Elan
Elan
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- Elan
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Killer: The Shadow TR: 32m Speed: 110 % Power: Replace hookstages with healthbar tokens. Survivors have 8 healthbar tokens that if lost will sacrifice them (ends by minimori automatically performed). Special ability: Shift Killer can reposition within 8m range, has 5s cooldown. Hold the power button to create you reposition point and tap the ability button to reposition gaining full control0 comments 11 views last activity
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It's very fun killer and I've spent some time playing it. I have one issue though. Each map has same shrine spawns as well as same exil respawns. I quickly learned that you can tell exactly where the survivor will spawn if they are liberated just by sitting between those two shrines. It's something that probably should be adress. And reverting zelaous curve would be nice too. :)5 comments 90 views last activity
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For example if you run lay waste and call of brine, is lay waste diminished to 1 %? If you run lay waste and pop does the regression speed count of initial amount of charges or charges remaining after pop was performed of the generator? If you run surge and eruption, does Surge deal only 4 % on erupted gen? Will there be some particular value indicator in the future to better understand synerg2 comments 30 views last activity
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I don't know whether this is intended by in all basement buildings on Badham, Judgment's power can't hit people when shot from outside.3 comments 40 views last activity
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It's hard to make it feel like a community chapter when there were changes no one wanted neither asked for and some issues from ptb went live untouched… → Aurora's perks are not very good, there were numerous threads about some small tweaks and yet the perks came live in the same form as on the PTB, meaning no one will run them in few days and they will need revisit in the future rather than get0 comments 20 views last activity
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Now when elusive is getting into basekit protections it's finnaly time to balance perks with such powerfull effect. → Extraordinary perceptions: Remove elusive completely and make it so while oblivious killers like Legion and Doctor can't detect you. The activation time might be lowered to 2s to make this perk more viable. → A Place For Us The perk gives multiple effects that are pointless0 comments 20 views last activity
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Nemesis needs some love too. He struggles to pressure the map and zombies aren't very supportive either. What can he receive: → Removal of speed boost when someone gets infected dealing hindred only instead. → Zombie base movespeed increased to 1m/s - 2.5m/s → Increase whip range from 6.5m to 8m0 comments 20 views last activity
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Ghostface is considered a very weak killer for years. How to make him better. Change to NS: → Ghostface has 15 % haste while out of chase and in NS. → Ghostface can stalk to reveal players through walls but no longer needs to mark them to instadown them, instead every hit in NS will instantly down survivor. → Downing survivors no longer ends NS. → Ghostface has 20s cooldown when revealed. →0 comments 20 views last activity
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PTB version - Vigil allows to recover from blindness, exhasuted, hindred, magled, hemmorage, oblivious and exposed 40 % faster, Live Version - Vigil allows you to recover 30 % faster from exhaustion Why it's bad change? Exhausted along with hindred and exposed were the problematic parts of the perk affecting killer powers, perks and give quick exhasution recovers. Rest of the perk was completel7 comments 80 views last activity
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What would remain the same: → drone's single line → rotation speed → maximum of three scans What would change: → Undetectable is now granted on deploy (this allows sneaky approach) → claw trap is received when hacking drones → each scan inflicts 10 % hindred for 5s → scans decay over time This would significantly help Skull Merchant to have a chase tool while making random scans moment2 comments 40 views last activity
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A while ago every killers actions got buffed. With increased roaster that leaves all older killers in dust we should consider bringing abother global killers buffs. Namely 10 % decreased time to: → Perform break actions of all types (pallets, gens, walls) → Basic attack cooldown (missed and successfull) → recover from all sources of stuns (pallets, lockers, perks) → Increase bloodlust speed3 comments 50 views last activity
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Will we ever be able to see killer's ping before match starts? Played about 30 games during weekend and had only one player with 80- ping. Why should I be forced to play against people with bad internet? Please answer.6 comments 91 views last activity
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Clairvoyance OLD Each time you cleanse or bless a totem you can while empty handed see auras of hooks, gens, exit gates and hatch. NEW Each time you cleanse or bless a totem, empower your team by mapwide auras while empty handed allowing them to see auras of pallets, gens, exit gates, windows, chests and totems. Detective's Hunch Much the same, works for team. No Quarter OLD Whenever7 comments 152 views last activity
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Let's be honest. Suvivor strenght level grows uncontrollably and there are big changes need to be done. But what actual changes would be more fair towards killers? HEALING 16s to 20s, not a lot but in course of the game will make some differences GENERATORS 90s to 100s, gap where gen time can be pushed without feeling to fast or slow for either side SPEEDS In past the injury speed went from5 comments 110 views last activity
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Good things are coming. Yet we should tweak perks now when the chance is here. Make the unhook protection set by edge it's function. currently endurance and elusive is deactivated if hit. Specific perks changes… Off The Record → Now grants 40s of endurance and elusive Borrowed Time → Now grants extra 10s of endurance, haste end elusive Babysitter → Now grants 30s of haste and elusive D9 comments 190 views last activity
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Simple numbers might at least make him slightly viable while not great still. Let's make Bubba's gameplay other than just facecamp first hook in engame. I rarely even lose to him. Changes: 3 tokens → 4 tokens Duration of sweep 2.5s → 3.5s Movespeed of sweep 5.35m/s → 6.5m/s Walking while charging 4.37m/s → 5.2m/s Recharge per token 0.25/s → 0.5/s Let's try smaller one and let's see where i0 comments 20 views last activity
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During dec stream they really haven't touched the issue of this chapter perks being pretty bad for both sides. Perks below… Vigilance Every 30s, if the Obsession is at least 36/34/32m away from you, you see their Aura for 5s. → This perk is simply extremely weak and would fit in some obsession swap if the range requirement isn't there at all. For example if you run Friends Till The End With Fu0 comments 1,200 views last activity
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Let's be honest, Fast Track got unpopularity after being unknown for years and though people complained about how the perk work (somehow didnt mind for years) they made revisited perk that was niechce even worse than before. And as the perk will most likely not be revisited in the near future there are possibilities for the changes and I have some ideas Old: For unhook, you gain 1 token. Each t4 comments 152 views last activity
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Now since the perk is officially nerfed can you remove the linger effect from it so it's tracking perk rather then run behind killer and hide on demand?0 comments 21 views last activity
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Invocations are very interesting, yet underwhelming mechanic that doesn't reflect it's risk… Tweaks: Weaving spiders - instead of broken, it applies permanent repair and healing penalty of 33 % Treacherows Crows - increase aura reveal to 6s, make survivors immune to scare a crow, inflict permanent oblivious New possible invocations: Calming wolves - after ritual is performed, every surviv2 comments 31 views last activity
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First of all I appreciate them being quite unique and fun to play. However playing against, not so much. Wide Open Throttle - probably the weakest one but still powerfull tool to preserve resources for more severe ocassions for price of disabling it for your teammates as well as disabling potential pallet safe 7/10. Doesn't need further adjustments. Lend A Hand - now this one is interesting. It1 comments 41 views last activity
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Skull merchant has 4 types of drones: → Every drone has active zone from SM 1.0 and fills up lock on meter. Drones are automatically activated when deployed and can be remotely reacitivated. Aura drones - reveal all players that enter it's active range and fills on lock on meter Explosive drones - can be manually detonated, dealing damage in active zone. Takes 10s before deployed drone can be0 comments 41 views last activity
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Me personally removing of repeling swarm by hoping into locker and also swarm causing very short incapatitating.4 comments 71 views last activity
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cross examination - after the nerf if the perk has impact on the losing killer, the linger might be removed entirely made for this - the self protection creates scenarios of full invincibility with no counterplay simply for healing. Should be activated after at least 50 % of heal progress is healed. we gonna live forever - revert the activation requirement: unhooks, protection hits champion12 comments 142 views last activity
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For those who didn't know because I din't either this perk was bugged to trigger when receiving damage by range attacks, how come wasn't that known issue? Now it's finaly solved so those scenarios are now finally resolved. Also I wonder whether they will extrend the elusive linger duration if the perk will no longer work mid chase, hope they won't.1 comments 41 views last activity
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Firstly let's talk about exhaustion perks, not all of them are particulary as strong as the others, therefore there should not be the same condition to activate them. There are three options to get them more in line with each other. Option n. 1 - Activation condition. Sprint burst, Lithe, Dramaturgy, Smash Hit, Dead Hard and Overcome as group 1 → To use them perk you firstly need to activate t8 comments 161 views last activity
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Namely those killers need big buffs to existing kit or secondary power: → Trapper → Wraith → Myers → Hag → Doctor → Huntress → Bubba → Pig → Clown → Spirit → Legion → Plague → Ghostface → Deathslinger → Pyramid Head → Twins → Trickster → Nemesis → Artist → Onryo → Dredge → Wesker → Knight → Skullmerchant (GIGABUFF) → Chucky5 comments 81 views last activity
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Hag is considered one of weaker while also not very popular killer that got outdated with existance of newer killers. Power: → Wiped traps will now reactivate after 30s if not replaced or recycled. → Add option to replace trap within it's effective radius. → Increase Hag's base movement speed to 4.6 → Hag can teleport to chosen trap manualy once every 30s (can serve as partial antiloop) → T0 comments 11 views last activity
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May be hot topic, but elusive is not a good status effect and shouldn't be implemented when stealth mechanics in game work differently. What elusive does: → hides scratch marks, pools of blood, grunts of pain and auras Elusive is lost when: → you receive any damage or infection → Note that compared to other stealth perks this one doesn't hide footsteps, coughs and breathing sounds Currently0 comments 41 views last activity
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When in the killer TR, killer leaves light marks. Those lasts 20s and if stand still on them for at least 4s you gain elusive untill you touch them no more, lasts 15s. Light marks can be tracked through walls wihtin 15m.2 comments 61 views last activity
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Make him 4.6 again? Make main event more prominent again? Make ricochet basekit?0 comments 11 views last activity
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Topic is obvious. New killers powercrept original concept killers. FE: → Dracula and Jason vs Spirit → Dracula vs Pyramid Head → Myers vs Chucky I haven't seen the powercrept killers in a while and reason is obvious, when part of killers kit is whole kit of different killer, a lot of times even better the original concept won't be appealing anymore. So this should be kept in mind.9 comments 132 views last activity
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What would be new: → Decrease maximum capacity of hatchets to 4 → Huntress no longer emits lullaby and has 24m range TR → Huntress can throw hatchet to any surface to emit a 40m wide lullaby → Survivors within lullaby range build up scared meter that can't be removed and takes 30s to fully activate and stays acitve for 60s. Survivors with fully charged scared meter periodically trigger killer4 comments 121 views last activity
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It's very good mechanic to gap so many differences (maps, perks etc). This can also make 110 killers less frustrating to play.4 comments 61 views last activity
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Rapid response - increase the aura reveal from 2s to 2.5s Road Life - increase the heal bonus from 100 % to 125 % Moment of glory - decrease time to heal from 60s to 55s friendly competition - increase repair bonus from 5 % to 6 %1 comments 42 views last activity
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Might accept exhaustion perks being too strong, boosted further by Vigil. But it's counter measure should feel like it hits the spot. What about tuning the anti-exhaustion perks, now when diminished is present. Septic touch - Whenever survivor performs any healing action or mend action, they suffer exhausted and blindness, that lasts for 40s after they leave your TR - was 10s (Vigil can still c9 comments 111 views last activity
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I hear from everywhere that Jason has no chance to be in dbd without being copycat. Let me show my idea from while ago when he was discussed. Power: Lethal Terror You get access to three modes: Rage, Pursuer and Brute. Modes can be switched by ability button and each mode provides different values. Rage - Press power button to enter dematerialize form allowing you to pass through walls, breaka0 comments 221 views last activity
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Showcasing the last game as example. Nurse with 24 ping btw. Here I took damage before she even swong. Here she clearly missed, yet I received damage when she already succumbed to fatique. Again, completely behind, where the hit has no chance to down me but still did. A1 comments 51 views last activity
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Saw those and I'm confused whether new perks should even be done if we make all perks so bad they have no chance to stand meta and will be rotting in forgotness. I will pin them below. Kille perks: Vigilance - basically Deerstalker that works only on obsession. What is even purpose of that perk other than tunneling out obsession? Pairing this with perks like FTTE or so will not be any viable pi0 comments 41 views last activity
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I pinpointed that killer's ping should be visible in pre-game lobby. I don't understand why me as killer and ping 25ms must be coerced to play against high ping killers without option to avoid such a lobbies as survivor. The match should be equally fair to both sides. There is massive advantage for killer side. Had video of few those that are not rarely to hit in insanely wrong directions but ca6 comments 71 views last activity
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Decisive strike - lower the duration to 40s like OTR has, no point to keep such a long duration Resurgence - upon being unhooked you get 40 % instant heal progress (was 70 %) Unbreakable . remove the faster recovery modifier, now must be activated by unhooking someone Sprint burst - Is unlocked when one hook from the death, keeps the rest of current perk conditions Shoulder the burden - upon12 comments 132 views last activity
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Hag → Hag base movement speed is now 4.6m/s → Hag's traps block survivors and can be teleported to → Hag traps cannot by wiped but crouching over them gives you 5 % speed bonus → Hag can teleport to any chose trap (has 30s cooldown) Twins → Charlotte has 10 % haste when Victor is latched onto someone → Crushing Victor when idle exposes the survivor for 40s and gives Charlotte 10 % haste →0 comments 31 views last activity
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Hoarder - when opening chest, chest will bite you and force a difficult skillcheck. Success on skillcheck leaves you injured, if missed survivor is put into dying state. Creates 4 more chests. Dominance - now works on every unique first time, so 4x per totem or chest if all survivors touch it. Increase blocking duration to 45s. Reveals aura of survivor who caused the blockage for 10s. Hangman's1 comments 11 views last activity
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Déja Vu - 3 % (was 6 %) Resilience - remove repair speed Hyperfocus - decrease bonus to 10 % (was 30 %) Prove thyself - decrease repair speed bonus to 5 % (was 10 %) Fast track - grants 1 token per hook, token grants 1 % perma progress chunked Bardic - decrease bonus to 0, 0.5, 1 % (was 1, 2, 3 %) Weaving spiders - decrease progress to 5 % (was 10 %) Quick gambit - decrease bonus to 2 % (w12 comments 142 views last activity
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The original idea was good, just needed some tweaking. What can be done: → Each time survivor is hooked, all generators lose 10 % progress and begin regressing. → This is applied to every fresh hook (must be hook on different survivor every time) → If consecutive hook on same person is performed or if anyone dies before 4th hook, this incentive deactivates for rest of the game.6 comments 81 views last activity
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Sprint burst - now has 3 tokens, once used the perk will deactivate for rest of the trial Lithe - is activated when unhooked and deactivate once used Dramaturgy - is activated when unhooked and deactivate once used Dead hard - now activates once you are one hook from death, lower the endurance window from 0.5s to 0.25s Background player, Balanced Landing, Smash hit and rest of exh. perks - wi7 comments 82 views last activity
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→ Decrease knives to damage to 6 (was 8) → Increase throw state to 3.8m/s → Increase throw rate by 15 % → Increase main event activation window to 60s → Decrease knives to activate main event to 6 blades0 comments 12 views last activity
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I'll be complaining here. His power already last 60s, there is no point with how simple it is to trigger it to keep it paused when carrying and hooking when he's already pretty decent at chase and snowball. There were times where he had his power for almost 120s because randoms kept dying all the time.1 comments 41 views last activity
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Houndmaster → Jagged Compass - Increase aura reading to 20s (was 10s) → No Quarter - When any healing action is performed, survivors get continous skillchecks untill fully healed, if any is missed, healing progress will be lost and survivors suffer broken for 60s (was only self heal, only in TR, only broken for 30s) → All Shaking Thunder - when dropping from high ground gain token up to 2, you0 comments 31 views last activity
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Wishlist: → Ebony mori basekit → Once every survivor is hooked once, every survivor will suffer 10 % penalty to healing, repairing, cleansing, blessing for the rest of the trial → Increase base regression speed from 0.25ch/s to 0.4ch/s → Scourge hooks now spawn min. 24m from each other → Increase base vault speed by 15 % → Decrease basic attack cooldown by 5 % → On every fresh hook, first5 comments 42 views last activity