Avatar

TheMythicalCat

TheMythicalCat

About

Username
TheMythicalCat
Joined
Visits
334
Last Active

Comments

  • A big reason to smack on hook is screaming. Survivors scream very loud when hooked, smacking them cancels it. I don't do it, but I'm assuming a lot of killers do.

  • @Onyx_Blue

    I think both powers can exist together, and I think the only thing that needs changing is the traps. The traps are too strong with the other power, but the other power works fine. And I don't think the power being a stronger Clown is an issue with the power, but an issue with Clown himself.

    I think with a way to deactivate the trap, it could coexist with the other power very easily. That way all aspects of her power have counterplay, but are dangerous if they don't actually counter her. And those explanations cleared up a lot, but my opinion of the power hasn't changed about the changes needed.

    That makes sense that Still Cut was intended to counter Unbreakable, it does it very well.

    There aren't really any noise notifications for survivors in regard to traps. The active power of this perk still wouldn't help very much, it would effect 2 things not ran very often, and the noise notification wouldn't do anything. The only trap I can think of that has a noise is Hag Traps when activated, and you'll know if you activated one even with this perk.

    I know that it can effect multiple areas, but the timer still would be too small. Since you wont get use out of the area when you just get it, it needs a longer/infinite timer. And I think 90 seconds is still too short for a Hex Perk that has a small radius with a weak-ish effect. Remember, Devour Hope allows you to gain insta-downs after 3 hooks, and a mori after 5, and the perk is rarely used. Making areas where you get tracked easier permanent would not break the perk, and would probably still be a bit weak. But having large sections of the map be anti-stealth would encourage survivors to look for the totem, if they run out after 90 seconds they'll just avoid those areas for a bit and ignore the Hex. Survivors can very easily waste a minute of your time, it's why you wait until your right next to survivors to fully stalk with Myers and Ghostface. Have the part that changes through leveling be the radius, but having it be permanent until cleansed would be the best way to make the perk a real threat that makes people want to search for it.

    The biggest issue with Serve the Flock is that Empathy is just this but better. Empathy has infinite range, infinite duration as long as they're injured, works on everyone who's injured, works on non-basic attacks. Running Spine Chill instead tells you if the killer is coming for you. Bond works even if you don't get hit. Bond and Empathy don't reveal the Killer's Aura, but revealing the Survivor's aura is only slightly worse, and lasts longer and with less conditions. This perk works for 3 seconds, doesn't activate on; Hatchet, either Chainsaw, Feral Frenzy, Plague super vomit (forget the name), Pig Dash, and Demo Lunge, and only works in a 56m radius. The only benefit over the three perks I listed is that it shows the Killer's Aura, but it's still only 3 seconds. The only time this perk could be used is on Legion, but his power wouldn't activate it anyway. There are just better perks for what this perk is trying to do. More range and a longer reveal could make it viable, but it wouldn't work in its current state.

  • @Onyx_Blue

    This combined with the fact that the storm is always on has convinced me that this power would be fine, and really interesting.

    The problem with the cannonballs is that there is so much warning about them. Deathslinger gives no warning, Huntress gives a small warning, Cannons would give a ton of warning. As soon as you go to a cannon, survivors will just go behind walls or objects and negate the cannonballs. I could see some things where you shoot at one part of the loop and chase the other side, but the survivor could just run away from the loop. Maybe it would look better in-game, but keep in mind that at 15 Meters, Deathslinger's Gun is nearly reactable. The shot is way faster then the cannonball, and has way less warning. This is slower then that, and has much more warning. Plus the entire setup part of it. I feel for chases, it would still be too weak. But who knows, maybe this would feel better in game.

    I like the Gen Blocking thing, that worthy of being a Hex, especially given the infinite timer on when you can block the gen. The second change, has the same main problem. You shouldn't be leaving pallets up as Killer. And pallet that needs to be broken, should be broken. Waiting for this perk to activate can give survivors a lot of use out of God pallets, if you leave them. Totems that activate on break generally have immediate and very good effects. Exposure and Aura Revealing for the two that currently do it. Breaking all currently dropped pallets would not be powerful enough to compete with those. Blocking Gens when breaking it would be much more unique and viable.

  • @Onyx_Blue said:

    @TheMythicalCat you're 100% correct in your understanding of the powers function.

    - Eye Of The Storm is a passive cycle between the Storm and Eye with seemless effects; and is instantaneous from the match beginning. The game would start with the Storm raging, and then 150 seconds later transition into the Eye for 90 seconds, then back into Storm, Eye, Storm, Eye etc for as long as the match goes on for.

    - Black Sails has a cooldown of 15 seconds in between uses. Only one gen can be blocked at a time. So, it prevents spamming and also restricts the amount of times it can used, during that particular period of the Storm, but not too strictly that I felt would not feel like it forced the player to hurry and block a gen with minimal time for strategy.

    - Run Aground, the cannons despawn when the Storm returns; you regain all 3 Cannons when the Eye returns each time; it would take 10 seconds to dismantle a cannon; the speed of the Cannonball is equivalent to the minimum Huntress Hatchet speed throw; and the size, hmm, would roughly be the size of one of Janes butt cheeks lol.

    - Hex: Wreckage was designed in situations where the pallet offers a survivor a possible extra two loops out of the tile; but you raised some very good issues with it. Perhaps making it so that the perk spawns two Hex Totems in the game, but if one is cleansed the other stays in function. But, if the second Totem is cleansed it is half the duration of the initial time, so 20/25/30 seconds of blocked pallets for the second of the two Totems? I would also add that it's a perk I thought of that could make chases vs certain killers scarier: Hillbilly, Demogorgon, Legion, Plague, Huntress, Leatherface, Ghostface, Myers, Freddy, Clown, Oni. So a lot of killers could see use out of it in the right circumstances.

    - Cursed Treasure, upon conception it was intended as you said, to fill a void that currently is non-existant. But, also to make secondary objectives feel more threatening/cautionary. I do see how this may be a once per game thing. How about this change to it: The first Chest to be fully searched always offers a Broken Key, grants a noise notification and Injures the survivor. The remaining Chest searches return to normal but suffer a search speed reduction of 40/60/80%? Pharmacy would counter-weight the debuff, naturally.

    - Siren Sickness, haha could you imagine if one perk just eliminates all map safety XD

    - Happily Ever After, thanks, that was exactly my thinking going into it. It requires the player being at risk to be able to activate it, but also provides a small amount of reprive vs insta-dowm killers, meaning it can potentially hard counter an insta-down camper (which nothing does so far).

    - Once Upon A Time, you're very right lol that percentage is pitiful when you work out the timings. I know what my mindset was going into it; because it effects vault speed, I didn't want to do anything higher than that for fear of stacking too crazily with Spine Chill and Resiliance. But the other actions feel nothing from it...hmm, any suggestions to remedy that? Maybe remove the vault aspect to it and buff the percentage of the interaction speed by 33%?

    - Like Magic functions identically to how Solidarity does. A full 100% repair would grant a 30/40/50% heal progress to the survivor. So, for example, 25% of a gen repair would grant 7.5/10/12.5% heal progress to the survivor; 50% repair would be 15/20/25%; 75% repair is 22.5/30/37.5. I should also note that this only applies the heal progress without the use of a toolbox. Much like Solidarity doesn't give the conversion for medkit heals.

    That was some very solid feedback once again :) i'm noticing a trend that sometimes the initial numbers and percentage of perks sometimes is way off my desired intention lol

    Those first three points answered all my questions about the power well, so I can give my opinion on it now:

    I think Eye of the Storm is a solid power, but might not feel the best due to not having much control over when it occurs. And since the only thing you can do without Eye is blocking Gens, there will be 2 1/2 minutes of no power for this killer.

    And for the cannon balls, just going off of the little Huntress gameplay I've seen, that seems a bit weak. The way I see this power working, is when the Eye starts, you setup the three Cannons in popular spots, where it can see a lot of the map, and several generators. However, I don't think it would work with the current speed of the cannonballs. The breaking pallets part is nice, but not that powerful. The Gen regression would be really nice. Does this apply Pop Goes the Weasel? Even if it doesn't, this is decent. But for downing survivors, which I'm assuming is the main part of the power? Not that useful. Given that you only have 3, you have to set them up, you have to re-set them up every couple of minutes, survivors can dismantle them, you have to actively go to the cannon to use it, and that it gives years of a heads-up that you're about to shoot, it should not be that slow. There are way more conditions then both Huntress and Deathslinger, so it should be on par with their full speed shot at mininum. It does insta-down, but you wont get that often at that speed.

    And a 15 second cooldown is perfect for the Vortex.

    I think that blocking just pallets in general is just too situational. You don't want to be leaving them up, so those kinds of pallets wont get blocked, and 60 seconds where survivors can't vault (they can still drop) isn't that powerful, even with 2 totems on the map. Also, having 2 totems is impossible. There are only 5 possible Hex's in a match, so if you run this, Haunted Grounds, and 2 other Hexes, that's 6, one more that's available. One totem is fine, it just needs to block more than pallets.

    Honestly, I really like the change to Cursed Treasure, and that's a really creative way to keep the injury while having the perk not become useless. I'm fine with that perk the way it is now, because even though the situation where you need it isn't present, it might one day be.

    That would be busted if you could just invalidate every pallet on the map with a single perk.

    I think removing Vault Speed and buffing the numbers would be a good idea. I like the 33% buff, early game healing with Botany and a medkit would be nuts, but only early game.

    Right, I see how Like Magic works now. So every 1% on a generator, is 0.5% on healing. Can you heal past that with multiple gens? It would be slow, but still automatic. Either way, really nice perk.

    And don't worry about it. I didn't realize how bad those numbers where either until I checked how much time is saved, it's really hard to know how good those numbers are without doing the match.

  • This killer would be busted. Both abilities are really good on their own, together are borderline OP.

    Her webs would be a better Clown. It slows survivors, it traps them, it forces survivors to waste time cleansing things, it completely shuts down loops, the only bad thing about it is that you can't place new ones until Survivors cleanse old ones. This power is just REALLY good on its own.

    The traps are just better Trapper Traps, but a few things I think weren't explained clearly, so I'll touch on those first. When one trap activates, all traps despawn after 3 seconds? How long does it take for each attempt to escape, and how likely is it for them to escape on each attempt? Is the killer notified when they are trapped? Are other survivors? How long does it take to place a trap? Is there any way to remove them? Anyways, now onto why this is so good, and just outclass Trapper in nearly every way. They automatically come back when one is activated. You don't need to be near them to down a survivor off of them. It has a 4 meter radius. The only real weakness of these traps compared to Trapper, is that only 2 can be out maximum (1 if you use them optimally, you always want to keep one on hand to teleport Survivors to you), and that they aren't really effective in a chase. Since you only get two, and there is no way to force them back into your hand, if a survivor leaves the trap, you can't get it back in that chase. This would be a problem, if this was this killers only power. The existence of her webs covers up the only weakness of her traps.

    I would say rework the traps a bit. Give her a few more, make it so that they don't injure survivors, but make it so that survivors pulled by it are not downed. Instead are just whatever health state they where in. This makes it so that you can't insta-down healthy survivors from across the map, but you still get good value out of trapping someone.

    For Killer Perks:

    I can see what you where going for with Still Cut, but its best usage isn't to slow down survivors being picked up. The best use for this would be to counter Unbreakable/Decisive Strike. A thing a lot of survivors who run this combo do is bodyblock off hook. If they get picked up, DS. They get ignored, Unbreakable. However, this completely negates Unbreakable. You can just leave them on the ground without having to worry about them getting back up really quick. I like the idea, but this perk would get used in very different ways then I think you intended.

    Hex: Pitfall isn't that useful. There's only like one perk that allows you to see auras of Traps (Detective's Hunch), and one item (Map). Unless this killer's traps have an audio cue, no trap has an audio cue. And blocking Totems for 15 seconds is just not helpful. 15 seconds where they can't cleanse Totems is only helpful if several people know where it is and you're trying to defend it. But 15 seconds isn't that long. If you want to keep this on traps and totems, maybe make it so that anyone who disables any trap is Exposed for 10/20/30 seconds, and when the totem is cleansed, anyone working on a Totem has their aura revealed to you when working on any totem for 30 seconds. Something along that line. Having a perk only work on Traps would make it only work on a few killers, but those killers could get good use of it.

    Hex: Infestation could be a cool perk, but the timer really kills it. Since it's a Hex Perk, making the areas last as long as the Hex is up would be more balanced. Currently, when you injure a survivor, they run away. So this perk wouldn't work on the survivor you just hit, and honestly never will. But that's not the issue. The issue is that the 30 seconds stops it from working on any other survivor. Having permanent areas where the Killer can track you better until the Hex is cleansed would be much more useful, and encourage people to cleanse it. Survivors could just ignore this perk in its current state.

    For Survivor Perks:

    Divine Intervention is a nice anti-slugging perk. Any killer who immediately picks Survivors up won't be effected by this, but against Sluggers? This would work WONDERS. Knowing exactly where they are at all times is REALLY helpful. I really like this perk, it's powerful but doesn't do anything to Killers who don't slug.

    Cast out the Darkness doesn't have the numbers to justify the lack of gen speed, and the 60 second timer. 10% isn't much. Healing goes from 16 to 14.4, for reference. Either slightly buff numbers and include Gen speed, or just buff the numbers even more.

    Serve the Flock doesn't really have anything wrong with it, except for the fact that anyone close enough to need to know where the killer is, will be able to see the killer. If the range was buffed, and the aura reading was lengthened, this could be decent.

  • I like the power, but I have a few questions. So from my understanding, the storm goes for 150 seconds, before transitioning into the Eye of the Storm automatically for 90 seconds? I'm basing my questions off of that understanding.

    Eye of the Storm: Is the storm something you activate, or is it at the start of the trial? Is it one-time, or can you use it multiple times? If you can use it multiple times, are you able to cancel and restart it? How much is the survivor hindered by the rain?

    Black Sails: Is there a cooldown on this? I'm assuming you can't just spam this, otherwise you could block all gens, but what about when a gen becomes unblocked? Being able to lock off one generator for the entire match would be really powerful, so some sort of cooldown after a gen is unblocked would be needed so you can't just block one generator forever.

    Run Aground: Since the Cannons are bundled in with the other effect that requires Eye of the Storm, I'm assuming here that Cannons can only be placed during that too. Do the Cannons stick around once the Eye is done? If you can't resummon the storm, and you don't place all your cannons in the Eye, do you just lose those Cannons? Do you get Cannons back, Demogorgon style? How long does it take to destroy them? How fast and big are the Cannon Balls?

    I would give my opinion on the power, but a few things would need to be cleared up before I can.

    For Killer Perks:

    Hex: Wreckage is honestly (and no offense) really bad. In general, leaving pallets unbroken is a bad move, as they are incredibly safe for survivors. The only thing more safe are the giant walls on maps like Autohaven. So this perk would not fit normal play. Not only is the effect weak, it's a one-time thing. The only time it would come into effect is if someone drops a pallet in a chase, but at BEST it will get you a hit, most likely they'll just keep looping it until the timer runs out, or run for another pallet. Let's take a look at Haunted Grounds for a second, since they are similar in several ways. They both are best used in a chase, they both come into effect only when broken, they both are used to make it less likely Survivors find better Hexes, they both last 60 seconds. Haunted Grounds has two totems to activate off of, and allows insta-downs. Wreckage has one totem to activate off of, and blocks dropped Pallets. There is no reason to ever take this perk regularly, even more so because of Haunted Ground's existence. If the timer was increased and blocked windows too, this could be decent. But as it is, there is no reason to run it.

    Cursed Treasure fills a niche that doesn't really need filling. There are only a few chests around the map to begin with, so this perk could at most activate like 3 times. In a SWF setting (Which is honestly most games these days), this will work once, at best. One person opens a chest and is immediately injured? "Hey guys, he has Cursed Treasure, don't open chests". It does essentially block Chests, but Chests aren't strong to begin with. The audio cue could be neat in the Shack, but again, no one will search chests more then once with this perk. I feel just in concept this perk wouldn't work, it's too easy to avoid. The only way this perk could work is if the effect changes to something that doesn't notify survivors. The best bet would probably be Aura revealing, since only Distortion would allow Survivors to know that you have it. Even then it would be weak, and only used if Chests somehow became meta. But I think the injured part has to go if this perk is to be viable.

    I was about to call Siren Sickness OP until I realize I just misread it. I thought that all pallets dropped after it activated became Mirages, not the first one. This is a really nice alternative to Spirit Fury, one that works on its own. The effect is better in some ways and worse in others. Survivors can't just pre-drop it to counter it, but at the same time, the pallet remains afterwards. You'll get it naturally through gameplay, and isn't busted. Really nice perk.

    For Survivor Perks:

    I'm a bit torn on Happily Ever After. On one hand, the effect is really strong. On the other, chases wont often be finished within 60 seconds of healing. But it can also be used every time you heal, but also you have to be injured in the first place for it to work. Against most killers, this wouldn't do much. However, it fills a really nice role that nothing else currently does, in that it counters Insta-Downs. 60 seconds isn't enough for most killers, but it's sure enough for anyone with an insta-down. I think this perk should remain as is, any longer and it works on every killer, any shorter and you wont get any use out of it. It's situational, but works very well in those situations.

    Once Upon A Time is a bit weak. First, lets look at the numbers for everything it interacts with, with nothing else added on. So no medkit, and no perks to speed these things up.


    Healing: 16 seconds base, 15.04 seconds with this perk, 0.96 second difference

    Unhooking: 2(?) seconds base, 1.88 seconds with this perk, 0.12 second difference

    Vaulting: 0.5 seconds base, 0.499 with this perk, 0.01 second difference

    Totems: 14 seconds base, 13.16 with this perk, 0.84 second difference

    I can't find any numbers on Chests, but it would likely be close to Healing speed


    So the numbers are not good, to say the least. But, let's assume the numbers are in a spot where it's balanced. How often do you heal in the first two minutes? Unhook? You generally don't cleanse any totems in the start of the match, unless you come across them randomly. Chests are niche and already have a perk to speed those up. Vaulting is already really fast. The main things this perk would effect (Healing and Unhooking) are mostly done in the middle of the match, where the Killer has momentum and everyone's still alive. I could be wrong about this, I mainly play Killer after all, but I don't think the actions effected would benefit too much from that speed.

    Like Magic: I like this one. Though I do have to ask, is it a straight conversion of second/second (every second on a gen converts to a second on your healing), or is it percentage/percentage (like, for every 25% of a Generator you repair, 25% of your health is healed)? Is it effected by Thanatophobia/Sloppy/Dying Light/Nurses? Either way, really nice perk.

  • That last comment cleared up all my questions about about the killer, and for the most part I think it would be a really solid chapter. And I would love to check out the other ones, I really enjoy reading these and providing feedback

  • @Onyx_Blue Thanks for taking the time to answer my questions

    A lot of survivors, myself included when I play it, bind struggle to the mouse wheel. I feel that would make this killer a lot easier to face with that on, but doing 10 Unnerving Skillchecks in a row while struggling, even if it's bound to something easier, probably wouldn't be easy. I think the power would be fine, especially if Survivors aren't used to facing it.

    For unhooking, I'm not sure exactly how long it takes, so I'll assume 2 seconds. An extra 25% brings that to 2.5 seconds. Half a second on each unhook won't help much outside of camping. Assuming you 2 hook every single survivor, that's 4 seconds wasted total from this perk. There are situations where a small amount of time save can be really helpful, the biggest one being Save the Best for Last. But that's in a chase, where half a second could mean a survivor getting to or not getting to a pallet. Making unhooks take half a second longer isn't very much. In a situation where you down two survivors (which is where the only non-camping use of this perk would be), both other survivors will stop what they're doing to help out. By the time the second guy is picked up, at least one of them will be there. And if both of them split up, Hag would be the only killer who could defend both. It's really hard to keep both survivors on a hook for long. And since you only get the notification when the survivor removes them from the hook, and not during the unhook, the extra .5 seconds wont do much. I don't think camping should ever be encouraged, it's not very engaging for both sides. I do camp myself, when the gens are powered I have nowhere else to be, but this perk would buff early game camping too, which is extremely boring for survivors. I feel the same way about Insidious, perks that buff camping shouldn't be in the game.

    Devour Hope does have that, but it's really small, like 2% or something. No one has ever ran Devour for that speed boost, it may as well not be on the perk for how small it is. Maybe activating on hook isn't the best idea, but I'm not sure where else it could be that would benefit several killers.

    So, Hive Mind notifies both parties, doesn't trigger EGC, and prevents the gate that was completed from opening? This is a really solid perk.

    I was completely wrong about this perk in my comment, the stacks are from when the gate is powered. This also has a slight downside, where if a survivor is on a hook it encourages them to open the gate earlier then they should, but overall it would be nice.

    I can see where Deal With It was built to help out, but dedicating an entire perk slot to that wouldn't be worth it in most cases. Again assuming 2 second unhooks, that's 0.3 second, or a 1.7 second unhook. Perks that are made to counter niche situations need to counter them very well, and I don't feel this perk does it well enough to justify taking it. It raises the same issue as earlier, where saving someone while two people are hooked is very easy. Either the killer rotates, allowing you to unhook as soon as they leave at an already really fast speed, or the killer camps one, which allows you to unhook the other for free, making the perk useless, as by the time you make it, unhook one, and make it to the other, the perk would have ran out. Or the killer might just slug one near the hooked one, rendering this perk useless. For how small the effect is, and how niche the situation it's built for is, I don't think this perk is very useful.

    I think an alternative that would still be similar to it, would to be to give the survivor a speed boost when stunning a killer (with Exhaustion). The speed would have to be on par with other exhaustion perks to be worth taking over them, but not too much that stunning a killer just ends the chase. It would also provide counter play to those who hate Spirit Fury/Enduring combos other then to pre-drop pallets. I'm still not the biggest fan of it, as survivors are already rewarded for getting the stun, but I feel this would be better for both sides. Imagine a cloaked Wraith getting stunned for 6.5 seconds by a pallet.

  • I really, really like almost everything here. The power is really creative and has clear synergies, and the perks are mostly great ideas.

    There are two things about the power I would look at. First, the first and third Beacons. Effects are cool, but the sound could be an issue. For example, I almost can't play on Dead Dawg Saloon because of the Vultures eating. I have to remove my headset when a Survivor loops me around there. I can't stand it. The sounds those two things make could have a similar effect on other people. Grating Metal is an awful sound, and the high-pitched one isn't much better. I recon a lot of people would suicide when they see who the killer is. The other issue is that he doesn't have much in the way of looping. His third beacon could help, but he has to go and grab them each time he uses it, unless survivors leave it. Which good survivor will likely do. Not to mention you never mentioned how much hindrance, which would dictate how good his looping is. This Beacon doesn't really match the other two, as it's not one where you place down in a strategic spot to debuff survivors, it's one you put down whenever you get to loops. If it had another effect of slowing vaults, or if the hindrance is really good, it would work, but it does need clarification. Other then that, I love the power, especially the heartbeat one.

    For the Killer Perks:

    Damage Control is not that good, and should honestly be a part of Hangman's Trick. Hooks being destroyed isn't that common. Without Breakdown (which is never used) or Saboteur (which is rarely used), the only time hooks get broken is when survivors are sacrificed. It fills the same role as Hangman's Trick, but neither of them fill that role well. Having two perks to kinda counter a single one that isn't very good isn't the best idea.

    Distraction is a good idea that wouldn't effect very much. Let's look at what perks it would effect one by one:


    Object of Obsession, already deactivates in the terror radius

    Kindred, the hooked survivor doesn't need to see the other survivors, any survivor going for the rescue doesn't need to see everyone else, and if the killer chases someone else away from the hook, that survivor wont go for the save, so they wont need to see auras.

    Empathy/Aftercare, if you're being chased you don't need to see auras. If you get close to a survivor, you can steer the killer away before they notice them due to still seeing them 48 meters away.

    Bond, could actually work. Since the range is 36 Meters, this effectively shuts it down. They could accidentally lead the killer to other survivors.

    Alert, if you're in the terror radius, you can already see them. If you aren't, you don't get effected. Only time this would be blocked is if they are in the range of this killers Heatbeat beacon.

    Babysitter, this wont do anything. Outside the terror radius, you can still see them, and if you're in it, you are already within 48 meters anyways.

    Better Together would be deactivated, but no one runs this perk anyways.

    Breakdown, same thing as Babysitter.

    Dark Sense, same thing as Babysitter.

    Deja Vu would work, but in a chase, you don't need to see auras of generators.

    Detectives Hunch would be mostly deactivated, but the perk isn't used anyways.

    Plunderer's Instinct would be deactivated, but you don't need to see chest auras in a chase.

    Saboteur would be effected greatly.

    Wake Up would still work well for what little it does

    Windows of Opportunity would be completely deactivated.


    So, this perk would counter Bond, Better Together, Detectives Hunch, Saboteur, and Windows of Opportunity. Bond is the only one of those widely used, and it doesn't fully counter it. This perk would not be very good.

    System Overload is a great perk, nothing to comment on that one. Good idea, good execution, has good tracking (when paired with Surveillance) and game slow. Versatile, but not OP.

    Spotter would only be good in situations where you (an experienced player) are playing with less experience players. This would be a great perk when helping new players learn the game, but not much else.

    Spry, just like the other guy said, is a bit op.

    I like Resilient. It gives a good effect with an interesting drawback. It slows you down more overall, but lets you get more distance off of hits. The only downside to it, is that it punishes Killer for doing the only thing they can do.

  • The power has a lot of moving parts, so it's hard to tell how viable it would be without testing it ingame. However, the one part of the power I want to bring attention to is the Struggle part of the Face Huggers.

    How hard is the skill check? Overcharge has a really small skill check, and that perk is completely useless. Good survivors don't miss that skill check. Anything bigger then regular Great Skill checks will render the power completely worthless against really good survivors. They just wont be effected by it. It slows them down, yes, but the effect will never trigger on them.

    While I can't talk too much about the power, I can touch on the perks.

    Impaled is not a good idea. This only benefits camping. And we do not need more perks that encourage camping. If you aren't camping with it, the perk wont do much. It's already really quick, so 25% of that won't be much.

    Harvester would be busted on two killers, and not very useful on most others. Those killers being Michael and Oni. They are very slug heavy, and combining this perk with Infectious Fright would allow them to chain hit after hit. If it stacks? As in, you down a survivor. 120% now. Down another before the 35 seconds are up. 125%. Tier 3 Myers with 125% movement speed, and who likely knows your location due to Infectious? Scary as hell. Even if it doesn't stack, 5% for simply downing a survivor is a bit much on those. This perk is a bit too divisive. Really good on Oni and Michael, not that useful on everyone else. My recommendation would be a bit more speed, but activates on hooking a survivor. 7% maybe. It would help low-mobility killers get to a gen in time, and wouldn't become busted on any killer.

    Hex: Hive Mind, I'm really glad you included an effect if it's broken. This perk would likely go unnoticed by survivors, as there wouldn't be a notification that you have it. However, for the primary effect to be good, three things need to be clarified. 1) Does it tell you when it activates, 2) Does the EGC start when it activates, and 3) Does the blocked lever prevent the door from opening. If the first two are yes, this is pretty good. If it tells you when it activates but doesn't trigger EGC, it's decent. If it only triggers EGC that tells you anyways, so that's also decent. If it does neither 1 or 2, it's not very good, and if it doesn't do 3, there's little point to have it up in the late game, no matter if it does the first 2. It would be best to lead survivors to it to cleanse it, or bring Hex Perks to encourage people to find it. Because the destroyed effect is actually pretty good. Being able to defend exit gates like that would be really solid, and would find a place in endgame builds consistently.

    For Survivor Perks:

    Signing Off doesn't really have an effect, and if I'm understanding it correctly, the bloodpoint gains aren't very good. Is it that any action you make gains that many more bloodpoints, or all actions throughout the game gain that many bloodpoints at the end? If it's the former, it's not that good as most actions that give bloodpoints take place before exit gates are powered, and if it's the second one, it could be worded a bit better where all Survivors who make it out of the trial give you the stacks. Unless it's just however many people are alive when you leave, which encourages you to not help survivors in the endgame. This perk needs clarification, just like Hive Mind.

    Deal With It would be a very healthy Perk, if it was a bit better. Both effects are nice, but the activation is the issue here. In my experience, if one survivor is hooked, and another is being carried to the hook, the first survivor will be saved before the killer makes it back. This makes it so the perk doesn't do much in most situations, and would only be an anti-camping perk in very niche situations. And even in those situations, the killer will be juggling multiple hooks. That's already hard to defend as killer, unless you're Hag, in which case she will teleport once the unhook happens and render it useless. The effect isn't good enough for how niche the activation would be. My recommendation would to remove the condition, and have it activate once a survivor is hooked. That way it works if a killer hooks and just camps them.

    Just Do What You Do would be my least favourite perk in the game if it got in. Stuns are already punishing, making them more would be more annoying then useful. Stunning a Killer, unless they have Unbreakable, will guarantee you make it to a safe pallet. The extra stun wouldn't help much there. And it's viability isn't the issue here, it's the fact that it would be so, so unfun to play against. This perk would not work.

  • This is a really cool idea, but it does not fit DBD in the slightest.

    First, Shao Kahn is not a horror character. If a video game character where to make it in, it would be someone from a horror game, like Slenderman or Pyramid Head.

    Second, the whole thing is very similar to Oni with a bit of Myers. Ability to increase mobility/gain one shot potential, goes on a long cooldown under certain actions, longer lunge range. The difference is, Oni has to work to get his power, while Shao Kahn just kinda gets it.

    Third, this would be the only killer in the game where you actively fight the killer. The closest thing to this in the game is blinding a cloaked Wraith, which is the most unfun part of Wraith. You're supposed to escape the killer, not fight it. Giving Survivors this much ability to disable the killer would be WAY too different from everything else in the game.

    Finally, the killer would be a nightmare to play as against SWF. Imagine they communicate well and hit you enough times to only need one more hit to disable you, groups up on a Gen, then hits you when you approach. There is absolutely nothing you can do to stop them from completing the Gen. About to down a survivor on Death Hook? Guess what, you can't do ######### now because some guy came around the corner and blasted you. Not to mention that you can't do a single thing while disabled. You can't even go and clear out the pallets. You can't disrupt survivors. It's like Old Freddy mixed with Old Wraith, where you can't attack, and you can't break anything while disabled.

    Not to mention the fact that you left out key numbers. What's his base movespeed, and what is it when Mortal Kombat is active? What's his Terror Radius? These things matter a lot.

    For the perks:

    Finish Him is useless. It's a useless effect that only comes into play at the very end of the game. I get the thematic part of it, but this would unironically be the worst perk in the game. It does nothing. It encourages you to kill survivors slower, as Mori's typically take longer to go through then finding a hook and hooking them.

    You Suck is more interesting, as it has good synergy with several killers. This perk would become Legion's new best Perk, and given that it effects Cleansing, I think that's intentional. It would be really good for Deathslinger, anyone running Play With Your Food, anyone running Thanatophobia, ect. This is a really solid perk.

    One True Kahn I think is too similar to Infectious Fright, but not as useful. With Infectious Fright, downing a survivor and immediately knowing if anyone is nearby is super helpful. On Oni and Myers especially, who can easily chain Insta-Downs with it. If they get downed in the open it tells you if you'll get blinded, if you down someone at an undropped pallet it tells you if anyone is going to smack you with it, it just has so many uses. Knowing where everyone is when breaking something has way less uses, and will have less range then Infectious for a chunk of the game. In a chase, breaking a pallet and knowing where the guy is doesn't help much. You're stuck in the animation, so knowing where they are when breaking wont help much since they will not be there when you're done. If you aren't in a chase, and break, say, a Generator, you'll know where the survivor is in that moment, but you won't know where they go. You don't know if they will stay, run left, run right, or if they where already in the process of running and are long gone. And for the range, most killers automatically have more range then that with Infectious. The only use of this perk would be to initiate chases on Survivors that snuck away from a generator before you got there, which is too niche to take up a perk slot. And raising the range won't really help either, as far away survivors will have even more time to hide or escape.

    Overall, I think most of this wouldn't really work in the game, but I really like the idea of You Suck.

  • @Khar said:

    Leaked audio of buzzing. I'm hoping it's The Fly.

    If that's true, then the killer is almost certainly Candyman. His whole thing is Bees, and is much more iconic.


  • @Demogordon_Ramsay said:

    You lose your ability to down Survivors. You are forced to eat the longest Killer power-induced stun in the entire game. You lose the ability to see blood and scratch marks. You have the second longest base cooldown in the game. Your power is the only one in the game that does not assist you in any way in securing a down aside from that free first hit which is balanced out by the 4-second fatigue and doesn’t really help at all against good Survivors. When you really get down to it, this makes you the only Killer in the game who literally has no choice but to go pure, undiluted M1 to secure a down. Your power is the only power in the game that has the capability to punish you for hitting a Survivor.

    All this for the ability to M1 slightly harder than normal for 10 seconds and unlock a chain-hitting ability that is countered into oblivion by Survivors just not packing together like they're on a Japanese subway.

    Just wanted to reply to the "only Killer in the game that can punish you for hitting a survivor", with Deathslinger, landing a shot on an injured survivor and having them get behind something can punish you. Either you eat the stun, or you let them go free. You have to reload either way, and both slow you down to some extent. Often they get even further then they would have otherwise, and wastes more of your time.

  • That is a bannable offense. Did you escape once the Killer left to open the gate?

  • I think they where just memeing, but who knows, it's hard to tell. It most likely was just her messing around though.

  • I read that they're working on making it an option. I don't know when they would release it, whether it's when they get it working or in the next update after they fix it. I'd say Chapter 16 at the latest, in about 1 1/2 months, but they could just release a hotfix before then. They neglect some things for a while, but something like this just ruins the game for people, so they will probably do this quickly.

  • I get called sweaty all the time, so I guess my input counts.

    It's just generally how I play. I just naturally try really hard, it's not something I choose to do.

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222901#Comment_1222901

    Question, does power now seem suitable with the darkness bonus? Seeing if I can make the power work 2 ways so the player using The Shadow can use one way or use both ways. For example non stalk hit when power is active will draw them into the darkness and map will get slightly darker as more people are hurt or killed. When this happens The Shadow can use stalk to track the victims when they are injured. Think this would be a good idea? Possible changes are when the survivor is hit the first time with darkness and they light the lantern back up it will go away but now they have a timer and when its up they return back to the darkness like Freddy with the passive dream demon. But if they are injured and become stalk they will get a sound notification like a clip of Gothic music played loudly. Asking you since you gave me very helpful advice and seems you know the mechanics very well.

    I think the power is a good idea, but would work better if the darkness worked on a token system. For simplicity's sake, let's call it "The Darkness". Every time you hit a healthy survivor, 1 token is added to The Darkness, maximum 10. Hitting a survivor, healthy or injured, puts them in The Darkness. For every token, survivors effected by The Darkness have the map around them (lets say, everywhere 5 meters away, so they can still see things directly in front of them) slightly darkened. Survivors effected by The Darkness can see Lanterns from anywhere on the map, and must go to them and cleanse themselves to free themselves from The Darkness. When survivors reach a Lantern, they can either cleanse themselves normally, or reveal their Aura, and remove both The Darkness and a token, which would take longer. You can only do this if you are effected by The Darkness. 0 tokens is no darkness, 10 tokens is max darkness, and everything scales to those numbers. So 7 tokens would be 70% darkness, 3 would be 30%, ect. When effected by The Darkness, survivors can see The Shadow's eyes glowing, but only if The Shadow is looking at them, and only if The Shadow doesn't have his power active. Survivors are not effected by The Darkness in a chase. Effected survivors have a black mist surrounding them, visible to both Killer and other Survivors.

    This would have the nice effect of slowing survivors down by making them cleanse themselves and gives The Shadow even more stealth, which helps separate him even more from Ghostface. It would either give him nice snowball potential by having The Darkness stack tokens over time and really hinder survivors view, or the survivors wouldn't heal, letting you insta-down them. And I put it so that it doesn't effect survivors in the chase because that would be way too op, they wouldn't be able to find Pallets or Windows. I put it as 10 tokens so it would take a bit to get to, since completely obscuring your screen is a bit powerful. I think the concept is a great idea, but making it rely on how many survivors are injured would make it too similar to Thanatophobia, an already bad perk. Making it build over time would make it much more consistent. And the ability to remove tokens is just to give Survivors some counterplay.

  • @batmanscar said:

    actually he was nerfed in the beta he was 4.6 but now he is 4.4 and no one wants to buff him because all the survivors are whiners who would complain about anything and they all decided to jump on the hate bandwagon against deathslinger because thats the only character they can on since he recently got released and keep on asking BHVR to nerf , and since BHVR did make him slower from the beta they will continue whining and asking BHVR to nerf him more , anyway I won't waste my money on the next killer if they make him 4.4 again

    He was 4.4 always. He was never 4.6. The second video you linked is using a build that literally speeds up Wraith's breaking speed. No ######### he does it faster, he has add-ons that allow him to do so. Deathslinger breaks at the same speed as everyone else. Come up with a good point before complaining about him.

  • @AnnoyedAtTheGame said:

    So because survivors gen rush... You want NOED removed / reworked?

    The fix is already there for everyone to see.... Survivors stop gen rushing and instead look for totems.

    All your trying to say, is that you want NOED removed, so a survivor can freely run the killer around the map after the gens are done, doing the loops whilst another survivor is opening the door. Then the survivor with the chase escapes because the door is open.

    It's because once the gens are done, NOED comes into action. The killer downs someone, hooks them and the other survivors are powerless unless they go and find the totems they couldn't be bothered to look for in the first place.

    Survivors are way to overpowered right now and this game doesn't need another killer nerf.

    I

    For starters, I play Killer. Keep that in mind. The point of this is to give Survivors a secondary objective, and make NOED less annoying. The fact that NOED isn't in every game, and that there is no easy way to find totems, means that a lot of Survivors just don't do totems, which isn't very good for Solo survivors going against NOED. Forcing NOED into every game will make people do totems, which improves the Solo experience as well as the Killer experience. With more objectives for Survivors to do, that means needing an endgame perk like this becomes less required, and with NOED being a constant threat, there isn't a situation where you know NOED is coming but no one else does totems. Even if no one else does Totems, a single person could do it themselves, but it would take a while. And if Survivors are forced to look for Totems, that means you aren't getting Genrushed. This allows you to get early-game pressure if you play well enough, and get a good hold on the Gens with perks like PGTW. Survivors are focused on Totems instead of Gens, the early game would become so much better.

    I think it would be a good change that would benefit everyone except SWF, who doesn't really need much right now. They can already coordinate Totems, so they wouldn't gain much from these changes. Solo survivors would be able to constantly keep track of how many Totems are left so they won't be surprised by NOED, and Killers will have much better early-game pressure due to a secondary objective keeping Survivors busy. Other things would need to be looked at, Trapper and like another person said Wraith specifically, but it wouldn't be any harder to do then the EGC.

  • Honestly, I would have kept Broken from the last post instead of Oblivious. With Broken, that meant that they couldn't heal, so if they escaped and you found them again, it would be more likely that they would still be injured. With Oblivious, they would probably be watching for you anyways, as they would know that you where looking for them. And I don't know if it was in the last post, but I noticed that you put that his stalking is faster then Ghostface and Michael, which is exactly what he needed to separate him from those two and make him a viable choice.

  • There are a lot less killers lately, so it's probably just that you aren't finding any killers to get into a match with. Killer queues are really fast these days, as there are tons of survivors to match up against.

  • I think it's about a 4 month gap between chapters, so it should be around June

  • @Aeichi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222576#Comment_1222576

    Only the second grab need to connect to a hit to down a survivor as the Deathslinger. But yeah, I got your point.

    The thing is, Deathslinger can easily grab you (quickshot, thiner projectile) then drag you toward him, on most loops.

    Counterplays are really hard to do and lead to fake 50/50 most of the time (because DL can easily fake aiming then quickscop, Huntress can also do it but not that easily), and he can shoot really fast. He is definetly not a lowcost Huntress for now.

    Adding a delay between aiming/shooting might seems too much, I can understand that.

    But he should not be able to do quickshots that easily.

    "the longer you aim, the more accurate/stable your aiming is" sounds like a great idea to balance him and tend more to a "high risk high reward" killer in my opinion

    If he needs nerfs, they shouldn't just give him stuff Huntress has. Huntress has a Lullaby because she's actually dangerous from that far away. Deathslinger has like 18m range, and there's a very good chance that he won't hit from that distance (very easy to react to), and if it does hit, you'll probably be able to get behind something. His effective range is pretty short, so having the Lullaby isn't needed. Also, he has no map pressure, so giving survivors a bigger warning that he's approaching would nerf an already really weak part of him. There are other things to change other then this, which would be much better for the character in general. Things like the missed shot penalty, reload speed, reload movement speed, reeling speed, chain durability, stun duration, ect. would be better things to look at.

    Also, forcing him to aim longer to get more accuracy wouldn't work very well, his spear hitbox is already really small. With Huntress, the hitbox is very generous, so it's harder to dodge. The windup balances this. With Deathslinger, the hitbox is really small. A survivor moving unpredictably a bit away from you is really, really hard to hit. Quickscoping is one of the only ways to reliably hit them, and even then it can be hard. Forcing him to aim would make those shots near impossible, as the survivor would have ample time to react and start moving unpredictably. His shot is very accurate, and it's really hard to hit a good survivor who's anticipating your shot, so this would just be a nerf. Making his hitbox bigger runs into the same problem of making him more like Huntress. Huntress hatches get caught on boulders a lot, Deathslinger spear doesn't. Making the hitbox bigger then the model would ruin this unique thing about him, making him more boring to play. Balance should never be to make a character more boring, unless the thing being changed is completely unfair (which it isn't, there is a very small window to hit these shots).

    I personally don't think he should be changed, but I main him, so I'm biased. I just want people discussing things that wouldn't make the character less fun, rather things that would keep his current level of enjoyment. Making him wind up his shots without increasing hitbox sizes would ruin him, and increasing his hitbox sizes would remove interesting interactions with loops, and Lullaby is a bit overkill and doesn't address the things most people dislike about him. Simply fixing his TR would work better here.

    TLDR; Don't remove things that make him unique, fix his TR and tweak values related to his power that aren't windup, if he really needs nerfs.

  • When a killer has a similar power to another killer, there needs to be enough to separate them. For example, Leatherface loses the mobility Hillbilly has in exchange for easier downs and the ability to down multiple people. The issue, is when one is just better then the other. The mobility lost when going from Hillbilly to Leatherface just is not worth it, even with the ability to down easier. This makes Hillbilly's power almost objectively better.

    I can see the same thing here, with this power. Is making it harder to get broken out of stealth worth it for losing insta-downs? I don't think so. What Jack would gain with easier chases is just nullified by the fact that Ghostface often doesn't even need to chase in the first place. He can 99% someone, get close, activate it and down them instantly. Hitting a survivor and letting them go so they are broken and need to mend isn't very helpful. Legion does this so that they are forced to mend instead of doing gens, so that he can chase someone else and occupy two survivors time at once. Ghostface insta-downing someone occupies three people's time; the downed/hooked person, the guy who's coming to save him, and whoever you chase after downing someone. This is balanced because Legion can get lots of hits easily. Jack has the worst of both. He can't catch them easily like Legion can, and he can't knock them down instantly like Ghostface can. What this makes is a killer who is pretty much objectively worse then Ghostface. He would need something else, some other sort of advantage that gives you a reason to play him over Ghostface. Something that if Ghostface had, it would make him better. The oblivious effect wouldn't do this. Ghostface doesn't need to chase when he has his power, so making everyone oblivious wouldn't change him at all. The bonus wouldn't work either. On a non-stealth killer, maybe, but on someone who doesn't have trouble approaching survivors, this isn't very helpful.

    Also, a couple of things you left out would need to be addressed. Does his power charge up like Ghostface, or is it constant like Myers? How long does it take to fill? What's his movement speed? Terror radius outside of his stealth? How long does the aura reading last? How much are they slowed down, and how long does that last? Does the flashlight need to blind him, or like Wraith where it's anywhere on his body? Is the oblivious on every chase, or every chase with a stalked survivor? Does the broken/deep wounds only apply on a stalked survivor, or any survivor he hits? Does his stalk build up on each survivor like Ghostface, or a single bar like Myers?

    I love the idea, having a non-insta down stalking killer would be cool, but he really needs something else to make him worth playing over Ghostface.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218232#Comment_1218232

    Jesus Christ....

    YouTube

    "No Blink Nurse"

    You'd be surprised how many people get a 4k at red Ranks.

    And typically, you want to use your power as Nurse as soon as you SEE someone, but you can literally walk to a survivor and they'll get caught either way.

    Spirit gets hits without the use of her power.

    Hag gets hits without the use of her power.

    Huntress gets hits without the use of her power.

    Deathslinger gets hits without the use of his power.

    All 110% speed killers. Making a 110% killer with a 1 hit ability would be insanely overpowered.

    You are literally slower then survivors without blinks. Those youtube videos have really dumb survivors if the killer 4K's, Nurse can only catch survivors if they ######### up, or if she fully bloodlusts, at which point she is slightly faster. She is slower then them without her power. The four you listed are all only slightly slower then other killers, but still are faster then survivors. Either way, I'm not arguing that those killers can get easy hits without powers. I main Deathslinger, I know personally that you can land those hits pretty easily. But Nurse definitely cannot do it easily. If a Nurse 4k's without using her power, the survivors are incredibly dumb.

  • @BigBrainMegMain said:

    It would be way too overpowered.

    A Nurse at 94% speed can already get a free hit.

    Pop on some Infectious Fright, BBQ, Enduring+Spirit Fury and call it a day.

    You do realize Nurse gets free hits because of her power, right? She's slower then survivors, how does she get free hits without it?

  • I think Iri heads are fine. The problems come from getting more hatchets at the same time with other add-ons. Rework those add-ons and she only gets one shot before she has to reload.

  • I want them to buff tracking perks so that Solo Survivors can get information like SWF does (since SWF generally doesn't get much use out of perks that track teammates, they already have comms, so this only buffs solo survivors), then balance the game around that.

  • 5% more wont be enough to make it good.

  • I don't like Survivor gameplay. I'd rather be the sole contributor to my victory then rely on others

    Also I don't have any friends to play with and don't like meeting new people, so SWF isn't an option

  • @GReY_WolF said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162350#Comment_1162350

    But this also means that if survivor constantly changing chase place:

    He can be caught in a bad position for him

    He most likely will guide killer to a place where repair in progress which will apply more gen pressure, than just running loops far away

    Ofcourse he must have some counterplay and weakness like every killer must, and leaving loops is his weakness ofcourse, but it also can be improved by some perks and such. Currently i see him in line with Trapper, that also kinda weak vs leaving loops, but for loop control he actually must use his time, which easily taken by survivor to change position, and with Wraith, which is also M1 killer that is not much better vs leaving loops, but actually quite worse for loops themself and The Twin is also can use some speed boost to shorten distance, using speed addons, but this require proper positioning, but also does not takes time of ability casting time.

    With Trapper, they often will leave a loop after running it once, which still lets Trapper get traps even if they just run, as he can prepare ahead of time by trapping any loops they might run to, if they run at all. Trapper doesn't guarantee he will have his traps in a chase, so Survivors will loop him more often. There's no way for you to prepare ahead of time as this killer, so you will almost never get to use your power against good survivors. He has a bit too much counterplay, it's too easy to invalidate his power. And while it might push them into a bad position, it wouldn't be fun to never be able to use the thing that makes the killer unique. His speed-addons wouldn't help, he'll never get looped. Perks wouldn't fix the issue either, which is that you can't use your power to down survivors 90% of the time. He would need something to prevent Survivors from just running, maybe a way to shoot the Brother forward, hindering the Survivor, allowing you to catch up. It doesn't need to be a lot, but enough to help if Survivors don't loop you and just run pallet to pallet.

  • @ThisGuuy83 said:

    So, in other words, you wanna not make it activate until the gates OPEN letting you just instantly run out, Then you also want the killer to lose there speed boost too? Yeah, that's not survivor sided... 🤦‍♂️

    Yeah, I realize I worded that badly. I meant for it to activate when Gens complete. I'll edit it.

  • I really like this idea, but it might be too hard for the reward you get. I can see how his power would work in a chase, but it's easily countered by leaving loops, making him an M1 killer. Just wait out the 5 seconds and anything you do to a Gen would be useless. He doesn't have anything to do if the survivor just leaves the loop, so that's what Survivors will do, making his power useless. I would allow him to do something if the survivor just runs in a straight line. Other then that, really good idea.

  • That wouldn't be good enough to be an Iridescent. It might save less then half a second each time you fire.

    It should be able to down survivors effected by Deep Wounds, but also make it so your basic attack doesn't give Deep Wounds after a shot anymore. That way you can down over pallets, but you have to eat the stun each time to do so.

  • The better way to do it is to buff Solo so that the gap between SWF and Solo are shorter, then balance around that. Make information more readily available to Survivors. Buff tracking perks so more Survivors run them, encourage people to run these perks instead of the regular perks right now. Buff Emapthy and Bond so Survivors will track each other easier. Kindred so that Survivors can coordinate without Mics. These things wont effect SWF, as they all do effects that Mics can already do, but it will help Solo a lot. Then, buff Killers a bit to compensate. That way Solo queue is not as detrimental to Survivors, SWF wont get any significant buffs, and Killers are balanced around both.

  • For Killer, A and C kinda go together. Fixing Gen Speeds buffs Trapper, Leatherface, Hag (not that she needs it), Deathslinger, and any slow/setup killer, which is a lot of the low-tier. So doing A will also do a bit of C, so A would be my pick for Killer.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/136842/can-we-make-the-cypress-memento-mori-base-kit

    More low skilled killers needing more crutches to get a 4K...bravo...well played.

    I really hope that's a joke.

    The Mori only lets you kill the last survivor. If you get into a situation where you can mori the last survivor, then you've already won the game.

  • I think getting rid of "We'll Make It" and giving WGLF a weaker version of it on top would work, maybe a 15% boost to healing for every token shortly after unhooking? 60% at the max.

  • People are missing the point of stealth killers. You're meant to randomly bump into them. You're meant to be caught off guard by them if you aren't careful. You aren't supposed to see them coming. You aren't supposed to be given a heads up.


    Wraith has 2 things. The ability to get close without being detected, and decent map pressure with the right add-ons. Alert, Dark Sense, Kindred, OoO, all countered his ability to get close to a degree. If he breaks pallets on the way, you get a head start. If someone completes a generator while he's coming towards you, Dark Sense gives you a head start. If he hooks someone, and immediately goes towards a teammate, they get a head start. If you are on comms, OoO nullifies Wraith's stealth. A set of perks shouldn't be able to perfectly counter the weakest killer's greatest strength. Myers already has this, Pig has very little until you manage to down someone, and Ghostface probably doesn't need it. But at least 2/4 stealth killers need Undetectable. Plus, Spine Chill still works. Undetectable is just what Myers had, and Spine Chill works on him.

  • @PolarBear said:

    The idea of the perk isn't to make locker hiding useless for survivors, but incetivize locker searching as killer. Iron maiden helps when there are 2 lockers and you have to make a 50/50. When you check the first locker, the survivor jumps out and suffers from exposed and with the additional 50% search speed, it makes it possible to catch that survivors afterwards and down them in one hit.

    It also helps counter Head On and people who avoid BBQ aura with lockers.

    That is so, so situational. And not situational as in "This perk only works on certain maps" but "This perk only works on very specific locations on some maps while survivors are using certain perks not used often in a way that's easy to counter already". No perk should be that situational. And if they are, they should be better at handling the situation. I almost never have to search lockers mid-chase, so why would I ever run this? And once people realize you have it, they just wont enter lockers. So it will only work once per survivor (if the incredibly rare situation comes up), and if they are on comms, it will only work once total. Very weak.

  • The only reason a lot of Wraith's do this is because he is so bad that players don't really have a choice unless they are very good.

  • @Atrushan88 said:

    @TheMythicalCat That's literally the point of Alert, to know where the killer is when they're kicking a gen/breaking a pallet. Also, as Wraith, there's literally no difference from any other killer being seen by Alert. You know if they're coming before they come, or you know which direction they're going to avoid it. That's literally the point of the perk. Also the quote from Feng Min is kind of pointless as well with this change. She says "I have True Sight". True Sight is an ability in MOBAs that gives you complete visual knowledge of an opponent, meaning you reveal stealth as well. Twisted Fate in League of Legends is a prime example of True Sight. If for example a Vayne uses her ult, TF can use his ult to completely cancel her stealth.

    @ad19970 I don't understand how people see the logic in "aura reading counters a killer's entire power!". First off, it alerts you to the location of a killer under specific circumstances. It doesn't reveal their terror radius or red stain. It also doesn't remove the secondary effects of their power. Pig can still dash, Wraith still gets a speed boost, GhostFace can still stalk, etc etc etc. How does seeing their aura counter their entire ability when those things still work? I see people say "entire power" all too often, but honestly the only thing it does is reveal their aura for a few seconds. It works the exact same way across all killers, and making certain killers immune, will again, render the perk useless because no one's gonna use a perk that has a 1/4 chance to be unable to work when they need it to. It already feels bad if you're playing against a Scratched Mirror Myers, but the chances of that happening are so low that the perk still will get use most of the time. Increasing the potential for it to NOT have a use, decreases the chances of that perk getting used significantly. Imagine if BBQ didn't have any bonus BP and wouldn't work if a Claudette was crouched. That's the logic of people saying Alert will still see use.

    That's her Ultimate ability. An ability designed to be powerful. Imagine a default power completely countering and entire character. That's not right. It's worse in DBD because Killers are meant to be more powerful then Survivors. So why should a set of perks completely nullify the power role? OoO, Alert, even Kindred and Dark Sense to a degree get rid of the stealth killers ability to sneak up on survivors, which is their biggest strength. It's wrong for a single perk to perfectly counter an entire character.

  • @Glory said:

    https://forum.deadbydaylight.com/en/discussion/comment/645949#Comment_645949

    How is 5 seconds of aura, only after a pallet/gen kick, countering a killer? Hell, for Pig she has to stand up to kick gens iirc, so it doesn't even really circumvent her (I never play her, I could be wildly off base with this, if I am ignore this point ^^').

    It's just homogenization of the stealth killers, others taking away something that made Myers unique and special

    Pig stays crouched if you break a pallet while crouching.


    And take Wraith. Say you break a pallet on the way to a gen you think/know a survivor is on that's far enough away they don't hear it, and they have Alert. Well, now they know you are close and get a head start on hiding/running. Even if they don't run, they will be watching more carefully making it harder to sneak up on them.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/645846#Comment_645846

    They won't earn a lot points from that, and that strategy is really unreliable. 😕

    You can say the same thing about Camping, but this is more viable to kill all survivors then Camping. Some people just want to see the game say that they won, no matter what they did to get that result. This idea for Ruin should be changed to when you down someone, that way it has the same intended results without the drawback of making slugging more viable.

  • Imagine:


    Ruin, Knockout, Sloppy Butcher, Infectious Fright/Thanataphobia/Coulrophobia/A Nurses Calling. Never hook anyone so you get a permanent Ruin, survivors will have a hard time finding downed survivors, when they get to the survivor it will be harder to heal them, and finally a bonus perk for finding more survivors after downing one/slowing down healing/everything speed/catching survivors healing downed survivors. This will not be fun to face.

  • This is just a worse version of Brutal Strength, just like everyone says. First of all, you need to get all 3 for it to be better then Brutal Strength. But you only gain token when chasing your obsession. More often then not, on killers like Wraith who take long in chases, you're going to be breaking more then one pallet. So, you chase your obsession, down them, and assuming you didn't break a pallet, you get ONE pallet break out of many a bit faster then Brutal Strength. So Brutal Strength is just better, as you'll always be breaking at least 2 pallets in a chase, unless it's later on in the match when a lot of pallets are gone. Finally, you need to chase your obsession. So if you can't find your obsession, this perk is completely useless.


    It barely does things faster then Brutal Strength.


    It only works ONE time.


    You need to chase your obsession to get it.


    Not only would I run Brutal Strength over this any day, I would run the old Play With Your Food over this. Any killer that can make good use of this perk will make better use of Brutal Strength. The idea itself is flawed, as it only works on one pallet before you need to gain more tokens. In a chase with your obsession it might be alright, but for any other survivor it's a wasted slot.

  • @TheGameZpro3 said:

    New Survivor: Josuke Higashikata

    http://www.fightersgeneration.com/nx4/game/jojo-allstarbattle/char-art/josuke-allstarbattle.png

    Backstory: Same with Kira, just go to part 4.

    Perks:

    "WHAT DID YOU SAY ABOUT MY HAIR?!":

    oh boi, you done messed up. If you are hit while crouching (as in, the killer seemingly attacks you hair) You gain a sprint burst of 150% for 3 seconds. Causes 50/40/30 second exhaustion. In addition, the killer is stunned for 2 seconds. You still are injured.

    "What was that about my hair?" - Josuke to Jotaro.

    Restoration:

    You call your stand, Crazy Diamond. You can go up to a pallet, and immediately break it. this causes a noise notification, but gives you a token. Cleansing a totem also gives a token. Up to 2/3/4 tokens. You can go to any broken pallet (that ain't the killer shack one, for balance) and restore it to a pallet that can be thrown. doing this takes 3/2.5/2 seconds, and costs a token. You can also use 3 to instantly heal someone from dying to healthy.

    (I feel it's fair because you have to waste soo many pallets for something only you will use. in fact it's a great you perk, but destroys the team)

    (Unnamed Perk):

    (Based on in the show where he uses Kira's blood to send the blood to kira in a heart shaped weapon). You can press a special button to make the blood fly back to the original owner, however only one pile of blood per person until the injured survivor is healed again. The blood is floating slightly slower than survivors running. It'll lead back to the injured survivor it came from, this immediately restores 10%/20%/30% of the survivors health back.

    Even though it'll obviously be Jotaro and DIO, if there was a JoJo chapter it need the JoJo and villain, so I tried me hardest at Josuke to go with Kira.

    DIO wouldn't work, as his stand is pretty one-dimensional. It just stops time. And that probably wouldn't be very enjoyable for survivors and a nightmare to balance for the devs. Same deal with King Crimson, how would you even do a time skip. And even if they took characters from parts that aren't animated, they only other option for killer would realistically be Funny Valentine, but that would mean Johnny as the survivor, which just would not work. They wouldn't do Part 1 or 2, Part 3+ is where the series got popular in the west. Josuke and Kira are the only candidates that make sense for a JoJo chapter.

  • @Yung_Slug said:

    Greed is a bit weird. It wouldn't do anything to perks like Devour Hope, and would make other perks like STBFL way too strong.

    Envy is my favorite perk in this list. It's a simple yet interesting idea, and it would be great with Discordance, as survivors would be inclined to rush one gen at a time.

    I'm not sure how I feel about a lot of these, as they mess with core game mechanics that might be too sensitive to change. Especially Pride, 4 extra meters on lunge just seems ridiculous. From my research, default lunge range seems to be 2.07 meters and T3 Myers lunge range is 3.45. A 6-8 meter lunge sounds crazy. Could you imagine a scratched mirror myers with a longer lunge than default T3 myers?

    For Greed, would making it so that the effects of Token perks happen 1 token sooner and reduce maximum tokens by 1? STBFL will go from 5% at 1 token to 10% and go up to 40% at 7 tokens, Devour would be 1 token for speed boost, 2 for insta-down and 4 for mori, ect. and making the perk itself a Hex Perk make it better? That way it still keeps the theme of Greed, makes it useful for all token perks, and still has counter play.


    I underestimated how much a meter goes in terms of a lunge, I'll look at that.


    And I don't think too many of the perks that mess around with mechanics that have remained unchanged will pose too much of a threat. Changing the Bloodlust timer seems simple enough, its a static number. Changing the token count may cause glitches, but the only way to know is if it's tested. Changing lunge range is doable, as shown by Myers, and slowing survivors when they get hit is as simple as applying the Hindered effect for the duration of the boost. The only one of these I can see causing problems glitch wise is Greed.

1 2 3 4