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  • If you break all the totems it literally does nothing.

  • @PistolTimb said:

    He's gonna stuff the survivors and cook them at 450° for 6 hours

    During this time, the survivors can not be freed.

    DC penalties have also been re-enabled.

  • This would indirectly buff Monstrous Shrine, which is already the most powerful perk in the game.

  • I don't run any exhaustion perks because I feel they are too restrictive.

    Running Sprint Burst stops me from running everywhere so I won't waste it. If I walk to the gens I waste time, but if I run to the gens I won't have it ready to escape the killer. Still better then Dead Hard, though. Was thinking of doing a Speed Walker build though; Sprint Burst, Vigil, Fixated, Hope.

    Balanced Landing requires a place to land from to activate, meaning it can't be used anytime like the others. Still more reliable then Dead Hard though.

    Lithe is my favorite. In theory, anyways, I don't have Feng. Fing? That vault lady. Activate-able when you need it, can be used at areas meant to create space for survivors (windows/pallets) to create even more space. Can slow vault windows to not waste it, making it superior to SB. Also superior to Dead Hard.

    Head On is very fun, and can even be funny to get hit by. Can create space for yourself and for teammates, and can be used in rare occasions to save a survivor about to be hooked. This perk was a very nice addition to the game.

    Adrenaline I'm a bit mixed on. On one hand, it's a very strong effect. On the other hand, it NEEDS to be strong, because it only works after your team repairs all the gens. Well, IF they repair the gens. What this means is that before end game it does nothing for you except let you repair the final gen in safety, knowing you are about to get healed. Still prefer it over Dead Hard.

    Dead Hard + dedicated servers = lol

  • I just realized something.

    One of the things that people say about the Doctor is that his perks don't have any synergy with his power, but after seeing the changes they are planning I noticed this:

    • Monitor & Abuse: The main reason M&A is bad on doctor is because you want your Terror Radius to be large outside a chase to find people with your Static Field. With the rework, the strategy would be to get close using M&A reduced TR, enter chase to increase TR, then use Static Blast to tier up multiple Survivors.
    • Overcharge: Static Field was absolute garbage at increasing madness past tier 1, but Static Blast should be able to do it reliably. You should have everyone in tier 2 very early into the game, making Overcharge harder to hit right at the start. Also the reverse skill-check thing, pretty obvious synergy there.
    • Overwhelming Presence: OP + M&A I guess? Now that M&A synergizes with Doctor's Static Blast, maybe OP can be worth using to waste peoples Toolboxes in a 40 meter radius. That's a bit of a stretch though.

    This rework should make running his own perks worthwhile at least.

  • Holy crap that would be OP.

    Imagine being able to use Workshop Grease, Razor Wires, AND Amanda's Secret at the same time!!!!! D:

  • I'm not sure if this counts, but Hangman's Trick. It does literally nothing for the Pig. Well, for NO killer, actually. It's such a bad perk.

    But for real, my worse killer/teachable would Demogorgon with Mindbreaker. Mindbreaker can be a very strong perk on Ghostface/Pig/Wraith, but Demo just gives TOO MUCH warning to make use of it. Between his global teleport screeching and his extremely loud footsteps, the survivors can get their 3 seconds of safety very easily.

  • The only thing about Q&Q cooldown I think should change is tier 1/2. The 30!! entire seconds you have to wait with tier 1 physically hurts me.

  • Getting Surprise Attacks on Wraith is as easy as getting Dream Chaser on Freddy.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944622#Comment_944622

    No they can't you're just stuck in the past. Get over it, the game is better now.

    @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/944622#Comment_944622

    Stay in the present, as I said.

    And they can only do that if there is other survivor left, which means it will be more easy than find only 1 surv.

    This just in; Survivors no longer have the ability to hide. More at 11.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/944492#Comment_944492

    But it is now here.

    Stay in the present and not the past.

    End Game Collapse was added because Survivors would open the exit gates then stay in the match for eternity.

    Although they can't do that now, they are still fully capable of not doing gens and hiding forever.

    Both sides can take the game hostage.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944483#Comment_944483

    Survivors can't take the game hostage for an unreasonable amount of time not even allowing the killer to get bp for their time. Nice try though bud.

    Want to know how I can tell you weren't here before End Game Collapse?

    1. Killers get banned when their internet cuts out or the game bugs
    2. All Killer players are either banned or stop playing Killer out of fear of being banned
    3. No one can find games anymore
    4. Game dies

    Seems fine to me!

  • If they reworked some of the add-ons to give additional effects to sick survivors, like blindness, it could scare survivors into cleansing.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/939062#Comment_939062

    I wouldn't sweat it. Just a salty killer being salty.

    It didn't actually happen, this is a thread about tru3.

  • The part of Slippery Meat they were talking about is the 15/20/25% chance to escape from bear traps. It was one of the first perks in the game when there were only like 3 killers.

  • The code I got was already used! :(

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/915504#Comment_915504

    I think we're way too late on implementing such an idea, sadly.

    Also, fix the Pig add-ons. She has a lot of trash ones. Not just "not good." Actual trash.

    What?! You DON'T want survivors to get skill checks 1% more often?

  • Right now, one of the most frustrating things about the Nurse is blinking only to see that your second blink is 99% charged. I would change Nurse's blink to work like the Spirit's haunting.

    No charges, only a power bar. You can only blink when your power is fully charged or while chaining blinks. Each blink uses 1/2 of your power bar (1/3 with the Bookmark). I would also change the Bookmark to increase power recharge time instead of stopping you from going through objects.

    Aside from these changes I think she is fine.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/909742#Comment_909742

    Erm...well, because I have a PC running a GTX 980 from 2014, that doesn't have this issue. So, I mean, immediately shot down. Unless my GTX 980 is a super GTX 980 from the future.

    Oh, and also, there's not 49859485948594 threads complaining about it here. Therefore, not a unanimous problem.

    Next time, think before you ask silly questions.

    "This doesn't effect me, therefore, no one is effected"

    Amazing argument, very cool.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/909733#Comment_909733

    What you consider "garbage graphics" is simply an art style. It's like calling Borderlands' graphics garbage.

    I'm just saying, if it was a DBD specific issue, it would be unanimous across the board...so why isn't it?

    What makes you so sure it isn't?

  • We'll Make It used to be able to collect tokens, but they removed that. The reason why it says it can't go past 100% is to show there are no more tokens, and that it's either on or off. You are fully capable of stacking We'll Make It with Botany Knowledge and Med-Kits and stuff.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/787269#Comment_787269

    Not saying its BAD persay. But once a killer gets good at tracking blood, they don't really need Bloodhound anymore. Not in the face of other, more useful perks that can slow down the game.

    Honestly, I have always seen it as one of the best tracking perks in the game. I feel like the people who hate it, haven't used it.

    The moment some one becomes injured, there is NO POSSIBLE WAY for them to escape from you. Their blood lasts forever, glows as brightly as the sun, and is as vibrant as a glow stick. You can even use it in place of Deerstalker, it's like the Survivors are bioluminescent slugs.

    Discordance? Only works when 2+ people work on a gen together.

    Barbecue & Chili? Literally 100 counters.

    Bitter Murmur? Only works when you lose a gen.

    Sloppy Butcher + Bloodhound + Stridor? UAV ONLINE

  • Bloodhound is a good perk. :(

  • @Rin_is_my_waifu said:

    Survivors: Nerf prayer beads. There is no counter to it

    Spine chill: Am I a joke to you?

    Spirit, 1 out of 17 killers in the game

    Prayer Beads, 1 out of 20 of Spirit's add-ons

    Need to take Spine Chill EVERY SINGLE GAME just in case you get this one specific killer using this one specific add-on, and if you don't have Spine Chill you will not win

    Then people say Spine Chill countering PB makes it balanced

  • If this happened, the new way to play the game is to have all music completely turned off so you could hear the killer/survivor better, making the game more unbalanced.

  • If you put "all of the above" I would have picked that.

  • Teammates literally will not stop unhooking me in front of killer, and they never have borrowed time.

    I used to think the idea of kicking the unhooker in the face was just a funny joke, but now I'm really feeling it.

  • One of the big things I learned is to not lunge. Just get close and do a normal attack. The instant attacking is a lot easier to land.

  • Poor Bubba is so add-on dependant.

  • I had an idea, and I didn't like it.

    Object of Obsession, except it activates anytime the killer presses/holds down m2, and goes through undetectable. Has a range of 20/28/36 meters, maybe obsession.

  • I think Maple Knight should be base kit (see the outline of your shock attack) so you can see what you can hit with the scrapped+interview tape combo and railgun doc, which use 2 add-ons.

    I would keep Maple Knight common and replace it with this:

    Maple Knight
    • Slightly increases movement speed in Treatment Mode. (+0.2 m/s, making it the same speed as Punishment Mode)
    • Slightly decreases time to switch modes. (25%, from 1 sec to 0.75 sec)
  • I hate Coldwind Farm so much, as both killer and survivor. Haddonfield is definitely 2nd, though.

  • They could make a perk for this, but it would have to be something high like 6/5/4 injuries, and tie it to a Hex totem.

  • How about we add this?

    When unhooking a survivor, you and the unhooked survivor gain a 5/6/7% haste status effect for 10 seconds.

    So it's like a short duration Hope. Would really help with basement unhooks, I think.

  • She may have been slowed to 107%, but that's still 107% through walls, pallets, windows, and floors.

  • I have a pretty simple idea.

    Maybe just add an extra downside to it, like so.

    Iridescent Head

    A glass-like Hatchet head molded from The Fog itself. The blade is warm and reverberating with The Entity's power.

    • Inflicts Dying upon the victim.
    • Reduces maximum carried Hatchet amount by 4.
    1. Slightly decreases your movement speed while winding up your throw action.
    2. Considerably increases Hatchets wind-up time.
    3. etc.

    I think one of the biggest problems it has is that the decreased Hatchets carried is just so easily countered by using Infantry Belt. If it had other downsides, you would be choosing which one you negate. So instead of Infantry Belt for more Hatchets, maybe take Flower Babushka so it won't be as difficult to land hits.


    edit: Forgot to add, I absolutely think this add-on needs to change. Your first idea is my favorite.

  • Surge would be worth using if it didn't have such a long cool down, short range, low amount of damage, worked on more then just m1 attacks, and was basically entirely reworked.

  • It would be pretty cool if they put up 4 Killer and 4 Survivor teachable perks in their own diamonds.

  • @Sleephartha said:

    PS4 controller. I'll have to experiment to see if mapping a different secondary action button will help anything. Is there a hierarchy of actions that I don't know about? All I ever get is a pop up on my screen that will say what the action is going to be. That pop up can change depending on the camera, which is super flawed. Sometimes I can stand near a pallet when I need to heal and if I look away from the palette I get the heal pop up. Sometimes in the exact same position I can turn 360 and only have a throw pallet pop up so I have to move around until I can get a heal pop up.

    The reason why it does seemingly random actions is because you have multiple actions being bound to the same button. The moment you fix this, the problem should go away.

  • @LordGlint said:

    Everyone makes the same mistake, and this very topic was brought up afew weeks ago. For some reason, alot of players think they should just look it up instead of the status effect being named to anything that makes sense.

    The amount of people that were saying "just look it up" was insane.

    This ABSOLUTELY needs to be changed, and Vulnerable sounds great.

  • Could put this on Inner Strength when it's active.

  • @[Deleted User] said:

    I’ve got an idea.

    How about if nothing about how it currently works is changed, but some additions were made to the perk?

    If the killer remains within, say 20m of a hooked survivor running the perk, and the survivor is in the struggle phase, the killer suffers a debuff to movement speed and a debuff to the cooldown on both successful/missed attacks whilst in that’s zone?

    That doesn't seem like a good idea. Let's look at a scenario:

    You just hooked a survivor, and you now see survivors on the other side of the map because of BBQ and begin walking to them. As you are walking away, you see scratch marks leading to the survivor so you go back to stop the unhook. For no reason whatsoever you are now moving and attacking slower.

    This doesn't sound very fun.

  • @Atrushan88 said:

    @WTBacon Pig and GF are fine. Wraith is the problem, and it's not because of aura reading. Also, the only correct way to buff Alert would be to make it immune to undetectable, but the problem is there are even WORSE aura reading perks(Dark Sense for example). OoO is only so bad that it helps the killer and not the survivor running it because while you have a stealth killer who is undetectable, you can't see their aura, but obviously they will still be able to see yours because it works by showing your auras to each other. If you can't see their aura, and they can see yours, it makes it pointless because there's no upside to the perk. Why would anyone use a perk that could potentially not give them any benefit while still giving the killer the benefit?

    "Object of Obsession is disabled while the killer is Undetectable."

    fixed

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/650200#Comment_650200

    How would you buff Alert in this case ? It already was massively buffed in one patch, when they gave to this perk unlimited range and no cooldown.

    The main point of what I said is that we NEED Undetectable.

    Poor Wraith has been bottom tier for too long.

  • Had a random idea.

    Workshop Grease:

    • Jigsaw Boxes Removed
    • Reverse Bear Traps replaced with Generator Traps
    • Failing a Skill Check has an increased regression penalty


    Razor Wires:

    • Jigsaw Boxes Removed
    • Reverse Bear Traps replaced with Generator Traps
    • Leaving a Generator early causes you to scream and become exposed for 15(?) seconds


    Interlocking Razor:

    • Jigsaw Boxes Removed
    • Reverse Bear Traps replaced with Generator Traps
    • Leaving a Generator early while in the Healthy state will put you into Injured


    Your 4 RBT are replaced with 4 GTs which can be placed on any Generator, and cannot be removed, so you have to choose carefully.

    Add-ons like Utility Blades (Survivors caught in a Reverse Bear Trap suffer from the Haemorrhage Status Effect) apply to survivors that are currently repairing a Generator that is trapped.

    Last Will increases available Generator Traps by 1, similar to Reverse Bear Traps.

    Rules Set No. 2 now also disables the survivor's ability to see the auras of Generators that have a trap on them.

    Bag of Gears and Crate of Gears will now also slightly/moderately increase time to repair trapped generators. Will need to be small though, or else it will be too strong (14%/30% like with RBT would be WAY TOO STRONG)

    Amanda's Secret removes auras of trapped Generators (like Rules Set No.2) except for The Pig, and it gives you a notification and reveals the auras of survivors that leave a Generator early.

    Amanda's Letter just reduces Generator Traps by 2.

  • @Atrushan88 said:

    @TheMythicalCat Except here's the thing, Alert can be countered by NOT kicking the gen and looking first. It's not even a great perk, and killers can find hiding survivors with aura reading, and most killers WANT survivors to hide instead of loop. So, we come down to this. Survivors whose job IS to hide, vs stealth killers whose job is to not be found. If you're kicking a gen, you're making noise. Honestly that's the same thing as if a survivor dropped a pallet far away from your or was fast vaulting it. Kicking a gen should reveal you with alert whether you're a stealth killer or not. At the very least, kicking a gen, or breaking a pallet, should break that stealth ability before doing so so that Alert still works. I wouldn't touch Alert if it had a 1/4 chance of use. I'd put Adrenaline on(I currently don't use it), and killers would get pissed.

    As for saying that a perk is equal to a basic ability when that's literally all survivors have vs a killer who gets powers AND a perk is silly. Perks are meant to help you in a trial. If they don't work, or even have the potential to HELP THE KILLER AND NOT YOU(OoO in this case), what is the point of them existing? Perks should be brought to negate perks, not powers. That just makes some perks pointless, and that's what's happening with Alert. Guarantee you no one will use it hardly after this, considering it's already rare. You're just gonna see more of the same, which is not only boring, but sad. Also stealth killers again are pretty much the same as normal killers, the only difference is they can hide their TR+red stain. Hiding their TR is ALREADY good, but now they're getting immunity to aura reading? Sure, some stealth killers aren't quite as powerful as Pig or Ghostface, but it's not because of their stealth being weak. Oh and might I mention if someone kicked a gen RIGHT beside me, I should know. ESPECIALLY with a perk designed to give me the information of where they're headed. ALSO if I'm hiding, then obviously they're not sneaking up on me. Alert just keeps me from being found on my way BACK to the gen or trying to continue hiding from them. It doesn't keep them from sneaking up on me. This is the thing, people think "Oh well you're SUPPOSED to bump into me" but no, that's not a stealth killer's job. A stealth killer's job is not to randomly fumble upon a survivor. A stealth killer's job is to sneak up on the survivor without them knowing. If they already know, my cover was already blown as a stealth killer(and I play stealth killers). That is not countering a killer's power. That's the killer failing to use their power correctly and getting rewarded despite it. Alert simply prevents that from happening.

    I understand what you are going for, but you are looking at this the wrong way.

    Instead of saying that stealth killers shouldn't get Undetectable (which they really need), you should be asking for those bad perks to be buffed.

    So if Alert really is as bad of a perk as you are saying, and this new status effect makes it even worse, then they should be buffing Alert, no?

    If OoO is really so bad that it helps the killer and not the survivor running it, then they should buff the perk.

    Stealth killers (especially Wraith) REALLY need this new effect.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/649127#Comment_649127

    Monitor is borderline useless on Freddy since your Lullaby range is fixed at 32 meters while the survivors are asleep, no matter what perks you use.

    The recent rework changed that.

    Survivors in the Dream World hear the lullaby instead of the heart beat from the Terror Radius. So the lullaby is no longer fixed, like Huntress' is.

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