Stridor
Stridor
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I respectfully disagree
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So I was excited to see some of my other suggestions from over a year ago being implemented in game as fun new functions in game. So I figured, why not give out some more ideas to the Devs! I like to think I have a similar mindset to the Devs when making perks, so let's see!
A Year’s Worth of Perks II
SURVIVOR PERKS
1.) Breaking Focus
When interrupted during any action, the nearest hook automatically becomes sabotaged and will respawn after XX amount of seconds.
ALTERNATIVELY
Shifting Focus
When interrupted during any action, your wiggle meter will automatically fill XX%.
2.) Boon: Third Eye
When a killer is XX meters away from a boon totem, their aura is revealed to you.
3.) Sanguine Bond
While healing or being healed, the location of any survivors involved in the healing will have their aura revealed to all other survivors while the healing action is taking place as well as XX seconds after the action is complete.
4.) Spare Tools
Searches through Chests are XX% faster and the noises they cause along with their hearing distances are reduced by X metres. Toolshed guarantees an Engineer’s Toolbox on your first completed Chest search. If paired with Pharmacy, Pharmacy will activate upon searching the first box and Tool Shed will activate for the second Chest. Using Appraisal on any opened chest will not activate Tool Shed.
5.) Boon: Kicking & Screaming
Whenever you are downed, all hooks within xx meters of a boon totem become sabotaged and your wiggle speed is increased by XX%.
6.) Boon: Soothing Presence
When a survivor enters XX meters of a boon totem, recover from negative status effects faster by XX%.
7.) Headstrong
You start the trial with X tokens, each time you are challenged with a skill check while outside of the Killer’s terror radius, a token is spent on a Failed Skill Check to a Good Skill Check, a Good check to a Great check, and doubles the progression bonus of a Great Skill Check. Once the tokens are depleted, the perk deactivates.
8.) Just a Little Further
Once the Hatch has been opened, you gain the haste status effect and the sound of the hatch is increased by XX% for XX seconds.
9.) Exchanging Power
Once per match a survivor may take a fuse item out of a generator,fully regressing the generator. They can then install the fuse in any generator, providing XX% of the stored power inside of the fuse. The power inside the fuse quickly deteriorates over time, so the longer you hold onto it, the less energy you can transfer.
10.) You and Me, Pal
You see the auras of the last couple of survivors you’ve completed a generator with after working together for more than XX seconds. The effects are lost if either party is put into the dying state.
11.) Reinforced Barrier
Every XX seconds you are standing within the Killer's Terror Radius without being chased, Reinforced Wood gains 1 Token, up to a maximum of X Tokens. You may spend these tokens on downed pallets and breakable walls, taking XX seconds to give them the reinforced status effect. The killer’s first attempt to destroy the reinforced pallet or wall will instead result in a stun, then on the second attempt the wall or pallet will break normally. If the killer does not kick the pallet or wall after XX seconds, the reinforced effect goes away and the token is simply wasted. The Reinforced Pallet or Wall's aura will be shown to all survivors.
12.) Better Me Than You
Better Me Than You increases your chance of becoming the obsession.
If you are put into the dying state as a result of a protection hit, Better Me Than You activates. If the killer hooks you within XX seconds, you will be met with a difficult skill check. Succeeding will cause your hook progression to pause for XX seconds.
KILLER PERKS
1.) Overruled
The killer starts the trial with x amount of tokens, a killer can spend a token to block off any totem from being worked on for xx seconds. Once all tokens are used, the perk deactivates.
2.) Consequences
When a survivor sabotages a hook, the killer will become undetectable, with the terror radius being transferred to the sabotaging survivor for xx seconds.
3.) One Man's Trash
Picking up an item will cause the exposed status effect for XX seconds. Any survivor who picks up an item empty of charges, will begin screaming every XX seconds as long as they hold the empty item.
4.) Run, Don't Hide
While within a Killer's terror radius, survivors will give off a loud noise notification when medium or slow vaulting, Hide & Seek has a cool down of XX seconds.
5.) The End is Neigh
Once all generators are powered, the amount of time it takes for a survivor to be sacrificed on hook is decreased by x%, escape attempts are increased by x%, and penalty to failing to escape is increased by x%.
6.) Scourge Hook: Seeds of Distrust
When a survivor is hooked on a scourge hook, all survivors performing cooperative actions reveal their locations. When the survivor is unhooked, all survivors performing the repair action reveal their location and become exposed for XX seconds.
7.) Scourge Hook: Imprisonment
After a survivor rescues a fellow survivor off of a scourge hook, each window and pallet they vault over will become blocked for XX seconds or until any survivor takes damage.
8.) Splintered Pallet
After you are stunned by a Pallet, the pallet receives the Splintered status effect. When a survivor vaults over the pallet, they will become hindered and oblivious status effect for XX seconds. The killer is notified whenever any player interacts with a Splintered Pallet (Slow, medium, or fast vault). A Splintered Pallet appears as a normal pallet with Entity tendrils covering it to show all players it is Splintered.
9.) Aggravation
Each time a survivor escapes your grasp, you gain a token. For each token, all stun and blind times are decreased by XX% and kicked generators have an increased regression rate of XX%
10.) Vultures
Failing any skill check will cause a stillness crow to appear over the survivor's head, circling it and crowing loudly for XX seconds. This is stackable up to 3 crows.
**NEW PERK TYPE**
UNHOLY BOND
Upon healing a survivor for 1 health state, all survivors involved in the heal create an Unholy Bond. This would retroactively make Deathbound an Unholy Bond perk.
11.) Unholy Bond: Autophobia
When an Unholy Bound survivor is hit with a basic attack, their bound survivor will suffer from a Deep Wound with a short timer of X seconds. Upon mending they will return to their previous health state.
12.) Unholy Bond: Locked in Terror
When an Unholy Bound survivor is hooked, their bound survivor will be unable to save their bound partner for xx seconds.
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Now that the Devs have mentioned the idea of boon totems, I thought I'd repost these perks I had posted a few months back. Let me know what you guys think of these. When I had made these, I originally called them Blessed Totems (which, in my humble opinion, is a better name than a Boon Totem)
Blessing: Ward of Persistence
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, all team members can continue to perform actions while in the dying state at xx% speed while within xx m of the blessed totem. This includes Repairing, Healing, Sabotage, Unhooking, Cleansing, Exit Gate Opening, and Chest Unlocking.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
Blessing: Confusion Charm
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, the survivor no longer leaves scratch marks while in a chase with the killer within xx m of the blessing as well as receiving a speed boost of xx%.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
Blessing: Live Feed
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, the killer's aura will be revealed to the survivor once they are xx m away from the Blessed totem for xx seconds every xx seconds; however, the killer can also see your aura whenever you can see theirs.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
Blessing: Swing Lock
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, when grabbed from a locker or interrupted during an action, the closest hook automatically breaks for xx seconds.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
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I got a year's worth of perks.
Survivor Perks:
I imagined a witchy kind of survivor, like a magic voodoo person or like an oracle.
-Blessing: Ward of Persistence
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, all team members can continue to perform actions while in the dying state at xx% speed while within xx m of the blessed totem. This includes Repairing, Healing, Sabotage, Unhooking, Cleansing, Exit Gate Opening, and Chest Unlocking.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
-Blessing: Confusion Charm
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, the survivor no longer leaves scratch marks while in a chase with the killer within xx m of the blessing as well as receiving a speed boost of xx% for xx seconds if the survivor runs by the totem within xx m.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
-Cleansing Spirit
While in the killer's terror radius, the survivor can block off the totem from being cleaned or destroyed by any other survivor or killer, only allowing the user to interact with the totem for xx seconds. During this time, the survivor can walk away from the totem without having to restart cleansing or blessings.
Cleansing Spirit had a cooldown of xxx seconds.
This was for a survivor who used to be in prison.
-Catching the Chain
Once you have escaped through the Exit Gates, your remaining health states will be given out randomly to the remaining survivors.
-Tunnel to Victory
Once you are the one survivor remaining and the killer has kicked closed the hatch, you will have the opportunity to pick it open, taking xx seconds to do so.
-Shakedown
If you are opening an exit gate while injured, the killer will be unable to interrupt you, instead having to attack. When hit, instead of going down, you will receive the Deep Wound status effect for xx amount of seconds, taking xx amount of time to mend.
This was for like a gadgeteer survivor
-Blessing: Hacked Footage
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, the killer's aura will be revealed to the survivor if they are xx m away from the Blessed totem.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
-Cable Management
After working on a generator for xx seconds, the generator will not spark after being kicked by the killer for xx seconds
-Blessing: Redirect Output
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, for each finished generator, the survivor can preopen the exit gate by intervals of x% at xx% of the normal speed.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
This is for like a construction worker survivor
-Swing Lock
When grabbed from a locker or interrupted during an action, the closest hook automatically breaks for xx seconds. Swing Lock has a cooldown of xx seconds. Swing Lock also increases the amount of hooks by x amount.
-Tool Belt
Guarantees that when opening a chest while holding an item, the item you are holding will appear in the chest of xxxx rarity. Your add-ons that you bring in will transfer to the new item once picked up. Opening chests is now quieter and you open chests faster by xx%.
-Enlightened Surveyor
The survivor destroys / blesses totems, giving them tokens. After looking at an objective at any time during the match, it becomes tracked.
The survivor can then spend a token by entering a locker, with each tracked objective lighting up for the duration of the time the survivor is in the locker.
Killer Perks:
I just thought of a killer who used to be a lawyer or something for this one.
-Bench Warrant
If a survivor enters a locker or is already in a locker while more than xx m away from the killer, the killer will receive a noise notification and their aura will be shown for xx seconds.
-Overruled
The killer starts the trial with x amount of tokens, a killer can spend a token to block off any totem from being worked on for xx seconds. Once all tokens are used, the perk deactivates.
-Seizure of Assets
Whenever a survivor picks up an item, they become exposed for xx seconds.
These ones were for like a scrap collector or junkyard worker.
-Silversmith's Polish
Whenever a survivor sabotages a hook, the killer will become undetectable, with the terror radius being transferred to the sabotaging survivor for xx seconds.
-Junkyard Dog's Bite
If an injured survivor works on kicked generator for over xx seconds, they receive the broken status affect for xx seconds.
-One Man's Trash
Once a survivor uses up an item's final charge, the survivor will scream every xx seconds as long as they continue to hold the used up item. Once the item is dropped, it cannot be picked up for xx seconds by any survivor, if any survivor picks the item up within that time, the screaming will begin again by the survivor who is holding the item.
This one is for a hacker killer.
-Cross-Wired
When both exit gates are powered, the lever next to each exit gate opens the opposite door. Once opened, the aura of both exit gates are shown to the survivors. Yellow showing the opened gate and red showing the closed gate.
-Hex: Hardware Malfunction
While repairing a kicked gen, it is xx% more likely that a skill check will occur. When a skill check does occur, no great skill check zone will appear. If the skill check is accomplished, the generator will regress by xx%; however failing the skill check will act as a Great Skill Check, but still cause the generator to explode.
-CTRL+X
When a survivor sabotages a hook, they suffer from the Deep Wound status affect. Once mended, the survivor will return to their previous health state . (ie. if you were injured, you'll still be injured and if you were healthy when hit you will remain healthy after mending)
This was for a stay-at-home spouse or teacher who went insane and killed their family or students.
-Bells of Abuse
Once all generators are powered, the amount of time it takes for a survivor to be sacrificed on hook is decreased by x%, escape attempts are increased by x%, and penalty to failing to escape is increased by x%.
-Tantrum Control
You become obsessed with one survivor. When the obsessed survivor drops a pallet onto the killer, any generator that the obsession has touched for more than x amount of seconds becomes blocked off by the entity for x seconds.
-Peanut Gallery
Once a survivor is picked up, for the next x amount of seconds any survivors the performing a cooperative action will scream and be exposed for x amount of seconds.
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I'm running into this bug now if you ever found a solution
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My best way is to down someone, then instead of bringing the person to the hook, bring them to an objective and let them either break a totem or start on a gen.
Or walk up to a pallet while holding the survivor and hit it, showing at least the person you're holding what you're doing.
Generally, I'd do that then stick with that person until other survivors see what you're doing.
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You classify that ravenous sound as female? It sounds exactly like one of the crazed prisoners in Batman: Arkham Asylum so I don't think you can classify gender here.
As for whether or not the chapter is licensed there is no information saying it is/isn't like most killer releases.
Also don't all of the killers have demonic overtones in their voices? I'd describe it as animalistic not demonic.
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@Umbrae_pk said:
As a survivor main.... this will not fix ANYTHING
Because the issue isn't on the survivor side, it's on the Killer's side. Gens can fly too fast in most games, this just gives some extra pressure at the beginning for the killers.
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No problem, respect for asking the community before going through with it though. Perma bans are no joke
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Here, I think it might fall into this category
Screenshot_20200209-224630.pngOr this one
Screenshot_20200209-224753.png -
But I rescind all of that if a Dev says otherwise
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Tbh I'm not sure 100% lol sorry if that sounded overconfident. But the fog, red stains brightness and fire are things the devs put thought into while the game is made, hence why there are offerings to affect the fog, and perks that affect bloodstains. As for the fire it can at times offer legitimate cover for a survivor.
I'm pretty sure changing any of that stuff in any way should be bannable at least
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Yes. All bannable offenses
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@Zixology said:
In my experience, No Mither seems to make you a tunnel magnet for most killers for some reason. I have no idea why they're so scared that they have to make sure that the No Mither guy is first dead every time.
As a killer main, I'd say it's just easier to take them out of the game, hindering the rest of the group. I could waste time in a Chase to hit someone twice or just one hit the guy who can't heal and is always injured.
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@GurkLion said:
https://forum.deadbydaylight.com/en/discussion/comment/1057729#Comment_1057729
You, like many others, have failed to address the actual problem being discussed in this thread. This isn’t a problem that survivors should adjust to, rather it’s an inconsistent feature of the game’s perk system. No survivors shouldn’t have to bring an item for totems, and no they shouldn’t be put into a position where they have to expect a particular perk to be used by a killer. Case dismissed.
It's not inconsistent at all. All totems don't inform you of their presence until they have in some way impacted the survivor gameplay. Devour Hope doesn't tell you you're exposed until someone has been downed. Huntress's Lullaby isn't shown until you have a skill check that it affects. Ruin isnt shown until you step off a gen. Third seal isn't shown until you've been hit. Thrill of the Hunt isn't shown until you touch a totem. That's literally all of them. Exposed status caused by killer abilities are shown because it would be unfair for them to go around marking and stalking and one hit downing you without you knowing when that could be for the entirety of the game.
Also, its a perk you should expect if you've been unable to identify all the other perks used by the killer. I honestly just assume the killer has everything bad until proven otherwise. When I go into a locker I hope they don't have iron maiden, when I go for a vault in a loop I know in the back of my mind they could have I'm all ears or bamboozle. When someone is hooked I keep in mind BBQ is a perk. I also know the possibility that a killer could be using a nurse's calling when healing. You just have to see how the killer responds to everything you're doing. A big part of the game is knowing the available perks, identifying what is in this specific kit and how they're using it. If you're doing gens so fast that you don't have a chance to get that read on your opponent, just expect no Ed or bloodwarden or even StBfL until there is confirmation that they don't have it.
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@honestlybaffled said:
Many games do that, maybe 2x wouldn't be fair in DbD, but 1.5? any kind of bonuses for us loyal players who will come back as soon as the servers are up and running , even if for a day or a couple hours :3
How in the world is 2x unfair? They do it multiple times a year.
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Yeah, it's been down since 5:30 am ET
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I'm happy to work with you on this as well because I love everything about your concept
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So I'm noticing your perks are just combos of what already exists.
Hiding Space is essentially Quick and Quiet (Meg) and Dance with Me (Kate). Though the being able to sprint out of a locker at exhaustion ain't a bad idea.
Pain Tolerance is Iron Will (Jake), and No Mither (David), though the scratch marks part of it isn't a bad idea either.
Feline Reflexes' s sped up vault is more of a thing I'd add to Lithe (Feng), and Windows of Opportunity (Kate) already show you vault locations. But I do like the last part but with some tweaks.
Like if youre in a chase with the killer and the killer vaults, that vault is blocked to the killer. Make it a decision that the killer has to make in a split second while remembering you have that perk.
I see what you're doing and it sounds awesome, but ya just gotta look at the perks already on the table and consider those.
Look forward to seeing what you do with this concept!
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So, I have found that 3 tokens of distortion to be enough to use I to its full potential.
Keeping track of the tokens is key. It's not really meant to help his you, it's more meant to give you more information on how the killer is playing. A person is hooked and the perk goes off? The killer is using BnC, so you know it's necessary to hide when someone is picked up. Goes off when you finish a gen? You know the killer has BM to try to run the other direction rather than keep goin in a straight line.
Knowing what perks/add-ons the killer is can be hugely helpful in being able to beat the killer. True it's not gonna help you as much if they have a couple of aura reading add ons and perks, but you still have the info. Also what you're suggesting would make OoO super OP with this combo.
If anything I would just keep the three tokens then when the tokens at out, have it on a really long cool down be able to regain one token at a time. But again, I don't think that's necessary. Being able to just block all aura reading all the time is far too powerful of an ability.