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Yung_Slug

Yung_Slug

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Yung_Slug
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  • @Deadeye said:

    Not sure if this should be a Killer or Survivor perk. But as Killer perk it is OP and as survivor perk it is kinda redundant. What you want to do with it? Not chase into other survivors? Take Bond

    The title may have changed, but the description says that you have to initiate a Chase with the killer, so it's a survivor perk. I personally like the idea (probably because I had a similar idea a while back :P), but I'd prefer if it also showed other survivors your own aura as well.

  • @Dolphin9192 said:

    https://forum.deadbydaylight.com/en/discussion/comment/660111#Comment_660111

    Again having DS does not change the fact that you will still get farmed and farmers are like campers they do not care about rank/emblem.

    Well if they pip down you're less likely to get matched up with them. Almost no one camps in the higher ranks.

  • I think it should be an icon like with moris.

  • It should either replace the blindness or be a different hex. Both blindness and oblivious is a bit much I think.

  • @Dolphin9192 said:

    https://forum.deadbydaylight.com/en/discussion/comment/654430#Comment_654430

    But you still get farmed meaning that does not stop farming.

    @Yung_Slug

    Get downed in less than 10 seconds. Farming survivor gets their emblem obliterated and you'll still have DS.

  • @artist said:

    fun to play because she has no counterplay without perks

    awful and boring to face because she has no counterplay without perks

    Stop playing without perks. Tell that to the survivors you go against, too. Bunch of weirdos.

  • @Chordyceps said:

    The Backpack Build

    You can do this on killer, I do it on Legion since I have all the perks I need on him. You run Agitation, Mad Grit and Iron Grasp. At the start of the match, you find and down someone. From that point on, whenever you want to move, they need to be on your shoulder, and you need to be slashing constantly. If they escape from your grasp, you can either hunt them to backpack them again (if no one's on the ground), or pick up a different survivor you've downed, and they become your backpack.

    Add M&A and put it on tier 1 Myers for a sneaky backpack build. Got the idea while watching a puppers vid, but I haven't tried it yet. Sounds super silly though.

  • @Marcus said:

    I disagree, I don't want Spirit to be hard countered by flashlights, we have Wraith for that.

    The difference from the wraith is that she's actually good.

  • The title was cut off so I thought you were complaining about tires.

  • @AWesley91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/654898#Comment_654898

    Is there any actual data that shows killers need a buff? Such as, at rank 5 they average 40% kills?

    The most recent official data shows a 60% survival rate for rank 2 survivors. But that's not the point. I say killers would need buffs to compensate for solo survivors getting buffs. Since Solo would ideally be as strong as SWF, killers would need to be balanced around that strength.

  • SWF doesn't need nerf, solo needs buff to be more like SWF, and killer may need buffs to compensate.

  • You must be new to this game, but it confuses me why you would make such a bold claim as "this game should be reevaluated" when you just started playing it. Let me tell you a little secret: This game's mechanics have pretty much always been survivor sided.

    The game is killer sided if survivors don't know how to loop but it turns around quickly once they figure it out. If you're not surviving more than half of your games, there are plenty of resources online that will teach you various aspects of survivor gameplay.

  • @StrainedSky said:

    @Yung_Slug - The licensed characters are purchased with cells and the original characters are unlocked with cells/shards. The only characters unlocked on download are :

    Billy

    Trapper

    Dwight

    Meg

    Claudette

    OG Characters cost 500 cells or 9000 shards

    Licensed Characters cost 500 cells

    Oh, okay. Sucks that I'll have to pay for my main again, but it makes sense.

  • If you get farmed off the hook and downed, you can use DS.

  • @Dolphin9192 said:

    https://forum.deadbydaylight.com/en/discussion/comment/650022#Comment_650022

    That is a good point, maybe it is better unchanged. But I would still like an anti-farming perk that I would have some control over.

    Like DS?

  • Too many times survivors were too scared to unhook me because they didn't know I run DS. I don't want the same thing to happen with BT. That'll just increase the gap between SoloQ and SWF.

  • IIRC Second Wind deactivates on down, so it won't work after DS. DS could still be good to have just in case you don't activate second wind, though.

  • The perk could activate right before you get hooked and then it does nothing.

  • @ThirdSealOPplzNerf said:

    I'm pretty sure everyone would love to have a spider.

    Patches the Spider chapter when

  • Infinite keys would make blood amber extremely OP, especially since you can still run around while channeling.

    I agree with killers being able to get addons. Survivors get to keep the items they bring half the time and they can also get free items from chests. Obviously more chests should be added, but in addition to this I think it should work like the lunar new year event, where you hook someone and can destroy a chest for a limited time. The coin offerings can be changed to block off that many chests for survivors, so you still have a chance to destroy them yourself.

  • @BreadLord said:

    its completely not fair that the hag forces our camera to turn in the direction of her traps, no other killer forces a survivor. i should be able to take my own action. plenty of time i've been ######### by this, its just not fair that the hag can hijack my movement

    No other killer forces a survivor

    No other killer than doctor can make skill checks appear in random places, no other killer than clown can distort your vision, and no other killer than pig makes you remove a trap on your head by going to boxes. Every killer has a unique power, and the camera flick is part of what makes hag unique.

    If you've been killed by this, that means her power is doing its job. You don't complain about stepping in a bear trap or being shocked so you can't drop a pallet, do you?

  • @FlipRickyDonks said:

    Ok, there is a reason SWF is extremely strong in this game. The information, simply passed between two survivors, even just about perks, is huge. When doing this, survivors can play optimally to allow for all survivors to get max value out of their perks, which is not ok. It is an unintended cosequence when it comes to SWF, but when it comes to solo, there needs to be the inherent risk of running a perk that needs conditionals met. For this reason alone, this idea would be massively detrimental to killers. Plus, survivors can already do this if they want to within the chat.

    Soooo keep SWF OP, SoloQ a nightmare, and don't do anything to killers. ok

  • I agree that No Mither shouldn't be so obvious to the killer. Killers really don't need to see if survivors are Broken anyway. And I'd prefer a 100% survival BP increase rather than a 25% BP increase as that's the hardest one to get max BP for.

    As for the Dying Light ideas, I think it should only work while the Obsession is alive. That would also make it work better with Myers' other perks. Also, I don't think it should work while the Obsession is dying. No one wants to be slugged for the whole game. With those changes, I think it would actually pretty good with Furtive Chase and MYC.

  • complaining about DBD charging more money for something that has more content

    Did you have a problem with Chapter 12 costing less because it only came with 1 character or are we just complaining about Chapter 13 costing more because it comes with 3 characters?

  • @Rouge said:

    "Do no harm."

    If a survivor were to heal another survivor, the healer would instead become injured and the survivor being healed will pass to the healthy state as normal. The injured survivor will gain the broken status effect for 10/15/20 seconds. After 10/15/20 seconds the broken survivor will be transferred into the healthy state. All medkits bypass this effect and behave as normal

    All med kits will instantly heal 1 health state at the cost of depleting the medkit.

    If an injured survivor heals another injured survivor then will both become broken for 5/8/10 seconds and be healed one health state after 5/8/10 seconds. All medkits bypass this effect and behave as normal

    Basically in order to heal someone else you need to become injured yourself for a time frame, all at the cost of making all medkits insta heals that avoid this effect.

    Edit- Killer perk

    All medkits are insta-heals

    expardon me?

  • @LCGaster said:

    They never said that the Entity can take only humans, look at Maurice for example, he's a horse

    Also devs said that the killer must be humanoid in shape to be in the game, so not a dog or spider killer

    The Demogorgon is fairly humanoid

    Can we get Maurice as a killer? He could be humanoid enough if he stands on his hind legs, and he could travel on a beach ball while chanting his name in the language of the Entity which can be heard from 40 or so meters.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/638811#Comment_638811

    Omg they actually nerfed something that could be strong somehow. Jesus Christ

    It's not really a nerf, it was a fix. PWYF was never intended to give you a stack after downing the obsession (it says 'let them escape' as opposed to 'end the chase'). This was a bug that existed for a very short period, and they fixed it quickly. But PWYF Bubba can still be strong.

  • No, they fixed PWYF so you lose a stack if you down the obsession. However, it's still a great perk to use on Bubba. Thanks for giving me an excuse to rewatch an Otz video btw

  • I am so excited for the new map. This may be because mirror myers is my favorite build and I would run it every game if I could, but I really like indoor maps. I've been wanting a school map (no, badham doesn't count) and especially a library map, so hopefully we get more indoor maps in the future. Still sad we didn't get the building from the Ghostface trailer, though.


  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/631381#Comment_631381

    Sadly any information given to solos via HUD is also acessible to swf, negating the need to ask for info, leaving more time/attention for strategy.

    Yes solos will be slightly stronger, but any added gamemechanic or utility will help swf too because most of swf/cwf advantages come from external sources.

    Still, it will buff solos FAR more than it will buff swf. For instance, let's say survivors will now be able to see the perks of their teammates. For swf, if they don't already know for some reason, they will quickly be able to tell the others. For solos, they can't realistically get that information in the match, and you can't reliably get that information by asking people in the lobby. For swf, the change saves at most a few seconds of time. For solo, it gives valuable information that would normally not be possible to access. Yes, it slightly buffs SWF but like I said, nerfing SWF is not what we should be aiming for. The goal should be lessening the gap between SWF and Solo, and possibly buffing killers a bit to compensate for the overall survivor buffs.

  • From the title I thought you meant Steve from Minecraft.

  • Killer Perk: Hex: Festering Rage

    One trapped Hex Totem will spawn in the Trial.

    Earn a Token each time a Survivor is hooked. When a Survivor dies, you lose 4/3/2 Tokens. You can earn up to 8 Tokens. You cannot earn or lose Tokens after the Hex Totem is cleansed.

    When the trapped Hex Totem is cleansed by a Survivor, the following effects are activated:

    • The Survivor who cleansed the Hex Totem becomes the Obsession. No other survivor can become the Obsession until the Obsession dies, in which case this perk and its effects deactivate. This effect trumps all other perks.
    • 2 or more Tokens: Gain a Haste Status Effect with a percentage equal to the amount of Tokens for 60 seconds.
    • 4 or more Tokens: While the Obsession is alive, all Survivors receive an action speed penalty of 4% for each Token.
    • 6 or more Tokens: Your Obsession's Aura is revealed to you for 1 second for each Token. Your Obsession also has the Exposed Status Effect. This effect lasts until the Obsession is put into the Dying State.
    • 8 Tokens: You can kill the Obsession.


    I wanted to make a trapped hex that built up in power the longer it lasted. The way this hex is designed, you can only have 8 tokens if you hooked each survivor twice. Sacrificing a survivor would make you lose 1 token while killing a survivor would make you lose 2. This encourages attacking survivors equally.

    Some people don't like Haunted Ground because it punishes every survivor for the actions of one. While this hex also does that to an extent, the most severe punishments are applied to the Survivor who cleansed the trapped hex. You can decide to kill the obsession immediately or leave them alive to keep the effects for a little longer.

    To counter this hex, survivors can try to cleanse the totem early or avoid cleansing it altogether.



    Survivor Perk: Peace of Mind

    Purging evil keeps your mind at ease.

    Each time you cleanse a Dull Totem, gain 1 Token. Each time another Survivor cleanses a Hex Totem, gain 1 Token. Each time you cleanse a Hex Totem, gain 2 tokens. For each Token:

    • Skill Check trigger odds are decreased by 5%
    • Your speed for actions that trigger Skill Checks is increased by 3%.


    This perk gives an additional benefit to cleansing totems. I understand that lower skill check odds can actually be bad for more skilled survivors, but the action speed bonus should compensate for this.

  • The non-existent vaulting animation is part of the Spirit's mindgame ability, much like standing at a pallet. If you want a better idea of what the spirit is doing, try running spine chill, as that tells you when the spirit, NOT the husk, is looking at you. When spine chill indicates she is looking in a direction that she doesn't appear to be looking in, you'll know she is currently phasing.

  • I like the idea of less sound as it kinda fits the perk, but the scratch marks buff might be a little too much. Also, if Lightweight gets buffed, I think Predator should also be buffed to make scratch marks last longer.

  • If this is implemented, I think a pallet stun should still increase the wiggle meter. Pallet saves having no effect at all is a bit too much.

  • @TheMythicalCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/631243#Comment_631243

    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.

    I don't mean it would be hard to change, I meant that changing them might upset the balance of the game. Take the speed boost after being attacked, for instance. If you reduce that by, say the 75% that it would be reduced by if the killer uses Wrath III after 5 gens, the survivor would have pretty much no chance of escaping the second hit, meaning there's no counter play.

    Lust I suppose is fine, it's kinda like a mini PWYF in a way. The survivor can counter it with a safe pallet as usual but it'll just be a little harder to loop for longer.

    Sloth could be countered the same way as Enduring, just drop the pallet early. Though I actually think this perk is really weak as is. 3% speed buff is barely anything. For comparison, the speed debuff from clown's gas, waterlogged shoe, and dream snares are all 15% I think. And keep in mind Hindered effects don't stack with each other.

    As for Gluttony, I know monstrous shrine has a similar effect but I definitely wouldn't want to go against this as a solo survivor. Since the survivors don't know that the perk is active without paying close attention, they might not save in time. And in my experience with SoloQ, it already takes a very long time for people to save. There's no real counter play other than getting saved early, but you get punished for the mistakes your team makes rather than your own.

    Making Greed a Hex doesn't seem to work well, and since you're decreasing the max amount of tokens in a perk, killers would have no reason to run it in the lower tiers. Tier 1 and 2 just make the perks weaker for a short term benefit. And once the Hex is destroyed, the perks suddenly increase their max tokens. It just seems a bit awkward to me for the perks to change in the middle of the game. It would be especially upsetting to have TWO totems that can be destroyed to cancel your Devour Hope effect at the worst time, or for you to kill your obsession when you have all 7 tokens only for the hex to be destroyed and then you're missing a token for the rest of the game. And what about TOTH, how would that work? In my opinion this perk would really only be useful for PWYF. I think that because the token perks work so differently from one another, you can't really make a single perk that can benefit all of them similarly.

    Okay, scratch that, I just thought of an idea that might work. If you're dead set on making Greed the Open Handed of token perks, perhaps you could add 1 extra token, ignoring the max if the perk starts with max tokens, to the token perk at the start of the match, which can occur for up to 1/2/3 perks. The perks would be given tokens in order from left to right on the loadout menu so you can decide which perk gets the bonus if you don't have Tier 3. Also, don't make it a hex. This is the most balanced token-related effect I can think of.

    Overall, some of these perks are a bit awkward or unbalanced but others are pretty good ideas and I wouldn't mind seeing them in the game.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/631193#Comment_631193

    Is hard to buff solos, because if we see it in another way What is a SWF team? A team of solo players. So a solo buff means a buff for SWF teams as well.

    That is not exactly true. The idea is to buff solos by giving them what SWF has that they don't have, namely information and communication. If solo survivors are more aware of what their teammates are doing and what perks they are using, they will be able to operate more effectively.

  • 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?

  • This seems just as bad for solo survivors. A random survivor will have to break totems before their random teammates finish all of the gens. This also gives the killer incentive to keep constant pressure on the obsession or just camp one of the totems. With TOTH this would be absolute cancer and since it's a single killer it wouldn't be consistent enough to diminish SWF effectiveness.

    SWF is a problem, but I don't think nerfing them is the best way to go. If we want to close the gap between SWF and SoloQ, we need to buff Solos. SWF is inherently strong and there's nothing we can do about that except try to make Solo survivors just as strong.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/631150#Comment_631150

    This perk is only dull totems. It's refered to as a hex because it interacts with totems.

    By definition, a hex is only active when its respective totem is in the map. I don't believe there is a killer perk that involves totems without being a hex totem itself yet, but it technically wouldn't be a "Hex". I actually think this perk is pretty good if it isn't linked to a hex totem, but I think the name should be changed to avoid confusion.

  • I like the idea, but there isn't as much incentive to breaking dull totems as there is to breaking the hex totem. Why spend time breaking dull totems when you can just break the hex? To offer a suggestion, I recommend that the hex totem is blocked by the entity until a certain amount of totems are destroyed.

  • Your idea for the icons is actually pretty neat. I've had some similar ideas that make use of these icons.

    The claws of the Entity could be present on every survivor, but a smaller version than that of the obsession. That way, everyone knows who is being chased. This would also be helpful to the killer if multiple survivors look similar.

    It would also be nice to have a perk list next to each survivor icon in the game. They would be small, but should still be recognizable. I hate it when survivors are too afraid to save me because they don't know I have DS, and this would help situations like that.

    It would also be nice to have the perk list present in the survivor lobby so survivors can plan accordingly. If someone sees me using my All-Seeing Ace build, for instance, they could run kindred knowing it will be boosted by my open handed or take off small game knowing I will be able use my map to show the auras of totems to the team.

    The killer could get a neat change too, in the form of being able to determine the hook state of each survivor without having to keep track. The difference between hooking a survivor on second hook and hooking one on death hook can massively impact the game.

  • @YaiPa said:

    I like the idea for endless torment, since it's a resetting hex and force survivor to look for it, wasting a lot of their time, and the terror radius thing kinda helps spot it, making it almost balanced (of course we would need to see it in action, maybe tweak the number of the slowdown, i mean it's an instant stronger dying light). Bleedout is imo too much game slowing, it would become the most hated perk in the game, being nerfed few weeks after (but still, survivor deserve this for at least a month for running MoM). Overexertion, giving haste for survivors is probably the strongest thing you can, that's why hope is end game based, since you clearly said it works in chase, it's too strong.

    For every other aura reading perk, i mean it's good buffing solos, but i probably wouldn't run these perk just to know what my team mates are doing.

    My original idea for Bleedout was to speed up the death timer while survivors were slugged, but I thought that would be even more degenerate so I tried to think of something else. I do agree that it's a bit too powerful. Perhaps it could have a certain condition to activate? As for Overexertion, I've said before that I'm not satisfied with its effect, but I wanted to come up with a perk that makes you exhausted for the entire game. The problem is that if it doesn't work in chase at all then there would be no reason to use it. Then again, No Mither is kind of a bad tradeoff as well, so perhaps it could be a bigger speed boost, but only outside of a chase. Perhaps it could also grant a speed boost to action speed, but neither of the effects will stack so you can't combo it with hope or a prove thyself perk. Thanks for your feedback!

  • I thought of some more perk ideas, so I'll go ahead and post them here.


    Killer Perk: Infamy

    Your actions influence your presence in the Trial.

    You start the Trial with 3 Tokens.

    Every time you put a Survivor into the Dying State, you receive a Token up to a maximum of 6 Tokens and your Terror Radius increases by 4/5/6 meters. Every time a Survivor escapes a chase, you lose one Token and your Terror Radius decreases by 4/5/6 meters.


    I thought it would be neat to be able to control your terror radius throughout the trial. It could be used with a variety of terror radius perks, or even PWYF to be an extremely agile ninja.



    Survivor Perk: Overexertion

    If you're going to escape, you'll have to give 110%.

    You are affected by the Exhausted Status Effect for the duration of the Trial.

    While outside of a chase, you gain a 4/5/6% Haste Status Effect and a 10% increase to action speed.


    I think this would be an interesting perk that works similar to No Mither. I would appreciate recommendations for alternative effects!


    Edit: Modified Overexertion's effects. I would specify that the Haste doesn't stack with other perks, but I think Haste effects already don't stack since it is a status effect. I would also make the action speed bonus not stack, but I'm not sure if it's strong enough to be necessary.

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