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Yung_Slug

Yung_Slug

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Yung_Slug
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  • > Perk is called "Bully"

    > Doesn't want it to be toxic


    In all seriousness, it's an interesting perk. I do think it should have more uses though, considering distortion has 3 uses and has a more useful effect.

  • @Oxide6 said:

    That sounds great. I’ve been working on my own chapter, could I include this, with acknowledgement of course, I’m no thief. It sounds really good for getting out of dodge, in a tight spot.

    Funny you should say that, because I actually included it in my Winter's Wrath chapter idea. But sure, you can include it in yours as well!

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/705694#Comment_705694

    With the way oblivious work definetly not.

    Also, yes it's a buff bc BT needs it. It's like DS mostly useless.

    BT and DS are mostly useless

    Expardon me? Are we talking about the same perks here?

    Just yesterday I was in a game with demogorgon where the shack was by an open exit gate and I was unhooked from the basement. Got healed with We'll make it, ran out of the shack, got hit by the killer, ran to the person who was hooked nearby, and saved them with BT. I had DS, so no matter who he hit we would have gotten away (he hit me and I DS'd him). None of that would have been possible without those perks.

  • Why my ghostface not working lol

  • Pop Goes the Weasel is really good on Freddy because he can teleport to a gen and kick it instantly.

    MYC could be good since you could warp back to the hook.

    BBQ is great for points and helps you figure out which gen to warp to.

    Discordance, Surveillance, and Thrilling Tremors could also be helpful for similar reasons.

  • @GregTheEgg said:

    Killers always take advantage of teams that are thirsty for unhooks. If you consistently have one or multiple teammates plot the unhook as soon as it happens the killer is just gonna proxy the area and punish it. If you do have borrowed and want to stop a second state or player dying on hook go wake yourself up and then go for the save so the terror radius is enabled. Insane how many games I play with high level survivors and we lose in like three minutes bc everyone just throws themselves at the hooks for saves.

    BT doesn't work well even if it's activated. If the unhooked person gets hit, their timer will go down because they're put in the dream and therefore not in terror radius, basically making it like old BT. Still, people should just be more careful when unhooking.

    BT is an extremely powerful perk anyway. And since another powerful perk, Adrenaline, counters Freddy, why can't Freddy be allowed to counter BT?

  • tbh I would probably run it just for the sacrifice points.

  • The cost of altriusm - measured now in health states, later in blood.


    Interesting perk idea btw

  • @TheALIEN said:

    *kicks it over* TAKE THAT!

    *fire starts in house*

    And that is why survivors caress them gently.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/704978#Comment_704978

    Yes it's more of a fun thought than actual idea. I just thought it would be kinda cool and add more playstyles.

    I see. I'd like to see a Dwight with a cape using that perk lol

  • As a Myers main, I always thought tombstone piece was pretty stupid.

    Iridescent head with infantry belt is too, but if iridescent head limited hatchets to one and trumped all other add-ons it wouldn't be so bad.

    Omegablink is pretty op. I'm probably one of the worst nurses on PC but I can get a 4k with those add-ons.

    Keys are pretty dumb, especially with add-ons that remove the risk. Whenever I run my item build and I find a red key with a weaved ring I don't really care if I die because I've already won at that point. Imo purple keys should only work on previously closed hatches and both keys should open for just one person.

    I'd say even instaheals aren't as OP as keys because they at least go away when they're used and they don't give you an instant escape.

  • @Impact said:

    https://forum.deadbydaylight.com/en/discussion/comment/704700#Comment_704700

    How about we start with the pink ultra rare add-ons? I reckon all of those could go, as most of them are potentially game-breaking.

    The problem then lies with deciding what purple very rare add-ons are OP. I'll voluteer a couple of suggestions to get us started: Spirit's Prayer Beads, Shape's Scratched Mirror and Survivors' Alex's Toolbox.

    The rest of them, green, yellow and grey, can remain.

    Not every pink add-on is game breaking. Also, don't touch my scratched mirror.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/704693#Comment_704693

    Yes that's an exhaustion perk. Didn't I write it somewhere ?

    So no you couldn't use balance landing after this. Or any exhaustion perks actually.

    I meant balanced landing's passive effect rather than the speed boost. The exhaustion makes the perk a little more balanced, but it would still look pretty ridiculous and it might break certain map tiles.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/704695#Comment_704695

    That's entirely new to me, never seen it before so its not like I would've known it existed unless I was aware of the update.

    If that is what they're referring to though, it leads me to believe that it wouldn't be hard to get 2 perks in that specific Blood-Web... I think they just mean the regular 2 perks you get on the normal ones, since the one with 3 perks can easily get you 2... so why wouldn't the one with 4 perks get you 2 or 3?

    The problem is getting the 2 perks you want. Say the bloodweb has Adrenaline, Borrowed Time, Open Handed, and Up the Ante. Now obviously you want Open Handed and Up the Ante, but every time you take a perk it consumes another perk. So you could definitely get Up the Ante, but there's a chance that Open Handed would be consumed, forcing you to pick between the remaining 2 perks.

  • The problem is that everyone would have to agree with what is and isn't OP.

  • If it's a problem for you, try running thanatophobia.

  • @FireHazard said:

    It offers two perks but you can only receive one.

    Unless its one of those new sections they added to the lower level Blood-Webs with three perks in it, the regular ones only let you grab one, and the one i'm referencing DOES give you the chance to receive two.

    I believe they are referring to the level 50 bloodweb, where 4 perks appear, allowing you to get up to 2.

  • And they can do that every 40 seconds with no exhaustion? Aside from how silly that would look, it would probably break a lot of loops, especially with balanced landing. Imagine chasing a survivor in The Game and they just jump up to the second floor.

  • @Karaage said:

    @TheUnendingNightmare @Yung_Slug

    I made it 28m to mainly counter aura reading of Nurse's Calling by Stealth Killers, so like when You're healing Yourself and suddenly You start hearing Voices and no Terror Radius so You know You're in danger. As TheUnending noticed, You can already hear TR at 32m so I thought that range was sufficient, also greater range would make it less useful in detecting killers.

    I think Spine Chill messes with Stealth Killers more. My perk at least needs to be activated first to work. And @Yung_Slug , I really like the idea of screaming :) As the perk is for now, You'd get lots of free aura blocking, since at least every BBQ use by killer should activate it (at least if other Survivors use Bond, which is good for soloque?). By revealing location You mean the Killer Instict, right?

    Also, revealing in revenge Auras of survivors that see Your Aura is a neat idea, but I'm thinking of Voices to be more immersive concept. Like, You're paranoid and hear voices in Your head. Is someone watching me? What was that? Where is everyone? What is everyone? Is anything real?

    By revealing location I mean the usual scream notification.

  • Myers. He'll just stand there... menacingly... and then the killers will leave.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/701374#Comment_701374

    I'm confused, if solo survivor is so bad that they need those buffs to make up for being equal to SWF, why would killers need a buff? That doesn't make any sense because then you're just putting solos right back in the same position. Putting solos on par with SWF is literally only giving them some information. They're still weaker than SWF because they don't have communication. You can't say "Just do gens, leave them on the hook, that's the only way to punish what he's doing" for example to your teammates as a solo player. You also can't say "Just work through the ruin", etc.

    https://forum.deadbydaylight.com/en/discussion/comment/701390#Comment_701390

    People argue that that data is useless when it's said that killers have a 70+% kill rate, so why are we using these statistics for survival? Also, think about it, if HALF of the players are solos, the other half are SWF. SWF get mixed in with solos, making survival rates higher than they would be if it was 4 solos. I'd personally be interested in survival rates for ONLY solo players than survival rates across the board.

    As for the main topic, I'm not sure how I'd feel about it. I feel like killers would just run multiple gen slowing perks together to make gens just never get done. 5 or 6 killer perks would probably be way too powerful. Also some aura reading perks may not do anything against certain killers in the future.

    I would probably settle for Bond and Kindred base kit with no buffs to killers. It wouldn't be overpowered or even do anything to make things harder for the killer, and one could argue those should have been base kit from the beginning. Only thing is Dwight would need a new perk to replace Bond.<cough> https://forum.deadbydaylight.com/en/discussion/78629/major-survivor-buff-and-qol-change-pizza-box <cough>

    If solos are made to be nearly as good as SWF, killers would need buffs to compensate because SWF is extremely powerful right now.

  • @AWesley91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/701374#Comment_701374

    Why do killers need buffs?

    Is there ANY stats showing that killers are not getting average 2k per game or very close to it?

    According to official data posted on May, the survival rate at high ranks was about 60%. It also showed that more than half of the survivors were playing solo (sadly, it doesn't show the average party size in high ranks). So yes, Killer would need to get buffed if solo gets buffed.

  • Yes, Urban is just normal walking speed.


  • @AWesley91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/701278#Comment_701278

    SWF teams don't need any aura perks. They already have them all basically.

    You know why killers say every game is SWF? Because the solos got nerfed to the point they quit.

    Who said SWF teams needed them? This thread is about buffing solos, we're not trying to buff SWF. Buffing solos isn't gonna make everyone switch to solo and benefit killers. Killers will have to be buffed in some way because we're trying to close the gap between solo and SWF, and doing so means buffing survivors overall.

  • Dude I was so hyped for inner strength and second wind for just this reason. I was actually using No Mither + Solidarity + Self Care at the time those perks were revealed.

  • @HatCreature said:

    My favorite No Mither build is Object of Obsession, No Mither, and Autodidact. Still not sure what to use for the 4th perk, the whole idea is that you want to be the hero but you REALLY SUCK at it.

    Maybe MoM so you're constantly running into the killer to "save" your teammates?

  • @AWesley91 said:

    Here's the thing

    A baseline aura perk or two would buff solos a little but do nada to SWF. Solos woild still be way weaker than SWF.

    More solo survivors=killer benefit. Killers do not need any new perks. Game is already 3k average.

    Buffing solos isn't going to drastically change the amount of solo survivors enough to actually benefit the killer. It would definitely do more harm to killer than good. SWF teams aren't just gonna break up because solo was slightly buffed.

  • I reformatted the post and modified Scavenger for balancing reasons.

    The drawback of Scavenger is that you lose half the charges on items, but dull keys and skeleton keys are very powerful items that are not too affected by charge reduction. It also makes more sense that you wouldn't be able to find a purple or red item while scavenging.

  • @Blueberry said:

    Not sure why they would, he's still only mid tier when using the pallet addons.

    He's widely considered to be high tier. Still doesn't deserve a nerf though.

  • I don't see why it needs to be below 50%. Just remove that and it would be decent, as survivors wouldn't be able to do generators at all while recovering from Exhaustion.

  • Awesome website! My only real complaint is that it's a bit laggy, but I'm sure that'll be fixed in time.

    I may have gotten carried away and filled the entire front page :P

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/700529#Comment_700529

    How could this help gen rushing ? It doesn't make you repair faster. It would mainly help when being chased and spotting an almost completed gen.

    It doesn't help it, but it rewards that playstyle by restoring a very strong perk.

  • @AshleyWB said:

    I mean if you really wanted to 'Up the Ante' you would have to up the stakes.

    Up The Ante - If you avoid being hit within the first 200/180/160 seconds you will receive 5,000 points in the survival category. If you searched a chest in this time the subsequent item will have its charges doubled.

    I think you're on the right track, though maybe it could do something more useful in-game than bloodpoints.

    I think Up the Ante should reward you for winning a chase and punish you for losing one. Maybe it could give you a gradually increasing bonus to something depending on how long you are in a chase and make you lose the bonus if you get hit. That way, the longer you're in a chase (which means more risk of losing your bonus), the better the benefit.

  • Actually, I just thought of another idea that doesn't have a confusing token system.


    You see the Auras of all Healthy or Injured Survivors that can see your Aura (except by the effect of Paranoia).

    Gain a 6/8/10% bonus to action speeds, a 10% increase to Skill Check probability, and a 10% reduction to Skill Check success zones while your Aura is revealed to the Killer.

    If at any time your Aura is revealed to one or more Survivors and the Killer, you scream and your Aura can no longer be revealed until you are put into the Dying State.


    Still iffy about the second effect. Removed the scream timer because your Aura would be showing anyway at that time.


    Edit: Added a condition that prevents an infinite Paranoia loop between survivors, and specified that it works on healthy or injured survivors only.

  • Hmm, I'm not too sure about the whispers (since that would kinda mess with stealth killers).

    How about...

    When your aura is revealed to a survivor, gain 1 Token if you have 0 or 2 Tokens. When your aura is revealed to the killer, gain 2 Tokens if you have 0 or 1 Tokens. Gain one of the following effects depending on the amount of Tokens:

    1 Token: You see the Auras of all Survivors that can see your Aura.

    2 Tokens: Gain a 10% bonus to action speeds while your Aura is revealed to the Killer.

    3 Tokens: You scream, revealing your location for 4/3/2 seconds. Your Aura can no longer be revealed.

    You lose all Tokens when you are put into the Dying State.


    This perk still seems a bit unreliable, though. If you want the second effect, for instance, but someone has Bond, Aftercare, or especially Wedding Ring (and you're the obsession, which is also kinda random), you can't really get it.

  • Do they hear their own terror radius? If so, what's the point in the range of the terror radius, other than possibly confusing the obsession?

    The fact that this is permanent until you find the original survivor seems annoying, especially since it can be instantly applied to multiple survivors and they'll have to find all of the survivors before the killer comes near another one if they don't want to hear the terror radius and possibly suffer from Feral Frenzy's Killer Instinct, Infectious Fright, Unnerving Presence, Coulrophobia, etc. The killer doesn't even have to know that the survivor is nearby to apply the effect, and 12 meters is a pretty large range all things considered.


    Edit: Answered one of my own questions by looking at the numbers.

  • The perk that causes exhaustion doesn't work when the generator is at 50% or more completion. The only real balance here is that it wouldn't work if you have Adrenaline and are on the last gen. I am a bit concerned that this encourages rushing gens and the devs seem to be trying to move away from that.

  • For incarceration, as the EGC only activates when the hatch it closed or the gates are open, does that mean the entity blockers will only be useful in hatch games?

    The second perk seems like a lot of perks at once. Also, I'm not a fan of perks that give you buffs when you kill a survivor. The fact that you have one less survivor to deal with is already a pretty big difference so adding a bonus like speed to it would just make it even more hopeless for the remaining survivors. Perks like this would encourage tunneling and moris.

  • Might be a bit unreliable (considering how hard it apparently is to determine whether a survivor is looking at Ghostface), but it could be a nice effect similar to the Doctor's illusions.

    How often does this effect occur, though?

    Also, I'm not too sure about auras of structures, that might look a bit weird. Maybe keep it to things that can already have an aura?

  • Other things I should mention: This does work with Ace in the Hole and Plunderer's Instinct, so you can use those for better items when scavenging.

    Something I should add to the perk description is how chest auras are handled. Do you guys think fully scavenged chests should show a red aura, no aura at all, or a different aura color?

  • @8obot1c said:

    It should grant quieter noises when searching through chests, but other than that it’s great :D where’s the other survivor perks all i saw were killer ones.

    Pharmacy already makes chests quieter. Now that I think of it, I should mention that this perk could be used with Pharmacy for both quieter and faster scavenging just in case anyone was wondering.

    I've individually posted the other survivor perks already (though I may not have added "Winter's Wrath" by them). If you want to see them all, feel free to check out the full chapter idea!

  • So you're telling me Survivors can get anything they want nerfed by DC'ing? Neat.

    If it's really a constant problem for you, try using spine chill. And before you complain about having to run a perk to counter a single killer, spine chill is a great perk on its own and spirit is a meta killer. If you want to play against meta, you counter that meta. That's how it is in pretty much every game that has a meta.

  • I'm on board with most of these effects, but contagious blindness doesn't make much sense. Also, imagine Third Seal with this change. You wouldn't even need to hit everyone for them to be permanently affected.

    Instead, I think it should also make the red stain invisible.

  • The killer has the ability to close the hatch by default. This blocks off all generators and powers the exit gates. To escape you have to open an exit gate or use a key to re-open the hatch.

  • You'd probably just wake up at the campfire.

  • I'd like to see an Ace mask that makes it look like Bubba is smiling.

  • My standard build for Myers is BBQ, Ruin, M&A, and Infectious Fright with J Myers Memorial + Dead Rabbit/Memorial Flower.

    BBQ and Ruin are standard for all of my killers because I need Ruin and I want the extra BP from BBQ. You can swap Ruin for Pop, but I personally prefer Ruin.

    M&A makes it easier to sneak up on people in Tier 1 and 2, and with the dead rabbit you'll have a 4 meter terror radius in tier 2. Infectious fright also combos with M&A and Dead rabbit, as you'll have a 48 meter terror radius when you down someone in Tier 3.

    For Scratched Mirror and Boyfriend's Memo, I swap out infectious fright with PWYF (prevents situations where I can never catch people). If you don't care too much about BP you can switch BBQ for discordance or surveillance. Keep in mind this build pretty much requires you to use a lery's offering or at least a gideon offering. The new map might be good, too.

  • @Mooks said:

    Thanks for listing every counter again, but I know them. The biggest problem is: Not everyone knows/uses them and besides the locker they are not very reliable. Getting near enough is not possible and if you missjudge it you are in a very bad spot. Generators are not as reliable as it is made out often, also there are gens wehre you cant hide at all. And juking with the Killers i mentioned is also very risky.

    It wouldnt be that much of nerf anyway and it would help you get all your hooks, so that there is not the last survivor that was never hooked that gets away through the hatch.

    maybe slightly increase the reveal with this change

    > Not everyone knows/uses them.

    That's like saying clown needs a nerf because not everyone knows to drop the pallet early.

  • @Kaiju said:

    Yeah because other change wouldn't be as beneficial like bags in base kit

    Okay, but even if those changes go through the camouflage add-ons will still be pretty pointless. This suggestion is not about improving trapper, it's about improving these add-ons.

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