NuclearBurrito
NuclearBurrito
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I skipped all stars because.... well because all stars. But I'm back and ready to find uses for a new round of perks! Killer builds Gimmick/Meme builds Neva See it Coming: Hysteria + Death Bound + Blood Echo + Thanataphobia Hysteria makes injured Survivors obvlious so long as someone is healing. Death Bound makes them oblivious when they do heal. Blood Echo and Thana both punish not healin0 comments 41 views last activity
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No Mither counters: Sloppy Butcher Nurses Calling Knockout Spirit Fathers Glasses The Hound - Soot MYC Blood Hound 3 stack Devour Hope effect Forced Penance T3 Myers Bubba Plague Legion Haunted Grounds Iron Maiden NOED Dragons Grip Blood Echo Blind Warrier white Coarse Stone Serrated Jaws Crimson Ceremony Book Fine Stone Utility Blades Rusted Chains Legion pin Coulrop24 comments 2,091 views last activity
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Object of obsession While your aura is revealed or while the obsession is in a chase you may see the Killers aura. You may see the Killers aura for an additional 1/2/3 seconds after these conditions are no longer met. Increases your odds of being the obsession Makes the perk less of a SWF omnipotence perk while retaining the core themes of the perk (mutual reveals and "I want to be chased")16 comments 91 views last activity
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The goal here is to sidegrade Freddy such that he is harder to play and less focused on gen control, without making him overall weaker. Here are the changes: Dream snares hindered fades gradually over the duration (aka: average of 7.5% hindered). Consecutive snares will refresh the duration and hindered but won't stack. (thus at any given moment the effect will never exceed 15%) Dream snares1 comments 21 views last activity
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My money is on Fixated btw. Killers never sprint (unless you are Legion ect) so it's just permanent haste. Honorable mentions are Kindred, Bond and Buckle Up.31 comments 302 views last activity
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The Knight Terror Radius: 28 meters Movement speed: 4.5 M/S (112.5%) Power: Sword Stance - You may preform a 2 second channel to unsheathe your sword to activate sword stance, you move at 3 M/S (75%) during the channel. At full charge you can remain in sword stance for up to 10 seconds, during which time you move at 4.8 M/S (120%) and may preform a Sword Slash. Every second you regain 5% of yo0 comments 11 views last activity
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The MEDUSA Movement speed: 115% Terror Radius: 32 meters Power: Petrifying Gaze - Hold M2 for up to 5 seconds to charge Petrifying Gaze but no less than 1 second. While charging you are undetectable and all Survivors that have you in their line of slight are revealed by Killer Instinct. When you finish the charge or release the charge early all Survivors that have you in their line of sight wi19 comments 351 views last activity
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Sprint duration requirement reduced from 5 seconds to 2 seconds Steering debuff removed Recharge rate debuff removed Now hardlimits the tantrum to 8 seconds Removed the reving movement0 comments 41 views last activity
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The taskmaster Movement speed: 4.6 M/S (115%) Terror Radius: 24 meters Power: True Warp - Hitting a Survivor with a basic attack marks them. You see the aura of any marked Survivors outside of your terror radius. Survivor must preform a 10 second channel to remove the mark. This channel does not need to be completed all at once. (For the record mending>mark removal>self care when appropr4 comments 11 views last activity
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How exactly does the MMR work from a technical standpoint? The dev post you made sounds like it's some sort of neural network setup. Is this the case? Or is it a more traditional elo system? And in either case, what does the game consider good play exactly? What is the typical outcome of a game assuming the matchmaking works perfectly (which it won't but that's inevitable so whatever).5 comments 81 views last activity
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The DECREPIT Movement Speed: 4.6 M/S (115%) Terror Radius: 32 Meters Power: Scaring Strike - Lunge forwards and attempt to hit a Survivor. If you do they will gain a scar up to a maximum of 3. Successfully hitting a Survivor has no cooldown, missing a Survivor has an extended 2.5 second missed attack cooldown. This attack can be preformed even while you are in the basic attack cooldown. Wh0 comments 21 views last activity
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Current: After kicking a Generator, you become Undetectable for 16 seconds. During this time, the Generator's Aura is revealed in yellow to all Survivors. Trail of Torment can only be triggered once every 80/70/60 seconds Proposed buff: After kicking a Generator, you become Undetectable until the generator stops regressing During this time, the Generator's Aura is revealed in yellow to al3 comments 11 views last activity
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The elemental Movement Speed: 4.4 M/S (110%) Terror Radius: 32 Meters Power: Overcharge - Using any of your abilities generate heat. The more heat you have the stronger your abilities become but if too much heat is generated you will be forced to go through a cooldown period. You may have up to 100 heat charges before you overheat and heat dissipates at 5 charges per second while out of use.0 comments 11 views last activity
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The vampire Terror Radius: 32 Meters Movement Speed: 4.6 M/S (115%) Power: Blood ritual - You may lunge forwards and attempt to grab a Survivor (same mechanics as a standard lunge but with a grab at the end). If successful you will suck the Survivors blood over 1 second, tossing them in front of you afterwards. If the Survivor was healthy they will become injured, otherwise you will charge you11 comments 421 views last activity
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Vigil Every time a generator is completed cleanse ALL of your status effects. for the next 10/15/20 seconds you are immune to all non-exhaustion status effects. When the exit gates are powered you become immune to non-exhaustion status effects for the rest of the trial When I say all status effects I mean ALL status effect: 3rd Seal? Removed Sloppy Butcher? Removed Plagues broken? Removed,0 comments 21 views last activity
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In the event that I made a mod for DBD that adds or alters the games content and/or mechanics for use within Kill Your Friends, would this be against the rules? I'm not entirely sure about the specifics of how to go about this, but I certainly don't want to go through with the effort if I'd be banned anyways if I happen to succeed.2 comments 51 views last activity
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Here are the rules: Play Bubba No perks. No addons You cannot ever use the saw. Reving it is fine but you have to cancel it if you do Your offering must be a shroud Your goal is to get as many Survivors to DC or Kill themselves on their first hook as possible.0 comments 31 views last activity
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Ok so first some definitions. Regardless of what you've heard elsewhere, for the purposes of this thread I will use the following term definitions: Skill Cap = Killer effectiveness with a high skill player Skill Floor = Killer effectiveness with a low skill player Skill Gap = The amount of effort required to go from a high skill player to a low skill player Tech = The different actions you ca0 comments 31 views last activity
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The Slayer When you are playing him he carries 2 daggers, the left one is for his power and the right one is for basic attacks. They would be ornate and look identical. Movement Speed: 4.6 M/S (115%) Terror Radius: 32 Meters Power: Living Weapon - You may drop one of your daggers on the ground, marking the spot it lands on. While the dagger is not in your possession, Survivors that ever come4 comments 81 views last activity
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Here's what I want DS's text to be: "When you are unhooked by another Survivor Decisive Strike activates. While Decisive Strike is active, if the Killer attempts to pick you up from the dying state then if you succeed in a difficult skill check you will stun him for 3 seconds, become the Obsession and stop leaving scratchmarks for 3/4/5 seconds. This will disable Decisive Strike for the rest of8 comments 51 views last activity
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Disclaimer: This is a long opinionated rant formatted like a technical analysis. Treat it accordingly. Also this is an analysis of the genre as a whole rather than just DBD in particular. The "perfect asymmetrical game" I'm eventually concluding is a lot of things, but one thing it is not is Dead By Daylight. I've played quite a bit of Dead By Daylight, and have also played a few similar games,2 comments 551 views last activity
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The Assassin V2 Movment Speed: 4.6 M/S (115%) Terror Radius: 28 meters Power - From Shadows: You may drop an invisible decoy in your current location that copies your current terror radius. When the decoy is dropped an event horizon circle is created on the edge of it's terror radius visible to you at all times, while the decoy isn't up you will instead see a preview of where it will be. While0 comments 31 views last activity
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Ok so people didn't like my last one so here's my take 2 at making Unrelenting great again! Unrelenting Reduces the missed attack cooldown by 80%. Has a 30/25/20 second cooldown. Ok I know I know, 80% is an insanely high number but hear me out. Right now there really isn't much reason to use the perk beyond as training wheels. And even then, missing attacks randomly isn't super common. W3 comments 71 views last activity
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The thing Movement Speed: 4.5 M/S (112.5%) Terror Radius: 20 Meters Power: Assimilation - You are capable of splitting off from your main body at any time. While separated you are undetectable, move at a massively increased movement speed of 8 M/S (200%) and may attempt to assimilate into a Survivor that is either healthy or injured by stalking them for 3 consecutive seconds. You may not damag21 comments 171 views last activity
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During the moonrise event various lanterns would spawn. Survivors could collect the lantern and try to escape with it. If the Survivor was hooked they would lose the lantern and would have to collect it again with the lantern being returned to wherever it was found. Meanwhile after hooking a Survivor the Killer would have an opportunity to destroy lanter12 comments 71 views last activity
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I'm curious which event everyone has found the most fun to play in. For example I'm curious how many people like the crown acquisition system for this event. Note that I don't care your opinion on the reward for each event, just your enjoyment from participating in the event in the first place. Events that are grouped together are grouped because they are mechanically identical. Events that a16 comments 191 views last activity
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Unrelenting Reduces the successful attack cooldown on injured or exposed Survivors by 40/45/50%. Does not stack. Note: Takes precedence over STBFL21 comments 191 views last activity
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Deathbound - The Oblivious timer was buffed from 45 seconds to 60 seconds Trail of Torment - Undetectable time increased from 15 to 16 seconds (wow 1 whole second), cooldown decreased from 80 to 60 seconds Forced Penance - Increased broken time from 30 to 60 seconds Blood Pact - Haste duration buffed from 8 seconds to 10 seconds but it no longer works on partial heals Soul Guard - Nerfed, n35 comments 1,222 views last activity
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Here is a spread sheet of every original perk idea I have created, minus a few that I no longer want implemented. Feel free to add comments either on the spread sheet, here or on the original thread where they were proposed (there is a link with each perk) https://docs.google.com/spreadsheets/d/1kbFQ79nf_kHUpj98xudtL4pz2a09N7XQJi_7uJyiEX0/edit?usp=sharing0 comments 21 views last activity
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Technician You do not make noise while repairing generators Failed skillchecks to not trigger a generator explosion or pause repair progress When you start to repair a regressing generator it will continue to appear regressing for 10/15/20 seconds Other Survivors within 4 meters will gain these effects as well22 comments 331 views last activity
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The Mistwalker Movement Speed - 4.6 M/S (115%) Terror Radius - 32 meters Power: Reality Tears - You have the ability to place portals to the dark world anywhere on the map, that allow the Killer AND the Survivors to enter and exit the dark world. Placing or removing a portal takes 2 seconds and you may have up to 9 placed portals by default. There is one portal in the center of the map at th10 comments 72 views last activity
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32 meter Terror Radius 115% Movement speed Power: Chainsaw Rampage - Charge for 2 seconds to enter a rampage, during the charge you move at 3.68 (92%). While in a rampage you move at 5 M/S (125%) and will down Survivors you run into instantly. You may press M1 to cancel the rampage early. If you run into an obstacle the rampage will be forcibly canceled and if the obstacle was a pallet it wil18 comments 131 views last activity
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Getting blood points as Survivor is MUCH slower compared to getting blood points as Killer. From what I can tell, this is primarily due to a bottleneck where you cap out on Objective and Boldness very easily, but can't get many Benevolence or Survival points. Thus I propose the following changes to blood point categories: Heal and Hook escape Survival points are granted on an ally healing/res6 comments 31 views last activity
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Out of Mind After successfully winning a chase, you stop leaving scratchmarks for 3/4/5 seconds Out of sight out of mind.7 comments 41 views last activity
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People often complain about DS. People also often complain about things like tunneling camping ect. Here are some builds that can help with that as Survivor you might not have considered. Anti-Tunnel Builds: 1: Poised, Lithe, Adrenaline, Quick and Quiet Something you will notice in this build as well as many of the other builds here is that the objective of the build isn't the same as with se26 comments 1,261 views last activity
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The Wendigo Terror radius: 32 meters Movement Speed: 4.6 M/S (115%) Power: Mirage - You may send out a clone of yourself, that inherits your status effects and perks. The clone will walk forwards for at least 1 second before pathfinding towards the nearest Survivor within 12 meters or if the Survivor's aura is revealed 24 meters. It will continue walking forwards if there is no Survivor within19 comments 242 views last activity
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Breakaway Whenever you stun the Killer, you leave no scratchmarks for the next 2/3/4 seconds. (yes this works with stuns from perks) Basically you stun the Killer with a pallet, and then instead of continuing the chase you can try and hide while he's breaking it since you aren't leaving any scratchmarks. It's essentially another piece to be used in a Houdini build.7 comments 71 views last activity
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KEYS Broken Key - Reveals your aura to Survivors within 32 meters. (30 charges) Dull Key - Reveals Survivor auras within 32 meters (30 charges) Skeleton Key - Reveals the Killers aura within 24 meters (30 charges) Addons Prayer Rope - Adds 10 charges to the Key Scratched Pearl - Increase the range by 4 meters Prayer Beads - Adds 15 charges to the key. Eroded Token - You may channel t5 comments 31 views last activity
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It's another chapter and thus time for another set of new perk builds to try out! Without further to do here we go: Killer Builds Gimmick/Meme Builds On Kick: Pop Goes the Weasel + Trail Of Torment + Overcharge + Survailence Kick those gens to super regress it and stealth off Survivors are Loud: Iron Maiden + Deathbound + Infectious Fright + Free Slot Killers are scary. Now they can te13 comments 412 views last activity
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Another take at one of my older Killer ideas. Specifically a werewolf Killer. The Wolf Terror Radius: 0/40 Movement Speed: 4.4/4.8 (110%/120%) Power: Unholy Curse - You have 2 forms, Human form and Wolf form which each have unique effects. You start the trial in human form and can transform by holding M2 for 2 seconds, you move at 3 M/S (75%) during the channel and there will be a directiona35 comments 211 views last activity
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Some perks are bad to the point of uselessness. However a sufficiently large numbers buff or a minor effect addition can make a perk surprisingly useful. And of course a rework in the spirit of the perk can work when that fails. Survivor Perks Autodidact - Caps a 5 tokens at all ranks. Increases healing skill check odds by 5%/10%/15% Boil over - While being carried reduce the Killers movemen5 comments 111 views last activity
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The Juggernaut Terror Radius - 32 Meters Movement Speed - 4.6 M/S Picture a big dude with a big fist. Power: Titanic Strength - After a brief 0.5 second channel preform an extended lunge (think pigs ambush). Any Survivor you hit will be launched 4 meters away from you, interrupting any actions they are currently taking. If you successfully launch a Survivor they will stagger reducing thei23 comments 211 views last activity
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Generally, all perks can be classified into one of 2 categories based off why you would want to pick them. The first and most common category is Reactive perks, their purpose is to trivialize an aspect of the game or counter some opposing strategy. Basically it's the "I don't want to deal with X so I run a perk to deal with it for me". The most blatant example of this kind of perk is Stake Out0 comments 21 views last activity
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The Specter Terror Radius - 16 meters Movement Speed - 4.4 M/S (110%) Power: From Shadows - You can place invisible sigils on the ground(about the size of hag traps). If a Survivor steps on a sigil their aura is revealed for 10 seconds and you gain the undetectable status effect for 16 seconds. There is no indication given to the Survivor. Sigils take 3 seconds to place and will remain for t24 comments 231 views last activity
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The decay Movement speed: 4.4 M/S (110%) Terror Radius: 24 meters Height: Short Power: Inevitable rot - Your power gains 1 corruption charge every 25 seconds. Downing a survivor instantly grants 4 corruption. You may use your power on any Survivor interactable object within 8 meters, spending 1 corruption, in order to make it begin to rot. This has no channel and does not slow you down to u9 comments 83 views last activity
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Both of these status effects are mostly useless. Particularly Hemorrhage. Thus a rework to these perks makes sense. Hemorrhage Causes blood from the Survivor to glow brightly to the Killer Related perk changes: Bloodhound - Grants Hemorrhage to all Survivors. Survivors do not know they have the Hemorrhage status effect from this perk. Still makes blood last 2/4/6 seconds longer Sloppy0 comments 21 views last activity
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Killer Builds Deathslinger On Hit: Sloppy Butcher Gearhead Surge Monitor and Abuse Sloppy makes it take a long time to heal combined with the DW effect. M&A lets you sneak up on targets, and even makes it plausible to shoot Survivors from outside of your TR. Hit them. Pull them in and down then to trigger Surge and Gearhead easily and continuously. Entity Approved Gen Protector:0 comments 1,101 views last activity
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Killers Make the bloodpoint increase from BBQ and Chili base kit, with a UI element for it. Make the perk itself scale reveal duration since there is no longer a token system to scale off of. Survivors Make totems cleansed give a 20% boost to post game BP. Again include a UI element for this. Yes this has balance implications, but people want a UI for this anyways so it should be fine. The2 comments 21 views last activity
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The Gatekeeper Terror Radius - 32 meters Movement speed - 4.6 M/S (115%) Power: Gate Polls - The Gatekeeper has 8 Gate polls in his possession. Placing down a poll takes 1 second, but picking one back up is instant (plays an animation but doesn't interrupt movement). Polls will link to the nearest other poll within 12 meters. If a Survivor moves between 2 linked polls they will be snared, maki9 comments 81 views last activity
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What Doesn't Kill you Only Makes you stronger For each health state you are healed gain a token. Every time you are unhooked gain 1/2/3 token(s). For each token increase the speed at which you are healed by 6% and your vault speed by 3%. This bonus can stack indefinitely.17 comments 61 views last activity