zombitehdeath
zombitehdeath
About
- Username
- zombitehdeath
- Joined
- Visits
- 2,925
- Last Active
Comments
-
@MadLordJack said:
Hangman's trick was nerfed to oblivion before it even went live. Now it's extremely rare to see a survivors aura unless they are actively sabotaging.
Edit: The reworked version, that is to say. The OG version was even worse.
The OG version was better then current hangman trick at least it could respawn hook regardless if a survivor was sacrificed on it which is why a ran the perk.
They should buff the metre range to 10 and add back the ability to respawn hook regardless
-
The perk change was in the right direction but done poorly.
I believe It should reward players for doing well in skillchecks. This would encourage newer player's to do well.
The changes they made to it doesn't help the fact that it won't be used. even window of opportunity is for newer players but it still have some uses in higher ranks. This could go for technician if they'd changed it differently
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2154417#Comment_2154417
Ah then I misread you're suggesting I thought it also said chase scratch marks were also smaller not just the new walking ones.
My bad.
This was a mistake. (Duplicate)
Don't know why I can't remove it.Just ignore it
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2154417#Comment_2154417
Ah then I misread you're suggesting I thought it also said chase scratch marks were also smaller not just the new walking ones.
My bad.
it ok. We all make mistake.
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2154332#Comment_2154332
Yep but my changes are specifically to fix some of the downsides current predator has given how much tracking scratch-marks on walls gives you in more open maps(Like the corn maps were scratch-marks on trees are one of the few tracking options that's un-obscured by the corn) as the current predator removes these scratch-mark.
Hence the secondary trail with the current effect that also keeps the wall scratch-marks.
Mine is also specifically fixing it downside by removing the current affect it has and giving it a way better affect so I don't get why you made this comment.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2154322#Comment_2154322
Perks should not be countering specific killers. The devs have already been rectifying this and do not want it to be a thing.
Spies point is not to get there in time. The point is have information of where the survivors are on the map for micromanaging. Its current state is worthless.
Your technician change would make it still be worthless. The silence wouldn't be OP on certain maps it would be a niche stealth build.
your changes for technician would make it op since killers rely on audio if the gen is being repaired or not to save time but they will have to check everytime.
mine depend on how many skillchecks appears but it can encourage people to hit greats which will help people improve. I could change it to 20% per token and have a maximum of 5 or increase the rate of skillcheck to appear.
For lightweight I do get but I don't think making footsteps quieter would help it.
For spies I would compromise with not being able to disturb crows and have a notification outside of 36 metres. This would help with tracking within 36 metre and know where the survivors is outside of 36 metres.
-
@Warcrafter4 said:
This has been my suggestion for Predator for at least a year now.
Predator: Survivors now leave a secondary pearl white with a black outline wavy entity Tendril legs?(How else would you call the Entity's hook sacrifice limbs) scratch-mark trail.
This secondary scratch-mark trail will try to Near perfectly follow the survivor's movements and lasts for 3/2/1 seconds less time then normal scratch marks.
This fixes one of predator's main issues as the current predator prevents scratch-marks on walls making finding survivors with said scratch marks worse which makes current predator solely a DEBUFF.
It also fixes the likely hood that the scratch marks will be inaccurate with two trails trying to track the survivor.
This is kinda like my changes on predator
-
@Blueberry said:
The last thing this game needs is more second chance perks. MoM is bad in its current state yes, but it shouldn't have been made as another second chance perk in the first place.
Let's buff the other 80% of the perk roster that could use the buffs much more and aren't second chances.
Here's a starter:
Predator- Walking footsteps are 50% louder
Light Weight- Walking footsteps are silent and running footsteps are 75% quieter.
Dance with Me- Drop the cooldown down to 20 seconds and extend the duration of no scratch marks to 4 seconds.
I'm All Ears- Drop the cooldown down to 20 seconds.
Mad Grit- Survivors hit while carrying also don't get a sprint burst from being injured.
Spies from the Shadow- Instead of triggering from crows within 36m, it now triggers on crows outside of 36m.
Boil Over- Hides all hook auras.
Calm Spirit- Also hides all movement and sound from environmental terrain. IE you don't move grass or make sound going through grass etc etc
Technician- While working on a gen it is silent, no range requirement. IE if you're working on it and the killer just drives by and listens without actually looking at it, it will sound like it has no progression on it. Only hides the sound when solo on a gen.
Visionary- Gen auras within 32m are shown to all survivors. Remove the disabling effect from it.
Wake up- While active, gate sounds and light indicators are all hidden from the killer.
Numbers are to be determined, just focus on the concept itself. These are fun perks that allow for more skilled mind games, not just 3rd health states for doing things you'd already be doing normally.
Lightweight should have the ability to avoid trap by walking on them and slightly narrow the scratch Mark
Predator buff won't change it much and I already said my changes for it.
Spies change is a nerf since they could be gone when you get to the location of the notification. The change I would make is the ability to not disturb the crows.
Technician change would be broken on certain map and useless on other. The change I would make is:
for every great skillcheck gain a token up to 10.
For every token there is a 10% chance of no explosions.
Boil over and mad grit doesn't seem like good ideas but I wouldn't know how to change them.
the rest are fine in my opinion.
-
@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2154279#Comment_2154279
what do you mean by scratch marks are directional
The scratch marks go into the direction the survivor was facing when the scratch marks was produced.
-
Predator:
Your instinct to hunt prey guide you
increase the duration of scratch Mark to 2/3/4 seconds.
walking now give smaller and spaced out scratch Mark for 2/3/4 seconds.
scratch marks are directional.
This will make predator more useful and could help newer player.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2154129#Comment_2154129
But do you not realise how much weight that persistent 150% movespeed has?
He's as mobile as the Demogorgon, and that guy has nothing else in his kit other than a long lunge. No invis, no uncloak speed boost, nothing.
He got his shred which is quite good in chase, better then wraith burst of speed.
And his portal is really good at catching people of guard of place somewhere that the survivor won't notice whilst being better at mobility because The portal to in a straight line which is seconds more faster then a faith if he were to travel to The same distance as The portals
The difference between wraith and demo is that wraith can't mindgame with his power while demo can and that demo portal goes in a straight line and wraith as to move around object to get to the same distance has the portal which will be slower.
-
This is me when I don't see a update model of feng
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2154049#Comment_2154049
It will absolutely make him OP since he's in a strong spot, and you're suggesting a very substantial buff to the one part of him that's supposed to be weak, to off-set the fact that he has permanent 150% movespeed and gets a massive boost of speed when he comes out of invis.
You can't have a 150 killer that's also good in chases and loops.
He's a 115% killer.
He's only 150% when he's cloak.
also being weak in chase will often mean the killer can't create much pressure. All killers should have some thought of chase potential if it possible and if their ability require to have so little chase would have to give them some sort of ability that could snowball if done rigt. But wraith can't snowball as much even with the hit and run tactic.
So I made a secondary ability to give him some sort of chase outside of cloak. His burst of speed may help in getting the first hit but once the survivors play it safe and evade his hits. He can't do much
-
@Altarf said:
Just had my first few games of Wraith since they fixed the lunge bug, and wow. I'd imagined the extra speed as being something akin to the old green Windstorm, but now Wraith moves at something that feels close to Billy speeds? What the hell is the point of Windstorm add-ons now?
He's certainly not overpowered, and the lunge buff is so nice to use, but I can't help but wonder if the extra movespeed while cloaked is a little too high. It felt like I was playing Spirit with speed add-ons, but with unlimited duration. What do you guys think? I love how Wraith is now finally good, but I'm a little mixed on just how fast he goes now.
His movement speed is 150% which is the same as spring burst.
This is purple windstorm that became base kit on wraith.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/246634/wraith-temporary-invisibility-secondary-abiliy
I don't think he needs more buffs really. He's good as is. And at the point he's better then freddy(imo)
Freddy is still better then wraith even after the nerf. Having good mobility and have good chase (which is still good when the nerf comes) really make an impact while having good stealth and mobility like wraith only get him so far.
This change might help him he enjoyable to chase as well encourage people who play wraith to chase the survivor instead of using the hit and run tactic.
-
@Firellius said:
Wraith needs no further buffs. A permanent 160 killer that can burst up to 172.5 and that comes with near perfect invis really shouldn't get boosted too much further. He should be weak in chase and loop, because his first hit is almost impossible to avoid.
This won't make him op. Just give him better uses other then the hit and run. Also this doesn't change him overall like the buff but give him another tool he can use.
Also he 150% movement speed not 160%
-
@PokemonGOPlayer said:
Wraith has been for the longest time one of the most balanced killers in the game both in terms of statistics and risk/reward. An easy killer with a simple gameplan and simple ideas behind it.
Right now, after all the buffs he received, it's becoming more and more obvious that Wraith is possibly Freddy 2.0, a simple Killer with an easy power and insane potential.
Map pressure
Wraith can put extreme map pressure on the Survivor with little to no counterplay BASEKIT. He is way too fast and can check multiple Gens in the span of 15 seconds. The almost-true invisibility gives Survivors no counterplay because it's become really hard to notice him approaching meaning that he will almost always get a free hit.
PIG BUT BETTER
I have no clue what they were thinking when they buffed the lunge after uncloaking but right now it's straight up a better Pig Ambush. Most pallets become unwinnable for the Survivor as you can't tell which direction he is going to come from. Since the number of pallets is very limited in most maps that means that he can get even more free hits.
I should also mention that his invisibility is straight up better that Pig's crouching but I guess that's obvious.
Add-ons
With add-ons this free hit machine becomes even more unstoppable, a simple Pink add-on can deny all his drawback and most of the counterplay, a YELLOW one does basically the same thing in a different way. I'm talking about the Coxcombed Clapper and the Bone Clapper, the former is a Pink so it should have a drawback (Silences the bell but also does X where X is not beneficial to Wraith), the latter should not exist in the current form.
Proxy camping
Buffs to invisibility gave him another tool to camp, before he had to stand still in order to become truly invisible, right now he can place a Survivor on a hook next to a couple of Gens and camp while patrolling staying near invisible, which is crazy to me and I don't know what they were thinking.
how to fix it
Rework Bone Clapper, slow down his movement speed while cloaked OR make him 110% base, slow the uncloaking action to give Survivors more counterplay, cut down the uncloaking lunge, make him easier to spot from distance to reward Survivors that pay attention, remove collision when uncloaking.
- He got good mobility and stealth but that doesn't mean he got map pressure. He need to down people quickly or injure survivor after survivor to gain momentum and pressure but that won't work if you're aware of your surroundings and if you know he around which is easy.
- I don't know about you but pig ambush is way better then wraith burst of speed. You can tell where he going to lunge since his act like a basic attack instead of something different like pig ambush which can't be predicted if it done right. Most pallet aren't unwinnable for the survivors unless they are near wraith then they need to drop the pallet which help the survivor to prepared themselves when he goes at them.The
- I wouldn't agree that his clapper are op. People who think that don't pay attention to their surroundings. Having the bone clapper removed and nerfing coxcomb isn't a great idea as they aren't strong to have one removed and the other weakened. If you have any other idea to replace bone clapper and what would the nerf be on coxcomb?
- Proxy camping it just a bad play for killers in general. You could just do gen and unhook the person with borrow time (which is getting buff to have zero requirement).
- they already slowed him down while uncloaking to compensate.He should never be 110% that absurd. Making him slower while uncloaking won't happen as it would really hurt him and hurting his lunge would make him frustrating to play as he wouldn't get as many hit which will hurt his pressure. You can see him in 20 metre range, it a fair and long enough distance and if you still don't think so what range should it be then?
His buff hasn't been out for a long time and people don't play him as much so most people don't know how to deal with him yet even so I do get how you might think but unlike freddy, people who play wraith has to do the hit and run tactic to use him at his best while freddy doesn't need to.
Your argument are weak and show you don't know much about wraith.
-
@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2153672#Comment_2153672
I like it
the simmlar part is he builds rage simmlar ways also slowly while in chase the difference is the effects he starts calm a basic m1 killer
then he gets agitated where he is 120%, has a breaking speed increase of 20% and has a reduced weapon swipe of 10%
And then angry you hear Jason's mother laugh map wide and everyone is inflicted with exposed and he walks through pallets and walls breaking them as quickly as Billy
You can slowly calm his anger by finding his mother and interacting with her but Jason gets warning he dosent see her aura this can bring him back to agitated.
Thanks
The Jason idea might be a good idea but i would need more detail into your concept of him to fully understand but I think this could be a good power for him
-
@onemind said:
This is similar my Jason concept I would still like this concept as a killer
Oh reallty. What part of my concept is similar to yours?
Also how do you like it. Does it need some changes, nerf or buffs or it is fine. Just asking.
Also a forgot to make add-ons I until I get a good enough feedback, this will be it for now.
-
@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/2151472#Comment_2151472
I dunno, it just feels like complete BS when you outplay a Wraith and they go invisible and immediately just uncloak and hit you from a mile away. Maybe get rid of the ridiculous lunge but less slowdown on uncloaking maybe? That's why I said it's tricky, you don't want to make a killer unfun to play as just so the survivors feel it's more fair but you also have to make it so the survivors feel it can at least be played around and not just a free hit unless you have a gross tile setup like Shack to long wall to LT wall or something like that.
I get that, so there need to be another way to use his power outside of cloak that doesn't make him annoying.
I suggest that give him the ability to temporarily cloak for 3 second and for every seconds transition back to uncloak (true invisibility for 1 seconds next the shimmer for 1 seconds then the transition to in cloak for the last seconds) this will be on a 30 seconds cool down so it can't be abused.
this can help wraith with mind games whilst he looping a short loop (height wise not length wise).
The second ability will also act like he cloaking. Giving the audio cues but will stay at 115% movement speed.
This might fix the problem since wraith doesn't have any strength other then the burst of speed in chase so most player who play him would use the hit and run tactic which I hate since there is no interaction with the killer and the survivors which make playing boring.
While there may be a problem with wraith. I don't think his base kit is the problem. I think the map and maybe his add-ons make him annoying and/or make him look stronger. Also he isn't use often in high ranks so people might not be used to him which doesn't invalidate your point but I will say when you verse him try figure out how to verse him.
-
@Jane_Is_Mega_Thicc said:
Your ideas are amazing, your all very creative! :)
Agree everyone have good perk that could work in dbd.
Hope the dev consider some of these ideas
-
@TauNkosi said:
I just played a game on Gideon Meat Plant and it was the old version, not the new, updated one. I have no idea if this is glitch or what not. Has anyone else gotten old Gideon meat plant lately?
Show us. We must know.
-
Do you have anything to prove that? I would like to see it
-
You won't die on me:
When an ally is in a dire situation you arise to his rescue.
You are able to pick up down survivors and will suffer from 40%30%20% hinder status affect.
“come on get up, you won't die on me”
-
It would be great to have optimization on console.
Since every time dbd freezes while I'm turning. I would turn more then I should.
I had a game with blight where the game froze and turned to far in the certain directions that it could be like the j-flick but it just ######### you over
-
@JHondo said:
I halfway agree with you. They were over buffed but I don't think they're ruining the game for survivors.
Bubba needs a bigger cool down on his saw otherwise I'm okay with his changes.
Wraith is tricky, the new invisibility doesn't change him too much for me since I listen more than look around. His new speed is alright but they should have kept the bug where he didn't get the basically Coup de Grace distance lunge out of uncloaking. I personally hate going up against stealth killers anyway though.
That would make wraith not as enjoyable as he is.
-
Optimistic figure:
Your optimism improve your allies moral
When completing a generator increase the other survivors action speed by 10%/15%/20% for 60 seconds
“don't be sad when you're in a dire situation. Be happy that you have a chance to overcome it”
-
All blood points offering that goes for one specific categories will all turn into:
Bloody party hat: 50% bloodpoints bonus for all (common)
Bloody party balloon: 75% bloodpoints bonus for all (uncommon)
100% bloodpoints bonus for all (it just bloody party streamer)
This will help reduce the grind for all.
-
@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/2150983#Comment_2150983
I really like this concept of totem counts, but I think 2 is a little much.
Perhaps decrease and increase by 1.
And have it so it can't stack
I've added a new offering
-
What area do you need help with?
-
Wriath design, lore and power made me main him.
It won't change for a long time.
-
Lucky charm (survivors):
decrease the spawn of totem by 1
Does not stack
Hexed charm (killers):
increase the spawn of totem by 1
Lisa grandma book (killer):
The killer has the ability to place their hex onto a totem
The hex isn't active till it been placed
-
Protective figure:
you are determined to protect your allies
When a survivors is injured, a notification will appear.
you see the killer aura within 8 metres of the injured survivor.
use the action within 4metre of the injured survivor to take a hit.
You will suffer the broken status affect for 80/60/40 seconds.
“I will protect my loved ones at all cost”
-
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/2150249#Comment_2150249
I copy-pasted the link.
Thanks dude
-
@Awakey said:
Made a discussion already
Unknown admiration is a ok perk and has a good amount of synergy.
Healing funds can be a good perk but I would reduce the time to 70/55/40 seconds.
The third one might be too strong. It need a maximum.
But other then that the perks seems good.
P.s how did you qoute something outside of this discussion?
-
@Kruxtix_TiTaN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2150187#Comment_2150187
I like the idea for Breach, however with a complete change to it's design, I'd say yours would make an excellent perk on its own, outside of the Breach I have drafted. I'd say with a complete change that Breach simply isn't a perk you'd want in game, and would therefore be the one you'd vote out, correct? And none of the others are bad either because like I said, the majority of this post is about Survivor perks that are Entity related, so just about anything is valid. I would say that perhaps the times should be reduced to 10/20/30 over the 20/30/40?
I think 20/30/40 seconds are fine but we can compromise to 15/25/35 seconds.
there might be way to change Breach into something entity related.
so how about this.
Breach:
You're very aware of the entity.
You see the aura of the entity blockers (block of gens, windows, pallets, gate switches and gates)
You can see the aura of survivors and killer within 24 metre of the entity blockers
-
@Kruxtix_TiTaN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2149890#Comment_2149890
Hmm... well I am here to discuss this because these are things I think would be interesting to have added, so are there any adjustments you might make to the perks to give them balancing factors? This is all just based on me noticing that the survivors really have no Entity related perks, where as there are many killers who do (and I understand why). It, to me, would just be kind of cool if we had a Survivor who The Entity was fond of, giving them an advantage against Entity related perks, but of course not all. Such as The Entity blocking pallets, the Exit Gate Switch, and the increased speed of struggling on a basement hook, would all remain unaffected. Plus, like I said in the post, Survivors and Killers are only ever given 3 perks, so with that: Is there one in particular you'd scrap over the rest?
All of the perks can be good but they will need to be completely change (this is what I think) so here are the suggested change
Breach:
Your ability to gain info is supernatural.
You can see the aura of killer regardless and the duration and range of any aura reading has been reduce to 75%/50%/25%.
Devious deal:
Your silver tongue even persuade the entity.
Any entity blocks are reduced by 10%/20%/30%.
Changed name: generous offering:
Your are very generous even in dire situations.
Whenever you on the first or second this perk is active.
When a survivor is being sacrifice while this perk is active will be pause for 20/30/40 seconds.
Use the action button to unhook and give the sacrifices survivor a hook state.
The perk will deactivate it you are on the third book stage or use the perk (one time only).
This is all of them. I couldn't think of any changes to number game since it hard thinking of an affect with that name so I'll leave that one out. Tell me what you think. I kept the idea of riveting soul but changed it to not be unfair for the killer but reward the survivor for losing a hook state while gaining pressure. I also try to keep the idea of having a perk that affected the entity is some way which I think I did pretty good on that.
-
Trust yourself
You have a knack of manipulation
The survivor when being hit will suffer from various affect such as:
A generator will appear incomplete for 15 seconds.
The killer would walk straight to the affect survivor and would disappear when touching.
Seeing aura of a down teammate and would disappear when touching.
The suffered survivor would be down or injure for 5 seconds.
The suffered survivor would have an be on the second state for 5 seconds.
This will last for 30 seconds and have a 60 seconds cooldown
“you shouldn't trust the anything but yourself”
-
@ClumsyTrapper said:
I would like a perk that makes hex totems appear dull and a perk that makes dull totems appear lit
Hex: slight of hand
Your ability to turn the table on your side without being caught empowers the hexs.
For every 80/60/40 second, a hex totem changes totem to totem and for 90/60/30 second a full totem changes positions to a non preoccupied spot.
When a hex been cleanse, all other hexs will become dull for 25 seconds.
“your eyes may be quick but my hand are quicker”
-
@[Deleted User] said:
Feng's default model is quite ugly imo. It would be nice to see a rework for her.
I agree since she could look a lot more better then she is now
-
Dazed concentration
While not in chase, the aura of Scratch Mark will be revealed within 14 metres for 3 seconds.
“the man may look confused but he can hear,see and feel everything” bloodied book named the wanderer
-
@Kruxtix_TiTaN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2148521#Comment_2148521
Tbh, it seems to me that you primarily play Killer and are only looking at the case-by-case basis. Each perk here has an immediate downside preinstalled, where most that are out now do not. The purpose of a perk is to counter other perks, which has happened many times before. These perks are designed around The Entity, which is something I think we need more of on the Survivor's end of the stick. Don't get me wrong though, your defenses aren't a miss, but they are based solely on specific cases. Breach causes exhaustion which is a necessity and makes survivors choose between continuing their chase a little bit longer, or having dead hard or sprint burst functioning. Number Game can only be activated once, so it won't help a survivor who used it early on. Devious Deal is a balancing perk. The Devs have already stated that 2k a game is where it is supposed to be, so this perk simply makes Killers hunting that 4k even more aggressive in the late game, as they're trying to get further than what's expected. It can also cause a survivor to abandon the last survivor, which in turn still grants the Killer 3k. Riveting Soul is one I actually made for the Killers. When I'm Killer I find the hooking process to be quite dull because there just isn't enough hooking going on imo. Especially in matches where players are hooked too quickly. So, this perk comes into play, offering Survivor's more game time and aggressive Killers more points.
- I play both sides and I've been playing more survivor.
- Some of the downside doesn't do much
- Breach is just an exhaustion perk.
- number game hindered status affect at tier 3 and the regression of 5% aren't good downside for a perk that can counter the perks I mentioned in my original post.
- devious deal downside isn't the problem of the perk but the perk itself is a problem.
- And riverting soul has one of the weakest downside considering it give survivor another health state which take of 18 second of a 1 minute timed (that's 2 minutes and 42 seconds).
3. your reasoning of the perk design might have good intention but are weak
- Having dead hard or spring burst is better then breach (which now that I think about it, it more better then the other exhaustion perk but would be annoying) since with those two you don't need much skill to use them except for maybe 99 spring burst to use on command.
- Even if number game can be used once it can counter perks (hard counter corrupt if more then 3 have it) and too niche of a perk. I don't think this perk would be good at all
- Devious deal is just a weaker version of a key but still have it annoyance. This is unfair for the killer as he is punish for being able to kill to survivors and having blood warden activate. No perk should give a survivor and killer a reward because one or the other is doing well (that does go for noed as well).
- Riverting soul is like mettle of man but instead of a health state, it a hook state which is worst. The reasoning of this perk is bad since what happens if the survivors are winning and all of them have this perk, how would the killer be able to turn the table around. It happens, you may be destroying or getting destroyed and Adding this perk would heavily impact the game as a whole but in a bad way.
I get you want perks that does something new but these perk won't make a positive impact on the game and the community. I would be certain that some and maybe most would agree that these perk won't be healthy for the game.
Your intention may be good and I hope I see more of your suggestion (perk ideas and others).
-
Brutal swing
your abnormal strength crushes the flash and bone of your enemy
Healing will regress at 0.10/0.20/0.30 seconds
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2149120#Comment_2149120
I take back things of interest as feedback/suggestions etc...so don't worry about that.
And I won't comment on any of the perks, just in case!
Ok thanks for answering.
-
Will the dev see them?
Some of the perk ideas are great and some of them might be good for the game.
Hope you like any of the perk and if you want, what is your favourite perk idea?
-
@Androuruguayo99 said:
I always had an idea in mind to bring something similar to the old ruin back to the game but with more conditions to make it less "passive" and without being a totem to really last the whole game
Every time you hook a survivor the perk is activated. Generators will be cursed for 25/35/45 seconds. The cursed generators:
Good Skill Checks result in 5/6/7% regression on the Generator.
Great Skill Checks grant 0% bonus progression on the Generator
maybe a minute of cooldown since the survivor was hooked?
Probably some changes in the numbers are necessary but that's the idea
I don't think adding a cool down would be a good idea.
I think having it like it is while having no cool down is better and reward the killer for getting quick downs but I get it so I would decrease the duration or decrease the percentages of regression when hitting a good skillcheck.
But this will need to be tested even tho it just old ruin, skillchecks have gotten better and smoother so we need to know if hitting great skillchecks are still hard or gotten easier.
-
@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2148935#Comment_2148935
i would like to see for wraith is that he can go through window and pallets and breakable wall as a secondary ability of course it would have a cooldown
To me going through wall is an ultra rare add-on.
The two I mention would be better suited for a secondary and will have a 15 seconds cool down (I thought I talk about the cool down on my original post)
-
I would give wraith a buff to his legs.The man keep missing leg day.
But if I were to give a buff I would give wraith a chase ability that either his burst of speed of his cloak part of his power that work by ringing his bell twice.
This could help him in chase or can help him get closer to the survivors without having to cloak.
I would also change some of his add-ons to use one or the other and change some that should be completely or a buff that make them better.
-
Spy of the shadow is perfect for wraith as in cloak, he doesn't alert the crow so having spys is great for him
-
@Judgement said:
KILLER PERK
Hex: Never (Tier 3)
A hex that empowers the Killer as the trial progresses towards its end.
For every generator completed, gain a token - each token grants a 10% increase to all action speeds up to a maximum of 50%. Stacks additively with all other boosts.
The effect persists as long as the related hex totem remains standing.
SURVIVOR PERK
Trailblazer (Tier 3)
You’re the first to travel unknown territories.
Upon fast vaulting a window for the first time, the window becomes blocked to all Survivors and Killers by the Entity. The Entity will block this window permanently until another window is blocked, or until the Survivor is hooked or killed.
(Previous tiers give the blocked window a time limit of 30/60 second, Tier 3 makes it endless until hooked or killed, or another window is vaulted)
Trailblazer can only block one window at any given time. If a window has been previously blocked, it will never be blocked again, even by other Survivors who use Trailblazer. The aura of any previously blocked window will be shown to any Survivor standing within 8 metres of the window.
The second perk will be really strong.
The duration should be 14 seconds but not higher then 20 and should have a cool down of 60 seconds.