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Thralfazuz

Thralfazuz

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Thralfazuz
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  • Nah fam Garden of Joy and Badham Preschool

    This sentence fits them perfectly:

    Easy to chain loops

  • yeah sometimes you get survivors that play like that, I guess it works for them since they waste killer time by holding W

    after games like this I just choose killers with high mobility Nurse or Blight or killers that have extra help in their kit Nemesis zombies, Cenobite box

    • It was pretty good coincidence but I was in solo Q and the other 3 had blast mine and so did I, we went against the Artist that game was a blast (ba tum tss)
    • Got a 4k with hillbily on Lary's with the purple addon that reduces your movement speed but gives you faster charge
    • Outplayed a nurse by holding W because I had hope (the perk) not that I was praying to survive
    • There is something I like to do with deathslinger which is to fall from a high ground and shoot while still in the air to hit the survivor, before jumping it reminds me of Star wars scene,"It's over Anakin I have the high ground"
  • @Blueberry said:

    -Killer edition-

    There will be a survivor version to follow.

    Disclaimers:

    1. These are not necessarily the "best" changes possible, but simply the best changes for the least amount of developer time invested. Trying to get more perks into the viable category, ie buffing/reworking weak perks that are barely used. This isn't a post for nerfing any overperforming perks nor is it implying perks don't need nerfs. We're just focusing on weak ones here and diversifying the meta by giving more perk options.
    2. I will be constantly updating/changing/adding to the list as I have more time and as feedback is received. Please stick to constructive criticism for changes. IE, this is good or bad and why.
    3. Keep in mind that even though some of these may seem heavy handed that they are competing with regression perks for a perk slot. They need to be close in terms of the amount of time saved to compete with those.

    Nurses Calling: 28 meter range ----> Now 32

    Not a bad perk, but still rarely seen. Not a significant buff, but a little. I also think with how good Distortion is it's very hard for aura perks to ever get too out of control as if they ever got meta Distortion can completely shut them down. For this reason I'll be a little more giving in terms of buffing aura perks in general going forward.

    Awakened Awareness: Return the few seconds of aura reading extension after carrying a survivor.

    This was originally removed because of Nurse. However, we shouldn't be building/nerfing an entire game around 1 single killer, that isn't good design. Nurse needs changes separately.

    BBQ: 4 sec aura reading ----> 8 second aura reading

    Since the removal of the BP bonus this perk has basically disappeared. 8 seconds that has a limitation, requires a down and a hook doesn't seem overbearing. It's also competing against gen regression perks for a slot.

    Beast of Prey: In addition to its current effect, gain Undetectable for 10 seconds after dropping a chase.

    Triggers very often but for a very short duration. Gives some potential target swapping mind games.

    Blood Echo: 45 sec duration ----> 60 sec duration. Removal of the cooldown.

    This rewards a killer for applying split pressure instead of tunneling people out, this is the kind of game play we want to encourage. Also has the counter play of simply healing.

    Blood Warden: Should be active as soon as the gates are powered, not open, but doesn't start the 60 second block until the gate is opened. In addition there will be a gate block of 15 seconds added for any future hooks. If it's currently blocked this adds to the timer and if it's open it just blocks for those 15 seconds.

    Bloodhound: In addition to its current effect it now gives blood aura reading at a very short range, something like 15 meters.

    This perk is basically non existent and this might give it some actually tracking use for people that stay injured or mind games at loops. It also makes blood last significantly longer so the blood auras aren't going to be super accurate all the time.

    Brutal Strength: 20% increased break speed ---> 35% break speed

    Pretty underwhelming perk and still not used enough. Little umph.

    Claustrophobia: Instead of vault locations being blocked around the completed gen they will now be blocked for the duration around the killer.

    Give it more use since you rarely need vault locations blocked around a gen already completed.

    Coulrophobia: Effect will linger for 10 seconds after leaving the killers TR.

    A lingering effect like this needs to honestly be applied to almost all aura effecting perks to make them more consistent. People don't heal in a killers TR.

    Coup De Grace: A token will not be consumed unless you land a hit.

    Just a terrible perk. Giving it a little more consistency.

    Dark Devotion: Undetectable on Obsession hit is currently 30 seconds -----> 60 second duration

    Not rewarding enough for the inconsistency of the perk.

    Deathbound: Remove the stipulation that the Oblivious is only active when away from the healed survivor.

    Deerstalker: 36 meter range ---> No range limit and slows slugged crawl speed by 50%

    Dissolution: Remove the 3 second delay on hit for the perk to activate.

    Needs more consistency, you're rarely getting value.

    Dragon's Grip: Cooldown of 80 seconds ---> 30 seconds

    Dying Light: Remove the healing and unhooking bonus to the Obsession and the perk no longer deactivates when the Obsession dies, the perk simply freezes wherever it was at with tokens and you can't gain any more.

    The perk isn't good enough to warrant all the downsides it has. It needs to be a perk with very little effect early on and only becomes noticeable if you can keep the game going long enough.

    Fearmonger: Duration of 5 seconds ---> 15 seconds

    Enduring: 50% stun reduction ---> 70% stun reduction and is now active even while carrying a survivor.

    Fire Up: Instead of gaining a token each time a gen is completed you now start at max tokens and lose a token for each gen completed. 4% --> 8%

    This now makes the percentage actually relevant and moves its strength from late game to early game.

    Forced Penance: Now also applies the Oblivious status for the same Broken duration.

    This is an extremely inconsistent perk with protection hits very rarely happening. For how situational it is the effect needs to be significant in those situations as it's currently not.

    Furtive Chase: The TR reduction is now outside of chase instead of in chase.

    This makes it irrelevant early game but the longer the game lasts the more effective it becomes.

    Gearhead: Remove the stipulation of requiring an injured survivor to activate it, it's just always active.

    This makes it very good against good survivors and bad against bad survivors, just the kind of design we're looking for.

    Grim Embrace: On top of its current effect it now also blocks all gens for 20 seconds for each first hook on a new survivor.

    This gives it the same blocking power of Corrupt and Deadlock but unlike those you're only getting that effect by playing in an extremely fair way and splitting hooks instead of tunneling 1 person. This encourages fun game play and rewards the killer for doing it.

    Hangmans Trick: 6 meters around a hook ---> 10 meters

    Needs more consistency.

    Hex Crowd Control: Now blocks windows for any type of vault, not just fast ones and duration is raised to 30 seconds instead of 20. All vaulting speeds for survivors are lowered by 20 percent as well.

    This is a hex perk, it needs to be significant in effect for how fast it can be gone.

    Hex Face the Darkness: Screams trigger every 25 seconds with auras shown for 2 seconds ---> Every 15 seconds they scream and auras shown for 3 seconds.

    Not good enough for being a hex that can be removed immediately.

    Hex Huntress Lullaby: 6% regression ---> 10% regression, also has no token build up and just has the 5 token effect by default.

    Not good enough for being a hex.

    Hex Retribution: Oblivious when interacting with a dull totem for 45 seconds ---> Oblivious when interacting with any totem period and Oblivious effect is now 60 seconds. Hex Retribution is no longer a hex perk itself.

    This gives the perk more umph and consistency with the perk itself not being removable too early.

    Hex Ruin: 100% regression ---> 200% regression

    The perk wasn't over tuned and only rewarded players who were good at pressuring multiple survivors. Just tunneling one person out makes you get very little effect out of this perk. We are also leaving the additional new effect on, so if anyone is killed it cleanses itself.

    Hex Third Seal: No longer requires a hit and is active on all survivors from the start of the match. The blindness effect also hides survivor huds and the ping effect survivors see when a survivor is hooked.

    This makes the perk more consistent by getting value out of it immediately and the blindness now actually adds more confusion than previously as they can't tell who's injured or on the ground.

    Hex Thrill of the Hunt: Same effect, but is no longer a hex itself.

    This makes it more consistent in protecting your other totems as the perk itself will give you its full value.

    Hoarder: Additionally interacting with any chest or item on the ground will trigger Hoarder and injure the survivor as a trap. Cannot down any survivor however, only healthy to injured status.

    Hubris: 20 second duration ---> 40 second duration and no cooldown

    Sounds extreme but once they know you have this perk they just pre drop everything and you get zero value.

    Hysteria: Lasts 30 seconds with a 30 second cooldown ---> Lasts 45 seconds, no cooldown

    Easily countered by healing.

    I'm All Ears: Cooldown of 40 seconds ----> Cooldown removed

    More consistent value. It's competing against gen slow down perks.

    Iron Maiden: Survivors leaving lockers are Exposed for 30 seconds ----> Exposed effect removed, instead the killer is granted Undetectable for 60 seconds and the survivors aura is shown for 8 seconds.

    Once they see the Exposed or how fast you open lockers they know you have this perk and won't use lockers again heavily limiting your value. 30 seconds of Exposed is also rarely ever enough to do anything. This allows you to get value from it without that survivor knowing immediately that you have it further increasing your chance of continuously getting value from it. Still will be very easy for the survivors to see you have it with how fast you open lockers and survivors in general don't use lockers too often.

    Lethal Pursuer: Small wording change. Instead of aura timed durations increased by 2 seconds, it will now just make aura effects linger for 2 seconds longer.

    Seems minor but actually creates more synergy with other perks and addons. Now it's not just working with timed aura durations but also makes aura effects linger. For example, things like Nurses Calling aren't timed aura durations so they wouldn't have been effected, but now with this change after they stop healing in your TR the auras would still linger for 2 seconds longer.

    Lightborn: It now shows the survivors that they have blinded you just like it would have appeared normally if you weren't running the perk. This allows you to get more consistent value from the perk because when the survivor tries to blind you they won't immediately know that you're running the perk. Also when they try to blind you, gain a 5% speed increase for 8 seconds.

    Mad Grit: Additional effect. While carrying a survivor your hits will down survivors.

    Still an extremely nitch perk but there for the people that never want to get body blocked. Also the entire team will know you have it after getting its effect even once meaning you'll never see it again.

    Oppression: Cooldown of 80 seconds ---> 50 seconds

    One of the weaker slow down perks and would still be one of the weaker ones after this. Giving it a little more umph.

    Overwhelming Presence: Survivors in your TR are effected ---> map wide

    Honestly not good enough for such a limitation. Still very niche even with this.

    Predator: Additional effect. Now also increases the sound of running and walking footsteps.

    Remember Me: Each Obsession hit increases gate opening time by 4 seconds up to a maximum of 16 seconds ---> Gates take 12 seconds longer to open and you gain 12 additional seconds perk Obsession hit up to a maximum of 48 seconds added. Gates now also regress at 50% of the normal rate if not opened.

    Not adding as much as No Way Out does, but giving it the added bonus of gate regression to play around.

    Scourge Hook Gift of Pain: The survivor suffers a 16% penalty to healing and repairing actions each time they are unhooked until healed, not just the first time they are healed until injured as it currently is.

    Perk needs more consistency, it's currently just not good enough to warrant the slow down only happening once.

    Septic Touch: These effects linger for 10 seconds after a healing action is interrupted by any means ---> These effects linger for 30 seconds after a healing action is interrupted by any means or completed. This aura effect lingers on survivors for 10 seconds after leaving the killers TR.

    Still probably bad, trying to give it something.

    Shadowborn: Additional effect. Also highlights the survivors in white.

    This is similar to how the survivors would appear to Dredge during Nightfall. Its essentially there to make the perk a further counter to stealth as the survivors will stick out even more. Still more of a flavor perk though tbh.

    Shattered Hope: Whenever you snuff a boon, all survivor auras are shown to you for 8 seconds, not just those in the totems radius. Also allows the killer to break dull totems.

    Needed more. Current iteration is too situational and even in its good situation underwhelming.

    Spies from the Shadows: 36 meter range for a visual queue and a 5 second cooldown ---> Map wide, aura reveal of that survivor for 8 seconds and no cooldown.

    Was too situation for a weak effect. Now it's more consistent and an effect you can capitalize on more.

    Surveillance: Doesn't deactivate on gens that reach 0% regression. Essentially the effect lasts until touched.

    Just some more consistency, rarely is it used.

    Terminus: The broken status will last the rest of the match instead of just 30 seconds after gates are opened. Additionally any survivor injured while this perk is active will be broken for 30 seconds.

    No one uses this. You need lots of people broken when the last gen pops to even see value out of this period. It needed a lot more consistency.

    Territorial Imperative: New Effect to replace the old. After a survivor is rescued from a basement hook and you are at least 32 meters away you gain Undetectable until you injure or down a survivor.

    This rewards you for basement hooking and not camping. Good design.

    Thanatophobia: Revert the last nerf.

    Even in its last form and on the best killers for it (plague and legion) it wasn't overpowered. Even our current gen regression perks are better than that old combo. No one uses this perk anymore, it's just bad.

    Thrilling Tremors: Blocks gens not being repaired for 16 seconds, cooldown of 60 seconds ---> Blocks gen not being repaired for 25 seconds, no cooldown, but can only be triggered once per survivor per down.

    Removed the cooldown and increases the duration for more consistency but with a stipulation to prevent abuse.

    Trail of Torment: No longer shows the gen highlighted in yellow to the survivors. Cooldown of 60 sec ---> 45 sec

    Showing the survivors you're running the perk and when it's active defeats the entire point.

    Unnerving Presence: 10% greater chance of triggering skill checks ---> 20% chance. Aura effect of this also now lingers for 10 seconds after survivors leave the killers TR.

    Needed more consistency. Also still has the downside of actually helping survivors if they're good at skill checks.

    Unrelenting: 30% reduced cd on missed swings ---> 50%

    I would love that coup de grace gave stacks for hooking instead of losing gens

    on Territorial Imperative I would make like wire tap but for killer like for example after kicking a gen you can see survivor aura unless they repair x amount of gen progress or leave the area

  • @skylerbound said:

    Best advice I have heard was from Swarm. “If the killer is 3 gen locking from the start and you’re in soloQ, just go next”

    Literally the best thing I’ve been doing. Had 5 matches in a row when I logged on where the killer had …. The build…. Gave it 2 eruptions then moved on. The rest of my matches were a lot better!

    Or you could try the CoconutRTS build, he made a video about it if you want to win every game because you hate losing and can't take an L (I am talking in general not to the person that posted this) you have a lot of perks to counter 3 gens scenario, it' s not like when CoC was introduced and you as a killer couldn't do anything and all that BHVR needed to do is to put a cooldown on that perk

  • -Totem ######### spawns, what's the point to use Hex if they spawn like the main villain hideout in cartoons if they reworked the totem spawns alongside with the maps then it woudl be fine

    -Big maps, when survivor is holding W, zzz, no wonder killers with hight mobility are better, they can catch up with survivors if they hold W

    -That there is still no search bar for perks, at this point I am pretty sure BHVR won't add that because they are sure this game at any second now is going to die, so why even bother

  • Dying Light, the Volatile as the killer would be really scary, and the gameplay could still be, use a flashlight to burn him, he could run fast, the maps would be dark but you would able to use a pocket flashlight while running and maybe when going against him survivors could also do parkour or something similar

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286959#Comment_3286959

    If you find the core gameplay of DBD to be boring, DBD may just not be the game for you...

    I don't think only I find doing gens boring

  • @tippy2k2 said:

    I mean this in the nicest way possible but how many more ways do survivors need to be able to escape? You already have the actual game itself, doing generators and if that has gone sideways, one of you will have the chance to get the hatch. We don't need a Friday the 13th setup where your group of rowdy teenagers can kill the monster...

    Because doing gens is boring, I love the perks that BHVR reworked, so would be nice if they made more updates to the gameplay, like what they did with the basekit unbreakable and mori, they just introduced it in ptb, it didn't made past live servers, so would be cool if they add like something new in the PTB that may not go live

  • How about base kit faster setting speed and you get haste when setting a trap while not being in chase

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286933#Comment_3286933

    They should implement some counter to slugging all survivors, the system they tested wasn't it though.

    Instead of allowing all survivors to pick themselves up at any time, but with a longer default recovery duration, they should instead allow survivors the ability to pick themselves up, with a faster recovery speed, but only when all survivors are either hooked or dying.

    This allows killers to maintain pressure by slugging the odd one or two survivors during the course of the game. But if they were to slug all survivors at any stage, or to 'slug for the 4K', then as soon as the last survivor is downed, one of the other survivors would pick themselves back up. This would create a 'whack-a-mole' situation that would make it impossible to keep all survivors down at once, but would only be triggered by an intentional BM scenario.

    This wouldn't adversely affect 'regular' killers who aren't trying to play scummy, it would still allow slugging to be used as a form of pressure, and it wouldn't require the rework of all perks that involve the dying state.

    To sum up, is like adding to unbreakable the Felix "Desperate measures" perk, right?

  • @Seraphor said:

    This is like killing via bleedouts, its winning by bypassing your core objectives, and we definitely don't need another way to do that.

    what if they implemented the unbreakable basekit in the end?

  • @HugTechLover said:

    No, it would absolutely get abused. Go watch Skermz “head on experience” for an example.

    I watched it, It would all depend on balance, balancing the numbers,the amont you get like pallet save or flashlight save gives more points than just head on and power struggle stun

    Ofc it would need to balance the amount you get from the stuns and the amount you need for each map, like for example, the game, in that map would count less the pallet stuns

  • @Nazzzak said:

    Sounds a bit like rewarding bully squads tbh. The new meta would revolve around Head On, Blastmine, Power Struggle, & Flip Flop..

    Yes and No, yes it is true that it encorages that playstyle if this is introduced, but it would be very risky because right now, when a killer is against the bully squad the killer will win in the long run because nobody is doing gens all want the killer attention, so they mess around drop pallets to stun the killer, so, after a while when they try to head on the killer, they have nowhere to run because they created a dead zone by dropping those pallets and that what make them lose the game.

    Ofc it would need to balance the amount you get from the stuns and the amount you need for each map, like for example, the game, in that map would count less the pallet stuns

    It would all depend on balance, balancing the numbers, like pallet save or flashlight save gives more points than just head on and power struggle stun

  • @lemonsway said:

    They already have a solution to Camping and to making Tunnelling harder. Just rework Pyramid Head's Cages into the game's natural Hooking process. Every killer triggers an animation, survivor is sent away and there you go, 1 less hook state. They can even have different animations for each killers.

    You can change all Hook Perks to work with this aswell, which gives anti tunnel Perks new strength since you already have a big headstart. And you now also give killers their hook perks. Some perks will actually benefit from this. Make Your Choice is easier to procc, Devour Hope stacks are easier to get aswell, etc This solution buffs both sides in numerous ways. Makes saves easier for survivors so absolutly no one should be left behind because the save was "impossible". The quick animation also gives killers more time to effectively patrol gens and spread pressure. Buffs high mobility killers but gives less mobility killers a quicker way to apply pressure where needed without wasting time and risking pick up saves.

    Pick up saves would only really work in locker scenarios but those are being written out. Pallet saves won't really happen either. Some perks need to get reworked. There's a reason to change some other barely used perks like Buckle Up, Boil Over, Flip Flop.

    The process eliminates the need for slugging too unless for some reason the killer wants to. Given that base kit UB might come in play then there's a natural counter to it despite not being needed much.

    Honestly it's something that should definetly be tested.

    I like it, I remember thinking the same think when I was camped by the killer

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