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YukariTheAlpaca

YukariTheAlpaca

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YukariTheAlpaca
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  • I added voice lines.


    The Hunter.7z

    All voice lines are done by me. So be prepared for Cringe.

  • @Riot72 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138055#Comment_1138055

    I only skimmed over it but it looks neat from what I could see u have some really good ideas

    I added your chapter to the guide. IDK if you are against it or not. If you are, I will remove it.

  • @Riot72 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137707#Comment_1137707

    That's actually a really neat idea, u should post it as a fan made chapter. I love the idea of a "portal-gun-like" teleport system as a killer.

    Well, I have a booklet of these ideas. I made this one for you.


    My Booklet:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1934056774

  • Killer Addons


    (Common) Refurbished Knife Hilt - A knife hilt made from old leather straps. Slightly reduces the time required to ready a throwing knife and recover after throwing. Stacks.


    (Common) Rusted Blade - A rusted blade that is much more useful than nothing at all. Slightly increases the Deep Wounds timer reduction to survivors hit by a Throwing Knife. Stacks.


    (Common) Cracked Whetstone - A small and cracked whetstone that can barely be used to sharpen a blade. Slightly reduces the recharge penalty of Hunting Knives while in a chase. Stacks.


    (Common) Damaged Pouch - A large pouch used for holding various things. Increases the maximum amount of carried Hunting Knives by 1. Stacks.


    (Uncommon) Scavenged Knife Hilt - A knife hilt taken from the corpse of a deer hunter in the woods and disassembled from it's original parts. Moderately reduces the time required to ready a throwing knife and recover after throwing. Stacks.


    (Uncommon) Dull Blade - A slightly dull but still effective blade that can be used for various small arms weapons. Moderately increases the Deep Wounds timer reduction to survivors hit by a Throwing Knife. Reduces the amount of carried Hunting Knives by 1 Stacks.


    (Uncommon) Small Whetstone - A small yet useful whetstone to sharpen a blade. Moderately reduces the recharge penalty of Hunting Knives while in a chase. Stacks.


    (Uncommon) Stitched Pouch - a pouch personally crafted by The Hunter. Increases the maximum amount of carried Hunting Knives by 1. Stacks.


    (Uncommon) Cured Gloves - A pair of cured leather gloves. Moderately increases the maximum range of thrown Hunting Knives.


    (Rare) Petroleum Bottle - A bottle filled with Petroleum oil. Moderately reduces the visibility of Hunting Knives for survivors. Stacks.


    (Rare) Sharp Blade - A sharpened blade made for cutting thick leather. Considerably increases the Deep Wounds timer reduction to survivors hit by a Throwing Knife. Reduces the amount of carried Hunting Knives by 1. Stacks.


    (Rare) Foraged Whetstone - A lucky find used to really sharpen a blade. Considerably reduces the recharge penalty of Hunting Knives while in a chase. Stacks.


    (Rare) Hunter's Pouch - A finely crafted pouch made from thick leather. Increases the maximum amount of carried Hunting Knives by 3. Stacks.


    (Rare) Scavenged Gloves - A pair of gloves scavenged from the corpse of a biker near the forest road. Considerably increases the maximum range of thrown Hunting Knives.


    (Very Rare) Bloody Bait - A bag of fresh animal meat used to attract large predators. Doubles the Hunting Knife hit bonus used to charge Apex Predator. Slightly reduces the maximum range of Apex Predator.


    (Very Rare) 220 Grain Whetstone - A rare whetstone found behind an old pawn store. Tremendously reduces the recharge penalty of Hunting Knives while in a chase. Stacks.


    (Very Rare) Crafting Kit - A small kit fitted with various components to create primitive tools in survival situations. Allows the ability to recharge all Hunting Knives by holding the alternate ability key for 5 seconds while not in a chase at the cost of moderately reduced movement speed while using the ability. Removes the ability to use Apex Predator. Removes the ability to passively recharge Hunting Knives.


    (Very Rare) Serrated Blade - A large blade with jagged edges that can be used to inflict gruesome wounds. While chasing an injured survivor afflicted with Deep Wounds, their Deep Wounds timer will continue to drain until they enter the Dying state or the chase ends. Deep Wounds timers will only drain while in a chase.


    (Ultra Rare) Paralysis Coating - A special jelly used to cause the stiffening of muscles in hunted animals. The less time remaining in a survivor's Deep Wounds timer, the lower their overall movement speed up to a penalty of 20 percent. Does not stack with similar debuffs.


    (Ultra Rare) Custom Ghillie Suit - A special outfit created by The Hunter to allow him to get closer to his prey. Upon using Apex Predator, gain the Undetectable status effect until you attack a survivor with a Hunting Knife or basic attack.

  • Darkened Sapling - An evil requires darkness to grow and prosper. Upon a generator getting the regression effect, survivors within 12/14/16 meters of that generator will scream, revealing their location with both an auditory and visual notification.


    Hibernating Gift - Your time in the entity's realm has granted you the ability to cause great weakness within it's victims. Upon entering the trial, this perk activates for the next 80/100/120 seconds. While this perk is active, all survivors suffer a debuff of 10 percent to running speed, are Exhausted, and suffer a 15/20/25 percent debuff to repair speed.


    Rooted Grasp - Born from the forest, your strength is immeasurable. The speed at which you pick up and or hook survivors is increased by 25/30/45 percent. Survivors can no longer block your path when you are within 4/6/8 meters of a hook. Survivors within 4/6/8 meters of you while hooking a survivor are pushed away from the hook and scream, revealing their location. Rather than stuns causing you to drop a carried survivor, they instead grant the survivor 35/30/25 wiggle bar progress.

  • Alright, here we go.


    The Husk's age has allowed him to develop a deep bond with The Entity, and as such, has granted him the ability to change the world around him. Hold the alternate ability button to change stances between Void-Walker and Soul-Stealer, granting different abilities based on your current stance.


    While in "Void-Walker" stance, your movement speed is reduced to 4.4m/s but are granted powerful "crowd control" abilities. Hold the ability button to create a portal against objects (channel ability for 2 seconds) that will lead to the next area that can be walked around based on the direction the portal is created against an object. The transportation time between portals is nearly instant and can be used infinitely while placed. Lunging through a portal will reset the lunge duration and moderately extend it as well as grant an increased burst of lunge speed. Once the portal lunge is finished, you suffer a moderately greater (2 second increase) slow effect to recover from a missed portal lunge attack. Portal lunging is called "Void-Hunting". Swapping stances will remove portals. Only one portal can be active at a time.


    While in "Soul-Stealer" stance, your movement speed is increased to 4.6m/s, and are granted the "Drain Essence" ability. Nearby (within 12 meters) injured survivors will start to glow, allowing you to use your "Drain Essence" ability by holding the ability button. Injured survivors within 12 meters while channeling "Drain Essence" will gain stacks of "Rot" up to a maximum of 10 stacks. One stack is granted every second while channeling "Drain Essence". Each stack grants a 5 percent debuff to repair, sabotage, and cleansing speed. All stacks of "Rot" are lost if the survivor returns back to the "Healthy" state.

  • Sorry, I was in a bad mood last night and didn't mean to be a jerk.


    I would help you to make a fun idea as I have many ideas of my own in which I keep in guides on my steam profile. That is, if you would want to make a real character with a full set of perks, addons, and ability.


    It would be fun to keep the stance-swapping. I think I could come up with something.

  • This may be the worst power I have ever seen. Great job!


    My friend said that was too rude and told me to say sorry


    So.... Sorry.

  • @Maníaco_da_garrafa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093876#Comment_1093876

    So what if it's old? This is a tips and tricks video, not an analysis or a suggestion.

    He never said that gen speed is fine.

    The thing is, this guy knows he can something about it since he is a good killer and most games aren't ultra hard. It's not like the killer is held back at the beginning of the game so the survivors can just start with a advantage.

    Sadly, most killers are bad players who just want chill games of "hook, chase, 4k" routine and when that doesn't happen, they look for an echochamber to complain (which in particularly worse in OP's case since he made the same thread in the steam forums).

    The problem is that there is no hope in this current meta of even getting 1 kill.


    I don't care about killing all 4, I just want to have a chance to actually play the game without it being over in 5 minutes or less.


    But I am sure you will come back with some blanket statement about applying more pressure but never actually giving advice as to how.

  • The amount of stress that comes with playing killer just for a MINOR chance at maybe one or two kills.... Why bother?


    On the opposite end, survivor is so boring and easy to play that you can just meme your way to victory without breaking a sweat. Just hold M1 on a gen and your already 1/5th of the way to winning the match.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/995299#Comment_995299

    I mean, don't get me wrong, I love Dead by daylight. But I think some people like to focus heavily on perks which then turns things into meta or nonmeta. If every perk was around the same strength, I believe it'd make more diverse builds. The BT idea in itself is amazing, same with slippery meat, though I think slippery meat is the way it is due to how there was a few killers in the start.

    I do want to know your idea of changing old base perks for both killers and survivors. (Non-unique perks.)

    If I'm being honest, I think NOED could use a change. In the regards it isn't a one shot down for healthy survivors, rather kind of like Burgerking myers, if you get close enough and then M1, you can kill them by your hand (perhaps just give the killer a 2-3% movement speed increase.) Or perhaps if everyone is on death hook during end game, then you can kill them by your hand if you down them.

    I think if they could change base perks for killers and survivors, it'll definitely make it more friendly for new players.

    To each their own!

    I definitely do agree that perks need changes, though.

  • @Rizzo said:

    Please keep the discussion civil and respectful.

    I am definitely trying, Rizzo.

  • @Hex_KillerMainBTW said:

    If I'm being honest, sometimes I'm not sure if it's really the perks we should worry about as much as the emblem system.

    Reason for this: Higher ranks (red ranks) you don't really gain ranks as killer. If you don't get a 4k, you usually just get a black pip. However, the devs seem to want a balanced game to be 2 kills and 2 escapes. With this in mind, how do they expect higher rank killers to rank up?

    I had a game once in purple ranks using ghost face. I killed everyone within 4-5 minutes and just got a black pip. Which is ridiculous imo.

    Yes, you do need perks to help out (killer and survivors) but if one side gets a nerf/buff, there's usually a huge outrage. I don't mind new ruin, I'll still probably use it so I don't have to worry about early game gen kicking.

    I will say though, you do have some rather interesting ideas about these perk changes.

    Thanks!


    I made this idea more to address the issues of fun and frustration with DBD. The ranking system itself would definitely need new changes to work with this idea.

  • @xenofon13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/995268#Comment_995268

    I am just a casual not overthinking player. I don't make assumptions and cry, burning myself out with dbd changes. I am not a dbd player who before i sleep thinking about perk changes. Seems like you're that type of player.

    I just don't understand what the problem is with making ideas. They aren't hurting anyone.

    Making assumptions about other people is really ignorant, but you do you.

  • Or maybe most of the survivor side of the game is really bad.


    SPOILER!


    They are.

  • The fact you need to wait 3.5 seconds to have two blinks is such a long amount of time. Just to catch up to a survivor and try and down them will most likely result in you chasing them as a one blink Nurse.

  • So you guys killed the one good killer in the game who could face a coordinated team without even fixing the horrible map design or gen speeds?


    LMAO, might as well just load in and say "Entity Displeased" ffs.

  • @Raptorrotas said:

    So no more stastic field but the doctor still has to switch to treatment mode?

    Yes. It is a major part of his kit to switch stances.


    The Doctor slows down while in Treatment mode and speeds up while in Punishment mode.


    Punishment: 115% MS.

    Treatment 110% MS.

  • @dsiistrange_3000 said:

    seems both links are the same

    Fixed.

  • Let me know what you guys think!

  • I think Pig is in a good spot and needs a nerf tbh.

  • I am at rank 1 now. He sucks. His power does next to nothing in terms of area denial. All you need to do against clown is pallet camp. You cannot really deny an area since the bottle travels so slow and the slow itself does next to nothing. He is just another trash killer who gets easily looped.

  • If you guys have any comments, post them here or on the guide's comment section.

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