura is dampen when you are near magical forces. Though your blood becomes attractive for those with a dark heart.

    If you are under the cursed effect (if the killer uses a hex perk), your aura is hidden until the curse is removed. If injured, your aura is revealed to the killer when within a 20/15/10 meter radius and your blood is more noticeable.

    “It seems he may not see you, but that doesn’t mean he can smell you.”

    The Center of Attention- All eyes must be on you, even if it’s not from the most agreeable spectator.

    When the killer enters a chase with a survivor that does not have this perk, the killer will suffer from a decrease in visibility (a dark haze appears over the fov [opacity: 25%] and range of sight (by 5 degrees). If they enter a chase with a survivor with this perk, they will see you aura when there is no obstacles blocking line of sight and they have increased movement speed by 5/4/3%.

    “What can I say? They all love me!”

    Spite- You refuse to allow them the satisfaction.

    When a killer attempts to perform a mori on you, the animation will play but they will not receive any blood points for the action. When you die from bleeding out, receive a extra 25/50/75% blood points for all categories. 

    “Hook me damn it?! I refuse to cooperate.”

    Last meal- Know your death, you try your best to make sure that everyone else lives on.

    When you are on your final hook, all survivors in a 10 meter radius of you receive a 100/150/200% increase to repair, healing, sabotaging, and cleansing speeds. Upon your death by hook, all remaining survivors will be able to see the killer’s aura for 20 seconds. 

    “If this is it, I will try my best for the rest of you.”

    Flexible- You can do more while being carried, increasing your odds of escape.

    When you are picked up by the killer, instead of wiggling, you must complete a total of 7/6/5 difficult skill checks to escape (multiple skill checks one after another until escape, dropped, or hooked). Any progress made with the skill checks before being hooked is kept. If the killer picks you up and drops you at least 3 times, you instantly escape.

    “Bending around here makes escape so much easier, although it isn’t for the untrained.”

    Falconry- Your experience with avian species,specifically birds of prey, give you insight on the entity’s informants.

    Decrease the chances of disturbing a crow by 50/75/100%. When a crow is within a 15 meter radius of both you and the killer, you can see the killer’s aura.

    “I am a bird man, as you can see.”

    Salvage- You can turn what seems as trash into treasure.

    When you are holding a depleted item for 15 seconds, it is consumed and instead a similar item of a rarity at least 3/2/1 level(s) below the one that was salvaged replaces it with 75% charges (addons carry over) remaining. This perk can only be used 4 times per trial.

    “It won’t be as good as the original but it works.”

    Killer:

    Stalker’s info- You are able to gain the details of a survivor from a distance.

    When looking directly at a survivor within a 20 meter radius, outside a chase, a random perk they have will appear on the left side of the screen. If you were to look at the same survivor again, you will need to be 15 meters to reveal another perk. This pattern will continue until all perks are revealed.

    “I get a feeling about that one. They look like a runner.”

    No where to run- Your intensity in a chase amuses the entity. Though, they wish to see it ended now.

    Hex: After a survivor rush vaults an object, all other vaults and openings (expect pallets) within a 30 meter radius are blocked for 30/60/90 seconds for all survivors. This perk can’t be activated again while already in effect. This effect persists until the associated hex totem remains.

    “Where to go now?”

    Hesitation- You can make anyone hesitant especially what they are experts in.

    Hex: Any survivor perk that is not passive has a 20/40/60% chance to failing upon activation, leading to the perk being put on a 30 second cool down before it can be used again. Any prerequisite to activate the perk is consumed and must be completed once again. This effect will persist as long as the associated hex totem remains.

    “I forgot which one is the painkillers!”

    Dark Hope- You twist and contort the hope of your prey, changing it into pain and agony.

    For each generator completed, afflict every injured survivor with the broken status effect for 30/45/60 seconds. When the final generator is completed, all survivors that did not complete that generator lose one health state. If a survivor is healing while the effect is activated, their progress is halted until the effect falls off.

    “Hope is the best kind of deception. An illusion of one’s optimism and a cruel shroud for reality.”

    Human Anatomy- Your knowledge of the human body makes your attacks both accurate and deadly at the cost of efficiency.

    Your melee attack will instantly put a survivor into the dying health state. However, the stun recovery period from this attack is 125/100/75% longer. The stun recovery period for any other attack is also 25% longer. This perk has a 30 second cool down.

    “I may be slow, but I know where to strike for the best results.”

    Splinters- Your body is very enduring. Any impacts with an object seems damage itself more than you.

    When you are stunned with a pallet, the pallet used will become a splintered pallet and its aura will be revealed to you. Any survivor that vaults this pallet will be inflicted with a status effect depending on their type of vaulting action. If it is a slow vault, the survivor will be inflicted with the hemorrhage status effect for 30/45/60 seconds and scream, revealing their location. If it is a fast vault, the survivor will be put into the injured health state, inflicted with the hemorrhage status effect until healed, and scream, revealing their location. Any splintered pallet takes 10/20/30% less time to break.

    “Skin of stone and bones of steel.”

    Linger- Your aura no longer fixed to your body.

    After successfully melee attacking a survivor, you terror radius and aura will remain in the same spot that the attack was dealt for 20/30/40 seconds. This perk has a 60 second cool down.

    “The blood covers my scent while it overwhelms the murder scene.” 

    Mercy- You resist the entity’s influences to break rules. Although these transgressions do not go unnoticed.

    If a survivor is in the second stage of sacrifice, you can remove them from hook. This will break the hook and give the survivor the broken status effect for 60 seconds. The hook broken is completely removed from the trial. All other hooks will now instantly sacrifice the next survivor placed on hook then loose its effect of instant sacrifice and give 100/150/200% extra blood points towards the sacrifice category. If you were to sacrifice the survivor that activated this perk, all hooks are temporarily broken for 120/110/100 seconds. All blood points gained are rewarded after the trial.

    “They are amused that I cheated, but it’s now a gamble whether I follow though with my choice.”

    Fool’s Gold- You baiting of survivors has become to often. However, your developed methods are useful.

    Your lunge distance is slightly (10%) increase. Your movement speed is increased by 15% for 4 seconds after being stunned. Any time a survivor stun you, they are given the exposed status effect for 5/10/15 seconds. 

    “They think a piece of wood can stop me.”

    Fair play- You are a stickler for a fair chance, even if it ruins you.

    When a survivor is removed from hook, either by themselves or another survivor, all survivors outside a 30/20/10 meter radius has their aura revealed for 5 seconds. However, any survivor within that same radius will be able to see the killer’s aura and persist for 5 seconds after they either leave the radius of the hooked survivor or unhook them. 

    “Are willing to make that sacrifice?”

    Rough Landing- While the landing isn’t as smooth the extra force is astounding.

    After falling from a great height, you are stunned for 3 seconds and any survivor within a 5/7/9 meter radius will be exposed for 20 seconds. This perk has a 80 second cool down.

    Premeditated- You become more strategic with how the trial will be.

    After a totem is cleansed, you are able to throw down a pallet that isn’t used yet. This action will take 10 seconds to complete and will alert any survivor within a 50/40/30 meter radius. (This perk can only be used 5 times per trial)

    “You take my advantages, I take yours.”

  • I guess it’s blood lust but it you get the bonus of the game mechanic blood lust? So double the speed boost. Honestly, they just make it give bloodlust a higher movement speed bonus or smth.

  • Vault Kick- With some extra force you can add some power to your vaults.

    You vault 5/10/15% faster. When performing a rush vault, you will vault an extra 20% faster and, if you fast vault into the killer (a 3-6 meter radius), the killer is stunned for 5 seconds. After which, you are exhausted for 50 seconds. You cannot receive the rushed vault bonus or stun the killer with this perk while exhausted. You do not recover from exhaustion while running. [Author note: this perk will take priority over lithe]

    ”Aim for the chest, if you have the guts”

    Assistant- You work well with others, even though you do more than them.

    When doing cooperative actions, gain a 30/40/50% action speed increase towards that action. Gain 100% more blood points towards the objective category. Blood points will be awarded after the trial.

    “This ain’t a school project so do your part.”

    Put a pin in it- Your diligence despite the situation gives you enough skill to put anything you do on hold for a bit.

    When you are doing a LONG action (ie. repairs, healing, sabotage, cleansing, etc) and are unable to complete it, it’s progress will be unable to be regressed for 20/30/40 seconds. The object that you cannot finished will be highlighted for that period of time for you. This perk has a 60 second cool down.

    ”When... at least I got something.”

  • @PurpleEstrello said:

    After vaulting while in a chase you get a speed boost of 10/20/30% has a cooldown of 50 seconds

    This perk is too similar to Lithe, actually it would be worst than it. Lithe is an exhaustion perk that when you rush vault, you gain a 50% movement speed increase for about 3-5 seconds. This is basically that but 30%. I am right now assuming the 30% increase to your movement speed only last a few seconds as well. Lithe at its fastest time takes 40 seconds to be available for use again, while your perk only occurs every 50 seconds. So it provides less speed but with a longer timer. I would change the method of activation, speed value, length of time in which the effect lasts for, and/or the period of time before it is available for use again. It was a nice attempt though.

  • Yes I take criticism. Yes I know some of the perks are op. Thus, please instead of tell me what’s wrong, tell me why it’s wrong and how would you change/fix it.

  • @SpasticLlama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1621698#Comment_1621698

    Bull rush sounds pretty cool!

    Locker Blocker is also an interesting idea.

    I think the RNG base of Tripped Up will be more annoying than a fun perk. An example, your running away from the Killer about to escape and then you just randomly start walking. You know what I mean? Also, It may not be fun for the Killer either cause of RNG. There is a high chance of nothing happening and it being a wasted perk slot. It is an interesting idea though. Maybe some tweaks here and there. :3

    yea I can see it but I envision like an animation or indicator for when you trip and I can see how it could become useless if the RNG is not on your side. But if you have at least decent luck it could work out on stealth killers who can get a sneaky hit and now the survivor they’re chasing has a 25% chance of tripping. It would also be somewhat counterable by two factors: not running and not using an exhaustion perk/getting exhausted(ie perks/addons that give exhaustion on the killer side). Yea maybe it could used in funny meme builds tho or someone finds some killer, perk, addon, offering synergy that absolutely op. Who knows?

  • Philanthropist- You were well known for your kind and charitable action towards the weak and needy.

    For every altruistic action, gain a stackable 5% blood point bonus, to a maximum of 75/100/125% towards all categories. This effect will apply to you and the survivor with the least amount of blood points (if you are that survivor, it will apply to the survivor with the second least amount of blood points). The blood point bonus will be awarded after the trial.

    ”Donations to the poor only come back to the rich’s pockets, so might as well start moving the money now.”

    Blood Pact- You are willing to sacrifice anything to help others, even your health.

    When healing a survivor that is either injured or dying WITHOUT an item, you can press the secondary action button. After which, you will be put into the injured health state and be inflicted with the hemorrhage status effect for 20 seconds. However, the survivor healed will instantly gain a health state and gain the haste (+10% movement speed) status effect for 2 seconds. This perk can only be activated if the you are both in the healthy health state and healed the injured/dying survivor to at least 70/60/50% progress. This perk has no cool down.

    “Since you lost a lot of blood, I’ll give you some of mine. Don’t worry whether or it will work, trust me!”

    Knock Out- You need to make a choice, if only it did required throwing your stuff.

    When you are holding an item that has sufficient charge, you can hold the active ability button to charge your throw (base time takes about 10-12 seconds depending on the item). After it is fully charge and aimed at something, you can release the active ability button to throw the item. This will alert the killer (visually) when the item collided with an object, and if it thrown at the killer, it will stun them for 4 seconds. However, this cost the item to lose 60/50/40% of its charges and if it is not picked up in a 30 second time period it will disappear. If the item does not have sufficient charges, the action will consume the item instead and if it were to stun the killer it will only stun for 2 seconds. [author’s note: Is the charge penalty to light?]

    “I hope you like the taste of screws!”

    Tripped Up- Make them trip and stubble, only for them to fall into despair.

    If you are in a chase with a survivor that has the exhausted status effect and is running, they will have a 10/15/20% chance of tripping. When they trip, that survivor will be forced to walk for a short (1-2 second) period of time and are unable to perform rushed actions. If the survivor is also injured, they will have a slightly higher (+5%) percent chance of tripping.

    ”The faster you ran, the more you delay the inevitable. If only takes one slip up to ruin everything. It is only a matter of time.”

    Bull Rush- Your strength and reflexes give you the ability to quickly pick up and carry others before they can react.

    When you are within grabbing distance (3-6 meters) from a survivor, your melee attack will instead grab the survivor even if they are not in position to be grabbed (ie. performing an action, vaulting, etc.). However, the struggle (wiggle) progress bar will start at 50/40/30%. This action will not occur for lunge attacks or special abilities.

    ”[insert quote here]”

    Locker Blocker- You can call upon the entity to block or trap survivors who deem a locker as their safe haven.

    When you check a locker and find it empty, this perk will activate and the locker’s aura will be revealed to you. If a survivor were enter that locker, the killer alerted visually and no longer see the aura of that locker. The survivor that entered that locker is now trapped in that locker for 15 seconds, in which the killer can pull them out during or after that period. This perk can be used on 4/5/6 lockers at once and has a 60 second cool down between uses.

    ”Are you claustrophobic? Yes? Good.”

  • @SpasticLlama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620046#Comment_1620046

    The whole perk in general isn't really a good one, not to be rude or anything. The movement speed penalty is too strong to be tied to terror radius no matter the number. And the regression one is interesting, but too RNG based like Autodidact.

    I guess we can all have our opinions. Thanks you your criticisms tho!

  • @SpasticLlama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614273#Comment_1614273

    15% penalty to movement speed within Terror Radius is way too busted. Like OP lol.

    Fair enough, it can see in retrospect that may be very powerful. Maybe instead 6-7% and when the killer is stunned, the perk goes on a cool down? Like 40-80 seconds?

  • Fireside Trash- Around the campfire, you can occasionally find the remnants of previous survivor belongings.

    When you bring in an item WITHOUT any addons. You have a 25% chance to bring in a random addon for that item. This addon will be of uncommon/rare/very rare or lower rarity. You also have a 0/5/10% chance to gain an additional addon, however, it will at most common/uncommon/rare. Any addons given by this perk cannot be kept after the trial though any method. (Author’s note: so you have a 25% chance to bring in one, but assuming you got that 25% chance, you only have at most a 10% chance of getting a second addon. This a 2.5% chance of getting both addons, not even including the probability of getting both addons to be very rare and rare while also being synergistic. TL;DR: it isn’t op.)

    ”These may be useful but who in world is littering here?!”

    Vulture- Your lack of morals lead you to find the hidden treasure within dead survivors.

    When a survivor dies, you will gain the option to “scavenge” their body. When doing this action, you will have a 50% chance of finding a random item. This item will only at most be of rare rarity. The item will, also, have only 50/60/70% of its charges left. Any item found is able to be kept after the trial.

    ”How did you hide a wrench in there? Welp, it’s mine now.”

    Frugal: You are very conservative of how you use your resources, to the point where some may call you cheap.

    Gain a 30/45/60% increase to item efficiency, but also gain a 25/20/15% decrease to item speed (ie. repair speeds when using a tool box or healing speeds when using a med kit).

    “That enough gauze! It stopped most of the bleeding, you’re fine.”

    Stuffed to the Brim- You are more keen to find something good in chests. Maybe you find more too.

    When searching a chest, you have a 25/30/35% chance of finding an additional item. You also have a higher chance (20%) of finding items of a higher rarity.

    ”I think these could also be of some assistance.”

    Trapped Chests- [can’t think of a description, if anyone wants to try go ahead]

    At the start of a trial, 2/3/4 chests on the map (If possible) become trapped. The auras of chests are revealed to you. Any survivor that interacts with these chests will have to do a very difficult skill check after searching. If they succeed, then both a visual notification and audio notification is shown where the chest is. If failed, the survivor is afflicted with the exposed status effect for 30 seconds, their aura is revealed for 6, and both a visual notification and audio notification is shown where the chest is. All trap chests have a 50% chance of giving any survivor that searches it, whether or not they fail the skill check, nothing.

  • Can’t you only get shard from leveling up? Does that mean for 3,000 shards which if you start at level 1, you’d reach around level 20-25 (idk honestly remember what is the starting value of shards per level cuz the amount received from leveling up increases every so levels). I like it but I kind of wish that it was more accessible for new players since it would give them more incentive to try new play styles and play more often to get better at those things (I.e. objective, survival, altruism, and boldness tasks). There can be different tiers like brown to red which will increase in price, difficulty, and rewards. New players can buy brown tier week challenge that has easy requirements but lack luster rewards (ex: Common Weekly Challenge [cost: 500 shards] it could be your requirements but 15 instead of 50 and 3 instead of 10. For rewards: 10000-15000 BP, 80-100 shards, and a random common charm or common survivor/killer cosmetic). Much more accessible and gives variety though, changing up the actual requirements for the weekly challenges should happen since it gets boring to do the same set of tasks for all tiers with no differences between the weeks. Anyways, cool idea!

  • Honestly, I like it. The built-in aura reveal is honestly kind of stupid, no offense. Why have a perk like this one that is meant to help you escape a chase, but then reveal you to the killer so that you can enter a new one? Makes no sense, it would make it useless. Also exposed? I get it and it might be okay but it should be a short time like 10-15 seconds and the possibility of popping out of a nearby locker show stay the same or be at the most 20%. If you want to raise it higher than that remove the exposed effect and maybe change it to the hindered (5-10% movement speed decrease) status effect or exhausted for about 30 seconds. If you really want both an aura reveal and exposed, make it multi use but put a long cool down or a time before activation when the locker. I’m giving you guys who are complaining options, so try and think logically. Also Iron Maiden is easily the best counter for this perk, literally has both the revealing aspect and exposed effect. Of course, you want the aura effect but the tip off of where they went is enough, specially if you camping basement or tunneling. Anyways, cool perk idea. I can see it in game but it will be a wild stir in the dbd community, especially on the killer end.

    ps. Yes almost all these ideas are from other people’s comments, I just put them together and refined their specifics.

  • @jeekae said:

    “That’ll show em”

    Your past experiences of being taken out early have taught you how to remain calm in the most dire of situations

    If the killer is within 28 meters of the hook, your sacrifice timer will be paused indefinitely until the killer vacated the area, you receive the broken status for 80/70/60 seconds

    I like this, it would almost literally end face camping or camping in general. But I have two questions or problems. How does the isn’t the radius pretty big and when does the perk activate? The first one is more of an opinion but 28 meters is a fairly large space, I think 18 or 20 meters at the most should be good, but once again it’s an opinion. Next, is there a timer for how long the killer must stay within the radius for it to activate or is there something else. If this perk is meant to punish campers, I think it shouldn’t activate when the killer isn’t actually camping. So if it activates every time the killer put you on hook and they leave, it doesn’t really matter. All that happens is that when you get off hook, you get the broken status effect. Is it going to be a gamble perk? Where if the killer acts in a certain way they are “punished”; but if they don’t, you’re “punished”. Anyways, cool idea but those are my concerns about it.

  • @OmnicUnitY_22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613684#Comment_1613684

    I am kinda hesitant to support this sort of item. i like the concept of the physical item appearing in the blood web but honestly it sounds awful to play against when combined with other perks especially. I would pretty heavily nerf the numbers and %s if I were to put it in. Especially given DS is one of the strongest standalone perks in dbd and this strikes a similar cord. But I do like the creativity and concept on paper. Maybe one of the things it could do is "stun" the killer but not have them be dropped, maybe give them a % slower movement after? IDK.

    Yeah usually anything I make I first start very high and obviously meta but with suggestions I tweak the values and if I really needs it rework it altogether. I was looking it over any I drop both % by 25. In a game where you can easily scratch and stab a killer because of how they hold you, these things would make sense. Anyways, if I wanted to rework it, I would likely take your suggestion of the shank itself will stun the killer but not drop the survivor so one or more things could happen: Flashlight save as soon as the killer is mobile again, Pallet stun (light flashlight), sabotaging hooks before the killer gets there, or simply using the stun time to wiggle free. That version would likely have more skill and coordination to do on both sides. Tbh, I hate the wiggling action; it’s almost impossible to escape normal with the meta perks (which is basically pay to win stuff), or the killer making more mistakes than humanly possible. This isn’t a rant section tho, thanks for your criticism! I appreciate it!

  • @Marsheiraa said:

    You Can Run: Fate is sealed the moment your eyes meet.

    Get notified when any Survivor is looking directly in your direction and standing within a range of 32 meters.

    When a Survivor within 32 meters of you has direct line of sight for longer than 1.5 seconds, they scream and you gain 5% Haste for 3/4/5 seconds.

    The effects of You Can Run can only be triggered once every 60/50/40 seconds.

    (Kinda like the killer's own little Spine Chill, applies to the camera, not the model)

    Imagine this on a stealth killer, chases would be much short cuz while they sneak up on the survivor and just stay barely in their fov, which is very large, and get both a haste boost and a free hit. This could also be fairly buggy because survivors see in third person, but I like the concept and it would make for some funny plays.

  • @Ber_the_Red said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613468#Comment_1613468

    Thank's again for your interest. It makes me very happy to confront my idea, like we are taking it seriously.

    • So, yes, top speed for The Warrior is supposed to be 120% only on Tier 4 Rage (requires 3 generators to be completed in a row) and it is a tier that basically gives you the noed status effect.
    • The JAVELIN would be a bit faster than a fully cherged axe from huntress, for make an example, and you guessed right: the Warrior has only 1 javelin that can be throw, recalled back and throw again (like the arpoon of Deathslinger). In my mind, i made the Javelin a bit faster that a fully charged axe, yet not immediate as the arpoons. The cooldown between shots is a bit less than the deathslinger arpoon. The range is infinite. Can only be throwed after being charged. Charge the shot is almost as long as fully charge a Huntress Axe. So, useless in loops but potentially lethal on open maps.
    • "do you think that we should basically nerf a perk that is functioning fine and has very little problems to accommodate for a new perk instead of changing the new perk so that it accommodates for the existing one?" It is an interesting, yet clever, point. In my mind, by the way, I was considering some facts about thanatophobia: Whenever we talk about this perk we have 3 killers in mind: The Plague, The Legion, The Nurse:
    1. For the plague is one of her most precious perk that often force the survivors to seek healing and buff her ability. If thanatophobia would change (not nerf) in just slow healing speed she wont need it anylonger.
    2. For the legion is, as well, one of them most precious perk. But if If thanatophobia would change (not nerf) in just slow healing speed (instead of 4% let's say... between 6 and 8%) than it is quite a buff for them, because The Legion are very good on injury survivors but not so good on close a chase and kill them. This change would realy force the survivors to play injured because healing would take too much time, speeding the game but also making it risky.
    3. For the nurse, If thanatophobia would change (not nerf) in just slow healing speed (instead of 4% let's say... between 6 and 8%) it would fit better with "Nurse calling".
    4. Plus, combo this perk with Sloppy Butcher -25% healing speed would have a strong effect
    5. At this point we would arrive to the perk Honor: Why would honor exist? 2 major reasons for a more fair gameplay: Avoid the "tunneling" on survivors and slow generators progress. The 2 reasons would give beneficts to both sides penalizing the unfair gameplay (the "tunneling" and "gen rushing" are the 2 major complain about gameplay for the players)
    • The hex totem: Labyrint is ment to punish the tryharders, force the survivors to stay away a little from the generators and seek heal by other survivors or medikits. Offhand, I see it a strong perk for killers as The Plague and The Legion that injury a lot. Yet, being a totem, the counter would be Being healty and destroy it. Not much more to say about if not considering a "token" system for aura ability for anyone who fall in a hallucination or just adjust the aura ability range.

    Okay I see now. I just want to have a few things clarified. I once again assumed that the only change made to thananophobia would be what it could effect, which would be a nerf, but increasing the penalty for healing speeds from 4 to 6 or 8 definitely makes up for the loss of versatility. Besides that everything else is cool, nice job. I’m going read it over again tomorrow with a clear and hopefully better reading skills than right now. If there anything else, I’ll note but I highly doubt to that cuz it’s already well fleshed out. Anyways, thanks again and I hope to more like this from you!

  • Complexity: When a survivor is sabotaging, cleansing, mending, or disarming; there is now a chance for they to have to perform a normal skill check. If they fail the skill check, it will alert the killer and the survivor will receive a progress penalty of 5%.

    ”Why must I make everything simple? If they want to survive, they must work for it.”

    Silver Tongue: Every 120/105/90 seconds, your terror radius will be placed randomly across the map from you. All terror radius related perks and abilities will still effect that area that currently holds your terror radius. This effect will last for 45 seconds.

    ”If they think I can be two places at once their wrong, I’m just everywhere instead.”

    Crushing Aura: Any survivor in your terror radius is afflicted with the hindered (movement speed decrease of 15%) status effect and if they get a good skill check have a 20/40/60% chance of regressing progress by 3%. This effect will remain for 5 seconds after leaving your terror radius.

    ”If luck is on my side then many of you will be too scared to do anything right, and I must say I’m feeling lucky.”

  • Secret Seclusion: After hook a survivor, they will remain hooked and unable to be saved for 10/15/20 seconds. For every sacrificed survivor, gain a stackable bonus of 50% to the sacrifice category. The extra blood points will be awarded after the trial.

    ”If you want the job done, make sure they stay put.”

    Snitches get Stitches: If a survivor can see the killer’s aura, that survivor’s aura is revealed for 10/20/30 seconds. This perk has a 60 second cool down.

    ”I didn’t want to do this but you know the saying, should of kept quiet.”

    Part of the Family: You become obsessed with one survivor. Any other survivor that is within a 5/10/15 meter radius of the obsession has their aura revealed. If the obsession dies, all survivors are afflicted with the exposed status effect for 60 seconds.

    ”You’re part of the family now. Better stay loyal or your boys get it.”

    Also as soon as I reached the second perk I just went with the theme of mobsters, I did not plan that.

  • Meltdown: If the killer is stunned, you press the active ability button while within 5 meters of killer and facing their direction. After activation the killer is unable to activate their ability for 10 seconds. This perk can be used 2/3/4 times per trial. After use, this perk will enter a 30 second cool down.

    ”The rewards of leveling the playing field, far outweigh the risks. All you need is a moment of opportunity and a lack of self-preservation.” -Stacy Hardland

    Grief: When a survivor dies, you are afflicted by the hindered (movement speed decreased by 25%) status effect for 60/45/30 seconds. However, after this period, you will gain a permanent 5% movement speed increase.

    “I must live on for them, or else both our memories will fade.”-Jack Lynn

    A Second Chance: When the killer attempts to perform a mori on you, you will instead be put in the injured health state with the endurance status effect for 20 seconds. The killer is then stunned for 3/4/5 seconds. This can only be used once per trial.

    ”I will not be an easy kill, if I die do it right!” -Stacy Hardland

    Cheat Death: If you are on your final hook, instead of being sacrificed, the hook will break and you will be placed in the injured health state with the endurance status effect for 4/6/8 seconds. If the killer is less than 15 meters away after the hook breaks, they are also stunned for 3 seconds.

    ”Death is a fair player, but I’m not!”-Stacy Hardland

    Willing Sacrifice: At the start of the trial, all survivors except you gain an extra hook phase of which is similar to the first phase. You no long have the first phase, instead when you are hooked, the entity will immediately begin the second phase but the timer will remain the same thus you have twice the time. Upon your death, all survivors will gain a 10/30/50% movement speed increase for 10 seconds.

    ”I’ll take the heat, but all of you better remember me!” -Jack Lynn

    Moral Character: When saving others from hook, cages, being carried, or death, gain a 10/20/30% speed increase for those actions. At the end of the trial, gain an extra 100/150/200% blood points for altruism.

    ”In the eyes of God, all good deeds count so I just try my best.” -Jack Lynn

  • @themirrortwin said:

    I made another thread in feedback and suggestions, but I'll also put it here.

    Maybe the killer could get a gen blocking perk that triggers when a gen is completed. Something like...

    "Each time a gen is completed, block all other gens for 30 seconds. This perk will force survivors working on a gen off of a gen."

    "Each time a gen is completed, block the 3 gens farthest away from it for 30 seconds. This perk will force survivors working on a gen off of a gen."

    I don't think this would be overpowered because it can only trigger 5 times. Additionally, 30 seconds isn't very long and gen progress isn't lost. BUT, it would stop the experience of having gens popping in quick succession and allow the killer a littler breathing room to travel around the map.

    Since there are only about 7-8 generators per map I think doing the 3 furthest generators from the completed generator should be it. It will also discourage survivors separating too far and individually doing generators so you as the killer are more likely to find more than one survivor. If the team is very uncoordinated, generators will take forever to get done and lots of sandbagging will ensue.

  • Just cuz I hate Skill checks:

    Ruined Guide Book [rare]

    -Any action that will give skill checks can be done with this item. When using this item while during an action, all skill checks are completed. This item has 24 charges.

    Specialized Guide Book [very rare]

    -Any action that will give skill checks can be done with this item. When using this item while during an action, all skill checks are completed, with a 25% chance of getting a great skill check. This item has 16 charges.

    Addons=

    Blank Page [common]

    -Increase charges by 8.

    Papyrus [uncommon]

    -Increase charges by 16.

    Flattened Parchment [rare]

    -Increase charges by 24.

    Plastic Bookmark [uncommon]

    -Skill checks are 20% more frequent.

    Decorative Bookmark [rare]

    -Skill checks are 40% more frequent.

    Metal Bookmark [very rare]

    -Skill checks are 60% more frequent.

    Survivor Handbook Cover [rare]

    -The Guide Book is able to be used on all actions with a 10% speed increase, however, it will be considerably (50% efficiency) more costly.

    Botany Weekly Page [rare]

    -The Guide Book can only be used for healing. It increases healing speeds by 10% and 30% chance of getting a great skill check, however, it will be moderately (75% efficiency) more costly.

    Generator Index Page [rare]

    -The Guide Book can only be used for repairs. It increases repairing speeds by 10% and 30% chance of getting a great skill check, however, it will be moderately (75% efficiency) more costly.

    Fire Safety Memo Page [rare]

    -The Guide Book can only be used for sabotaging. It increases sabotaging speeds by 10% and 30% chance of getting a great skill check, however, it will be moderately (75% efficiency) more costly.

    Personal Tips Page [very rare]

    -The Guide Book can only be used for killer belongs. It increases the speed of actions that relate to killers by 20% and 30% chance of getting a great skill check, however, it will be considerably (50% efficiency) more costly.

    Sticky Note [very rare]

    -Increases chances of getting a great skill check by 25%.

    -Increase charges by 8.

    Notated Sticky Note [ultra rare]

    -Increases chances of getting a great skill check by 50%

    -Increase charges by 8.

    Glossary Page [ultra rare]

    -The Guide Book will no longer autocomplete skill checks.

    -Great Skill check progress rewards are considerably (+10%) increased.

    -Increase charges by 16.

  • Also here’s an idea for an offering:

    Inks and Ink Wells=

    •A mysterious liquid of a dark hue, it seems agitate the entity causing it destroy what it touches.

    •A well in which holds Ink. Its presence agitates the entity making it destroy what is around it.

    Diluted Ink [uncommon]

    -50% chance of preventing a survivor offering from taking effect in the trial, however, the offering will still be burned.

    Lighter in hue than it should be but it still can get the same reaction from the entity.

    Cheap Ink Well [uncommon]

    -15% chance of preventing all survivor offerings from taking effect in the trial, however, the offerings will still be burned.

    A fragile glass bottle of ink, doesn’t reliably last long to cause real damage.

    Dark Ink [rare]

    -60% chance of preventing a survivor offering from taking effect in the trial, however, the offering will still be burned.

    Much darker than one would think and just as effective.

    Popular Ink Well [rare]

    -25% chance of preventing all survivor offerings from taking effect in the trial, however, the offerings will still be burned.

    Slightly more durable than the latter but at least it’s stylish.

    Radiant Ink [very rare]

    -75% chance of preventing a survivor offering from taking effect in the trial, however, the offering will still be burned.

    Though it’s black, there seem to be bits of white that illuminate its depts.

    Expensive Ink Well [very rare]

    -40% chance of preventing all survivor offerings from taking effect in the trial, however, the offerings will still be burned.

    Almost indestructible, but not as cool.

    Iridescent Ink [ultra rare]

    -90% chance of preventing a survivor offering from taking effect in the trial, however, the offering will still be burned.

    -30% chance of doubling the effectiveness of any killer offering during this trial.

    Despite its dark nature, it glows and moves. It is almost like it’s alive.

    Handcrafted Ink Well [ultra rare]

    -50% chance of preventing all survivor offerings from taking effect in the trial, however, the offerings will still be burned.

    -If failed halve the effectiveness of all survivor offerings during this trial.

    While Ink is cheap, the craftsmanship is amazing, now this special.

    Empty Ink Well [uncommon]

    -Prevent one survivor from having their offering canceled by Ink.

    This offering is cannot be effected by any Ink.

    What provokes the entity has been drained from its body, now it seems that the entity will ignore whatever is under it during its rampage.

    Homemade Ink [rare]

    -75% chance of preventing the killer’s offering from taking effect this trial.

    This offering will take priority over any weaker Ink.

    A messy mix of herbs and other “natural” ingredients, somehow it’s has a similar effect to the killer’s Ink.

    Abyssal Ink [very rare]

    -90% chance of preventing the killer offering from taking effect this trial.

    This offering will take priority over any weaker Ink.

    A stash of Ink stolen from a unnamed individual, they might want it back...

    White Ink [ultra rare]

    -Triple the effectiveness of all survivor offerings. This effect will surpass any set limits.

    This offering cannot be effected by any Ink.

    Made with the ashes of the camp fires it seems to paradoxically be white than any white, despite its dark parts.

  • Here’s mine:

    Shanks=

    Shoody shank [very rare]

    -When you are picked up by the killer and begin wiggling, you can press the active ability button and gain 50% progress towards wiggling. This will destroy the shank upon use.

    Sharpened shank [ultra rare]

    -When you are picked up by the killer and begin wiggling, you can press the active ability button and gain 75% progress towards wiggling. This will destroy the shank upon use.

    Addons=

    Nail File [uncommon]

    -Increase the progress received by 10%

    Duct tape [rare]

    -Increase the progress received by 20%

    Backup Blade [very rare]

    -When using a shank, you receive a difficult skill check. If successful, you keep the shank after the use but lose this add on.

    Rusty Blade [very rare]

    -If you escape being carried, the killer is inflicted by the hindered status effect for 20 seconds. This will decrease their speed by 5%)

    Janky Handle [ultra rare]

    -decreases progress given by 15%

    -If you escape from being carried, the killer is unable to activate their ability for 15 seconds.

    Industrial file [ultra rare]

    -If you escape from being carried, the killer is stunned for an additional 5 seconds.

    -Increase progress received by 5%

  • Intuitive: When you are performing an action while healthy, increase the success zones of skill checks by 25/50/75%. If you are injured, decrease the success zones of skill checks by 60/40/20%.

    You function best when you don’t have a knife in your side. Though the pain is distracting.

    Get it done: When you are pushed off a generator by the killer and enter a chase, your generator will be unable to regress or be kicked. It’s aura will be revealed to all survivors for 10/15/20 seconds and any survivor that works on that generator will receive a 100% repair speed increase for as long as the generator’s aura is still being revealed.

    ”Damn it, someone get this!”

    Reckless: When you are healthy, you can press the active ability button. When activate, your aura is revealed to the killer for 3 seconds and you are afflicted by the exposed status effect. However, you also gain a 30/40/50% increase to all action speeds. This perk can be deactivated by pressing the active ability button. After deactivating, this perk will going into a 60 second cool down.

    ”No matter the cost, I’ll do it.”

    Imperfect Pitch: When can no longer hear the terror radius or chase music emitted by a killer. When you are within the killer’s terror radius or in a chase, you can see the killer’s aura. If you are to fail a normal skill check, you are inflicted by the blindness status effect for 30/20/10 seconds. Any perks or abilities that use terror radius will still apply to those using this perk.

    “Being deaf doesn’t mean you can catch me that easily!”

  • @Ber_the_Red said:

    Thanks Shymare_11 for your questions.

    First, the killer doesnt reach 130% and i would prefere to answer the questions about the killer, not correct whom don't read carefully.

    Is the killer too fast?

    On first level, the one he would probably spend more time, he's as fast as an huntress. On other levels he's as fast as any killer with the exception of the last level, that he has the benefict of the No One Escape Death (+5% speed and one shot). Considering the survivors can easly avoid to get him to level 4 if they just what it, it is totaly not overpower.

    Could the killer stand still and wait for the generators for easly reach level 4 rage?

    Yes, of course he could, but it is a risky tactic that will penalize the start of the match. Similar to "The Shape" that pretends to be afk and stalks the curious survivors waiting for them to get close enough for use the "tomb add-on" for insta-kill them. Not realy effective, in my opinion.

    Could the killer hide with Insidious and let the survivors pop the generator unaware of his presence?

    No because, similar to The Shape, the killer produce a singolar noise when reaches different levels of Rage. The intensity and brutality of the noise will determinate the level of Rage. With the "little plant in a pot" add-on, the noise is produced at the beginning of the match.

    Does the Rage afflict the special weapons ability?

    just a little that sometimes can be influent, but it is a minor change.

    Is the killer overpower?

    We should try it before say. Just an in-game test could define it, but i ensure we worked hard to create and balance him. Also, consider that on rage 1 he is slow as an huntress but the JAVELIN does not work as the hatchets: It need to be charged and that throwed (quite similar to a fully charged huntress hatchet). This is why he has many startegies for "looping", depending on the loop.

    Is the perk "Honor" a strong one?

    It could, as alredy wrote above, but we need to consider many facts: The first one, if we accept Honor as a perk in game, we would also accept to change Thanatophobia for make them fit togheter. Similar to daying light, this perk become stronger each time a survivor get hooked, but here why is "Weaker" than Daying Light:

    • A survivor must be unhooked first. (no bonus if he dies. Max 8 tokens) while Dying Light requires to hook the survivor (every hook count. max 12 tokens)
    • The survivor unhooked must not have the mark on him.
    • The perk can lose power by just downing a survivor. This in particular is the major weakness: The survivor marked can push on the generators and force the killer to put the survivor to dying state or ignore him. If The Killer put the marked survivor to injury state, the perk lose stacks. If the killer ignore the survivor, the survivor can complete the generators and complete the game.
    • The killer should not "Tunnel" the survivors. This of course is the killer choice that now would give beneficts with this perk. (and of course benefict to the survivors)

    This is why this perk is "Stronger" than dying light:

    • +1% bonus than Dying Light 3 on slow generators progress. Bigger pressure on generators
    • If the obsession dies, you wont lose your points.
    How the perk Honor synergize with other killer's perks (and add-ons)?

    The stronger and bigger impact on generators repair speed is given by 1: Thanatophobia 2: Dying Light. A mximun of 16% of Thanatophobia + 18/24% of Dying Light + 32% Honor = a max of -72% on repair speed. If we would accept to rework thanatophobia, than it is a max of -56%. Than, at its worst, it is possible to do a "generators build" adding whatever else you like to slow generators, for example: Pop goes the Weasel. This way sounds like easier generators controll for the killer but harder controll on "loops" and catch survivors. Personally i see nothing wrong on it, also because these Perk Build already exists.

    I first wish to say that I once again like the idea and would like to see something like it in dbd but now I guess I need you to explain some things. One, if the warrior can’t reach 130% then how? I’m assuming that the +5% at tier 2 will add with tier 3 for +10? If not then I got confused of that, also he will still be faster than almost all other killers except maybe blight, spirit, and possibly wraith (of which are known for their fast speed when using their abilities) currently in the game at tier 4 (120% speed=110% base speed plus the 10% of tier 4). Two, I know that the javelin needs to be charged like huntress’s axes but once again he is faster than her and he will not need to account for distance (a big part of huntress’s difficulty curve) since the javelin by your words will travel “quickly” in a straight line and will not stop until it collides with something. Both meaning that aiming for the warrior is easier unless he is chasing in an area full of obstacles and walls, which I mean is fair, but it also comes back on its own so there not much of a penalty for missing like when huntress needs to restock at lockers. But I’m going to accept that since he only has one javelin to throw, right? Anyways, I have no qualms with javelin unless what I theorized is true. Third, honor doesn’t lose all its stacks after hitting someone, I read it’s description. It says that if he were to hit a marked survivor he would lose 3/2/1 coin(s). I’m pretty sure that isn’t even half of the coins possible. Then again it’s very hard to get all 8 tokens so I guess lose one is very damaging. Also, do you think that we should basically nerf a perk that is functioning fine and has very little problems to accommodate for a new perk instead of changing the new perk so that it accommodates for the existing one? If you say that nerfing thananophobia is better than changing your perk to balance thing idk what to say back cuz this is just preferences but I think if something works don’t change it for the newer guy. Finally, you have address how there is no real counter to labyrinth. Using the it’s a hex so it’s counterable excuse is plausible here because it adds in lit totems that makes it so that you need relay on pure luck instead of skill to find it. Is the only way to get by is always staying healthy? Anyways, sorry if I’m wrong or seem harsh. Btw saying I did read carefully should be a valid excuse for poor writing, it takes time to decipher what you’re saying though the numbers and confusing layout.

  • @The_Krapper said:

    It's always been that way because when you're unhooked you are injured but not dying so upon being unhooked you gain that extra health state and the sprint burst

    Thanks I felt bad that I just used a bug/exploit to win against the Michael, now I feel better. :)

  • Honestly, if a survivor bring in a key and the offering then tries to hover around the supposed hatch location; they won’t pip, let alone rank up. Surviving is only one of the 4 emblems that increases/decreases rank. So if they want to rank up, they still need to actively play the game. Like this strategy is likely to be used but in the end the survivor will mostly like depip/derank and never make it to high tier match ups. Plus how many bp will get out of this basically none in all categories but survival, which is just 5k. While the killer is still going to come out with 3 or 4 times the amount. I won’t makes game less fun unless all the survivors bring a key, go on a swf, and urban evade the entire match. It is possible but unlikely, so there doesn’t need to be much of a change. Though, that’s my opinion..... :)

  • No one would believe me so just end my life now just in case the entity decides to try and get me back. Although I’d probably make sure that people will quickly find my body so that I don’t get pulled in last second and the entity get a quick meal.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/188634/cleansing-totems

    if we assume you actually have to detach the string from the sticks and bones... have you ever tried to untangle headphones you had in your pockets?

    Yea but you really wouldn’t need to untangle it if you could just smashing the entire thing since bones that aren’t alive (i.e. in a human body and being maintained within it) is extremely brittle. Even if the bones were still as strong as they are in a human body, can’t you just cut the string or rip it, it’s not like you’re trying to make sure the totem can be retied and such. Plus during the animation, you can hear bones rattling meaning that the bones aren’t tightly bound together and might just be loosely tied or even just set without any binding. Just a thought tho.

  • @Shugon135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604372#Comment_1604372

    they should all have a beartrap, the stealth should be much better with the purpose of fulfilling and building a bridge between the primary and secondary, like the demogorgon, channeling the abyss unlocks the shred action, but the way it fulfills purpose is that any survivor within an activated portal is revealed by ki.

    I think starting the trial with a RBT would not really make sense since how would that work in a lore stand point, like I assumed a trial was like 4 random people awaken in a random location with a powered up killer at the SAME time. Something like this would imply that the killer awakened first and had enough time put traps on everyone then go to another random location on the map, even though they could easily hook everyone instead since they had both the time and awareness to place traps on every survivor’s head. Instead, being able to put a RBT on someone at the healthy/injured heath stage if Amanda is able to successfully sneak attack a survivor seems like a suitable compromise. Especially since it also bridges the gap between the stealth and trap abilities plus the sneak attack will still injure the survivor and if it fails she can still put one on if they are put into the dying health state before she hooks them. It even lends itself more towards the saw sneak up and incapacitate theme (though instead of incapacitate, it is trap). Also the staring to activate trap part still does affect the randomness of the Jigsaw boxes, it just makes them harder to escape because Amanda could set off a survivor’s RTB and tunnel them to death then repeat to at least get two confirmed kills if not a 4K, easily. Having the gens set off the traps make more sense since it punishes survivors for leaving their trap on and doing gens or not coordinating to prevent them from activating another survivor’s trap. Honestly, I think that the pig is pretty good at most ranks. High ranks, I guess, from your explanation, are a different story. To change pig for high ranks to make her harder will also exponentially increase the difficulty for lower ranks.

    Ps: If you really want survivors to start with RBT it shouldn’t be a main ability, but maybe an add on. Though it should either increase the time allotted to remove the trap, decrease the amount of RBT available to be placed after they remove them, and/or limit the number of possible survivors that can spawn with one on.

  • My entire thought while reading this was super forever Freddy, idk. I see what you are trying but there there isn’t much balancing when it comes to his stats and such. His speed for one is too fast, I know that gen rushing is the only way to see tier four but just think about this: the killer can just sit in the middle of the map for 80-100 seconds (a gen takes 80 seconds without any toolboxes or great skill checks) and watch as 4 gens go off and now they have the equivalent of a noed with 130% speed, mind you that is 5.2 m/s, for 2 minutes not even taking in account for any add ons or perks that will extend this time or increase your speed. I am also assuming this apply to all of the warrior’s weapons including the JAVELIN, a ranged weapon that has no range restrictions or the sword that can hit through walls and I guess obstacles. I love the thought but that is one of my biggest concerns thought there are more. Such as the random status effects for completing a gen or the absolutely no confer play for labyrinth besides pure luck that you choose the 1 of dozens of lit fake/real totems to cleanse. Also you’re reasoning for the rarity of honor is not very correct, it very easy to ignore a survivor or two to get all 8 tokens with labyrinth, unnerving presence, and distressing/thananophobia to completely slam gen speeds. He’s cool and has a lot of creativity but he’ll need some massive rebalancing, maybe even reworking, with other perks and his addons in mind to get him at least not someone survivors will at least consider to play against.

  • @Shymare_11 said:

    This where I will be putting both my ideas of a new killer and survivor for the topic of conquest of the new world (The Americas). The killer is based of the appearance of the plague and uses the blood of survivors like Oni. The survivor is someone who I just want to throw together with perk ideas I thought were cool. I made stories for both that are pretty lengthy. Any criticisms for either or both are welcomed and thanks for your input!

    Just posting this here in the hopes of some reviews...

  • survivor:

    -Waltz=After pressing the activate ability button, this perk will activate. For 3/4/5 seconds completely remove the user’s hit box. This make attacks, grabs, and similar actions impossible during that time. This effect will also allow the user to move through the killer and other survivors. However, receive the exhausted status effect for 60/50/40 seconds. You can not recover from exhaustion while running.

    -Duelist=Every 60/45/30 seconds, double the action speeds of yourself and any survivor within a 15 meter radius for 3/5/7 seconds. However, after that period, the user will have action speeds halved for 15/13/11 seconds.

    -Prodigy= At the start of a trial, randomly receive a 50/75/100% speed increase to a singular type of action (Repairing, sabotaging, healing, etc.). The action will be revealed after doing the correct action, this a passive skill.

    Killer:

    Chastity=The first time you successfully melee attack a healthy survivor, they are given the endurance status effect for 30 seconds. When they lose that effect and return to the healthy state, every subsequent melee attack to that survivor, while they are healthy, will put them into the dying health state. This can be done to 1/2/3 survivors at a time.

    Courtly Intrigue=The disturbance radius of crows are decreased to 6/8/10 meters. When a survivor disturbs a crow, that crow will follow them and reveal their aura for 1/2/3 seconds. This effect does not stack and any subsequent crow disturbed while under effect of courtly intrigue will act in their normal behavior.

    -Social Hierarchy=Hex: At the start of the trial, each survivor is give a rank 1-4 with differing effects for each rank. The killer is rank 0.

    •Rank 0: When standing still all positive effects give to survivors are halted and their auras are reveal if their are standing still as well.

    •Rank 1: 5/4/3% increase to movement. Receive the blinded status effect for the rest of the trial.

    •Rank 2: 10/8/6% increase to generator repair speed. Receive the exhausted status effect every time a generator is repaired for 45/60/75 seconds.

    •Rank 3: 25/20/15% increase to healing speed for others. 5/10/15% decrease to healing speed for self.

    •Rank 4: Can hear the killer’s terror radius from 30/20/10 meters outside its range (However, is unaffected by terror radius based effects if outside the range).

  • I got some:

    -Catch a break: If you are downed while taking a protection hit or unhooking a survivor this perk will activate. If the survivor is in the process of being hooked with a struggle meter of 80/70/60% or more, then the hooking action is interrupted and the killer is stunned for an extra 5 seconds. This perk has a 60 seconds cool down.

    +Karma is always making it’s way around, you just have to wait for it to get back to you.

    -Purity: When afflicted by a negative status effect, activate the the secondary power button to lock progress on that effect (both time and power). When done you are immune to all other status effects, including positive. This perk has a 30/25/20 second cool down and can be deactivated in the same way after the cool down, restarting the count. When deactivated, the negative effected halted with instantly be removed.

    +Your experience with purging and purification rituals have given you insight of how to be cleansed as well.

    -Destructive Tendencies: This perk will give the killer the blind status effect that will be removed for 7 seconds each time a generator is completed. When you are stunned or blinded, this perk receives a token to a maximum of 9 tokens.

    •3 tokens=Breaking pallets and walls are 40% faster. 20% decrease to stunned/recovery speed.

    •6 tokens=Any time a survivor escapes you receive the enraged status effect (5% movement speed increase, 15% breaking of pallets and walls speed, and 25% decrease to stunned/blinded recover speed) for 60 seconds.

    •9 tokens=Gain the ability to completely regress a generator and make them unrepairable for the rest of the trial, this will almost be usable on already fixed generators forcing survivors to fix another one. After using this ability, 6 tokens will be removed.

    If you down and hook a survivor, lose 3/2/1 token(s). When a survivor dies, lose 9/6/3 tokens.

    -As you are stopped those who are weaker than you, you grow angry and less cautious.

    Hex-Barbed Hooks: When a survivor tries to save a hooked survivor, the unhook action is considerably/significantly/dramatically (50/100/150%) longer and the saving survivor must perform normal skill checks at irregular intervals to complete the action. This effect remains as long as the associated hex totem persists.

    Honestly these seem really op, so can get some ideas to tweak them?

  • @Siberia said:

    There’s like a million other games out there that offer skins & it doesn’t change the gameplay at all. I don’t see the problem.

    It’s not really a problem, I’m just sad that we have all these well thought out and interesting survivors but there is no incentive to try and play them after getting their teachables.

  • @[Deleted User] said:

    Also remember that survivors don't need powers because they already have the advantage of having up to 16 different perks + 4 different items in a single match.

    The power is really to make them stronger, it to give someone a reason to play them. Like after they can use their perk on another survivor that they main. Or a survivor that is quieter/better at hiding.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565269#Comment_1565269

    Imo it wouldn't make sense a power being healing 10% faster, especially when she already has a perk that does even more than that. Look how killers' powers change completely the gameplay, it would have to something like that but divided by 4.

    I have no idea why that made me laugh so hard! But that actually a good point.

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