NuclearBurrito
NuclearBurrito
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The claim that the Devs are Survivor sided also includes the claim that the Devs will implement features such that the Survivors become more powerful given their implementation. While it's easy to just point towards a list of Survivor buffs and declare that as the proof that this is the case, I don't necessarily think that's the case. Specifically, instead of looking at things 1 patch at a tim78 comments 2,021 views last activity
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For a bit of context I recommend reading this thread: https://forum.deadbydaylight.com/en/discussion/83714/basic-generator-pressure-guide TLDR: Pressure is only generated by: A: Chasing a Survivor (which pressures 1 Survivor) B: Slugging/Hooking a Survivor (Which pressures 2 Survivors) C: Killing a Survivor (Which pressures 1 Survivor but forever) Gen Pressure is not14 comments 262 views last activity
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With all of this talk about Killers or Survivor perks being frustrating it becomes important to get a control to compare against. What happens a game makes you go "oh I lost but I had fun doing it"? Before you answer just remember that I'm looking from the PoV of the other side. Please don't answer "oh when I lose because I was doing a gimmick build or was BMing in the process or whatever". I'70 comments 1,723 views last activity
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We all know that the devs have been trying to standardize perk interactions and what does or does not interact with powers vs basic attacks. Perks have been using the "hit" keyword to signify basic attacks. That's well and good, but there is no Keyword to signify perks that trigger on all attacks including power based attacks. I propose the "damage" keyword, which triggers any time a Survivor8 comments 352 views last activity
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This was one of my older idea's and I thought I could execute it better now. The Shadow Movement speed: 4.6 (115%) TR: 24 meters Height: Medium Power: Black Mist - The Killer emits a Mist inside of the inner half of the terror radius. This mist is opaque to Survivors outside of it. Survivors inside the mist have their screen go monochrome and cannot differentiate from inside and outside the16 comments 152 views last activity
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The shinigami Movement Speed: 4.2 M/S (105%) TR: 20 meters Height: Small Power: Mark of Death - Preform a 2 second channel while looking at a Survivor within 12 meters to apply an Omen on the target. You and the Survivor are both rooted for the duration of the channel and cannot move. While effected by an Omen the Survivor is oblivious and their aura is revealed to all players. In order to31 comments 392 views last activity
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The devs actually did it for once! They saw a problem with Freddy's addons.... and ONLY changed the problematic addons. Not another one of those BS nerfing base kit for no reason on top of it changes! Just wanted to bring attention to this. It should just be the norm, but it's good to see that it still can happen anyways.61 comments 8,513 views last activity
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This status is currently practically useless outside of pairing with Bloodhound or similar effects. Thus here is what would make the status a bit more threatening: * While under the effects of Hemorrhage healing progress decays at 1 charge per second when not healing It's not the GREATEST STATUS EFFECT THAT WILL WIN YOU EVERY GAME. But it's something tangible that works well with anti-healing w4 comments 32 views last activity
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Expert Survivalist You've seen this Killer before, you know it's weaknesses You preform Killer specific actions 11/22/33% faster The first time you would be downed within 2 seconds of the Killer using their power or while exposed and healthy instead disable this perk for the rest of the game Just to clarify. Actions that are sped up by this perk: Disarming traps/Freeing self/others from t7 comments 62 views last activity
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"Downing a Survivor will not cancel Blood Fury, however, will remove a small portion of the power gauge." How small are we talking here exactly? 10%? 20%?4 comments 82 views last activity
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From the top: Surge Remove the cooldown Remove the basic attack requirement. The perk will be triggered whenever a Survivor is downed like with Infectious Fright The regression is 4%/6%/8% Currently Surge is outclassed by other gen stalling perks such as PGTW and Ruin. While this could be solved by simply increasing the regression numbers or the range I think that would be a missed opport7 comments 52 views last activity
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Killer builds Meme builds On hook: Lullaby + Furtive Chase + Bloody Echos + BBQ Get maximum bonus from hooks! Russian Roulette: Nemesis + Furtive Chase + Rancor + Free Slot Who's getting the Mori? Legion OP: Nemesis + Beast of Pray + Discordance + Brutal Strength Nemesis and BoP to ensure a DW down eventually, Discordance to find targets, BS to punish early pallet drops Serious builds9 comments 862 views last activity
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Basically do the following: Generators now take 100 seconds to do at the start of the game Every time a DULL totem is cleansed all Survivor have their action speeds increased by 5%. This includes chest opening, repairing, healing, exit gate opening and sabotaging. Vaulting, Cleansing and Killer specific actions are unaffected. Whenever all dull totems are cleansed this action speed increase7 comments 43 views last activity
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Blindness is kind of a useless status that doesn't really do too much other than sometimes screw over Solos for not having comms. So to fix that here is what I propose Blindness does: Blindness disables most UI elements. The specific elements removed are: * Status effect indicators * Progress bars * Non-Survivor Auras and notifications (ex: the exit gates or the Killer). This includes audio4 comments 62 views last activity
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There are only 2 ultra rare items, but 5 different item types leaving 3 item types without ultra rares. Here's my suggestions. Remember that an ultra rare should be significantly unique from other items in the same line and not just a statistical upgrade: Reusable Medkit 20 charges Tremendously increases the altruistic Healing speed. Item regenerates 1% of it's max charges every second Ele2 comments 22 views last activity
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Chests are one of the games Secondary Objectives. However because of how unreliable and time consuming they are no one ever bothers to actually use them without perks, and WITH perks they are potentially busted when it comes to things like Keys. So here is what I proposed. The following changes go together: Time to Search a chest is reduced to 8 seconds from 10 By default there are now 5 ches0 comments 52 views last activity
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The Phantom Movement Speed: 4.4 (110%) Terror Radius: 24 meters Height: Small Power: Spirit Step - The Phantom can hold the power button to enter the Spirit world, temporarily removing their collision with the environment and granting them undetectable. While in the Spirit world the Phantom is not effected by gravity and will not fall down gaps until they exit. Pressing the power button again3 comments 42 views last activity
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So when nerfing the Nurse one of the questions was why BHVR didn't simply increase the fatigue time. The answer is that the fatigue animation makes some people nauseous and so they don't want a long fatigue time to make that worse, hence the cooldown. Meanwhile Legion gets a 4 second fatigue. That's longer than the cooldown for Nurse's blinks with addons.34 comments 1,302 views last activity
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Look at the Killers hover description and read the first line. Not the power description, the description when mousing over the Killer in the killer selection screen. Trapper - An area-control Killer Wraith - A stealth Killer Hillbilly - A high-mobility Killer Huntress - A ranged Killer All of this is immediately relevant to their mechanics. But then when you get to more recent Killers: Fre5 comments 92 views last activity
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Now that 3.4 makes on hit effects no longer work my old tactics for making his power work are null and void. Luckily some perk buffs give me all new ways to make it work! Nemesis Furtive Chase Beast of Pray Thatataphobia/Ruin Nemesis makes the Survivor that stunned you or a Survivor that unhooks the Obsession (with Furtive) Oblivious for 60 seconds (at tier 3) and reveals their aura for 421 comments 342 views last activity
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A lot of people have said that this games biggest problem is it's map design. And that's fair, however that brings up the question of what a well designed map actually looks like? So the question is: What is the best designed map and why? Note that this is about balance and gameplay. I'm not interested in which map looks the best, just which one plays the best.30 comments 262 views last activity
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Wrecklessness Your scratchmarks last 5 seconds longer and won't appear faded over time. Gain 50%/75%/100% more Bloodpoints in the boldness category Ok so this may sound strange but hear me out. Currently if a Survivor attempts to juke the Killer by retracing their steps over their old scratchmarks it won't work very often, because the scratchmarks will suddenly go from being faded to not fad9 comments 72 views last activity
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Both Pros Works immediately to stall the game Forces Survivors to move around more often early on Cons Gets removed by late game Has anti-synergy with each other ruin Pros: Has more total stall Requires active effort from Survivors to remove Survivors looking for Ruin are easier to find due to them running around Better on small maps Cons: Duration is inconsistent If they ca28 comments 1,822 views last activity
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Searing scars Injured Survivors are oblivious while repairing generators. Gain 50%/75%/100% more blood points when grabbing Survivors. Simple and effective. Oblivious is telegraphed and it doesn't linger so you can just hop off the gen occasionally to check for the TR. However by doing this you slowdown your repair speed so the Killer is benefiting anyways. (The alternative could be OP) Has10 comments 82 views last activity
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Legion and Ghostface players rejoice! They added back the glow to Killer Instinct! Look at the Dwight. He's outlined like he used to be.1 comments 72 views last activity
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Monstrous Shrine For every Survivor hooked on the basement gain a 10% bonus to pallet breaking speed and vault speed. Survivors in the basement have their escape odds reduced by 4% (down to 0% without luck boosters). This effect persists for 5/10/15 seconds after the Survivor is unhooked1 comments 42 views last activity
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The Reaper Movement Speed: 4.4 M/S (110%) Terror Radius: 32 Meters Height: Tall (floating like the Nurse) Weapons: Scythe Power: Soul Thief - You may charge your Scythe for 2 seconds to ready your power, gradually slowing down to 3.6 M/S (90%) during the charge (average of 100% M/S if released immediately). Releasing the charge will Reap all Survivors within an 8 meter radius regardless of28 comments 272 views last activity
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Paragon When you complete a generator, cleanse a totem, complete a heal on another survivor, preform a safe unhook, or escape a chase gain a token. Each action listed can only give a single token each up to a max of 5 total tokens. Tokens 1-4 increase your non-repair action speed by 3/4/5% (up to a max of 12/16/20%) and Survivors can see your aura while within 6 meters (up to a max of 24) T7 comments 82 views last activity
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Mettle of Man While you are Healthy, injured Survivors within 8/12/16 meters of you have the Endurance status effect If a Survivor absorbs a hit this way you will be put into the injured state Basically you transfer hits on other Survivors to "hit" you instead.9 comments 121 views last activity
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Basically just 1k Survival points per remaining hook states if you are the final Survivor up to a maximum of 3k points if you die to the end game collapse without ever being hooked. Being hooked once (for the first time) is 2000, twice is 1000 and if it's your last hook then you didn't earn any points and thus get nothing. This I'd basically a point compensation for being denied the possibilit1 comments 11 views last activity
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First off I want to start by saying that I've never like the idea of Killer's or Survivor's SOMETIMES being way stronger than other times, and that there should be some baseline powerlevel that they can consistently have no problem which is then balanced around. It's ok to have a bit of a progression requirement to get to that point but I've never like the idea of something being balanced around34 comments 341 views last activity
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Overpowering Claw Every time you grab a Survivor that isn't in the dying state gain a token up to a maximum of 5. For each token instantly regress generators you kick by 3% If you have at least 5/4/3 tokens you may grab healthy Survivors while they are vaulting2 comments 41 views last activity
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Familiar Crowed You are Obsessed with all Survivors Gain 50/75/100% more Bloodpoints in the Sacrifice Category15 comments 61 views last activity
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The Stalker Movement speed: 110% Terror radius: 24 meters Height: Medium Power: Blow-dart Gun - Press M2 to immediately fire a blowdart at the Survivor. Darts have an effective range of 20 meters and are hitscan. For each dart on a Survivor decrease their movement speed and action speed by 1% every second, stacking up to a maximum of 25% slowdown. Up to 3 darts can effect a single Survivor at3 comments 62 views last activity
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Basically, I've made some threads that proposed how I would fix the low tier Killers. The way I define my tier lists is such that A tier is the target for viability, with B tier being able to get results but are still not quite viable. For C and D tier Killers as well as the clown due to his borderline status drastic changes are needed either to their fundamental mechanics or to their numbers.14 comments 161 views last activity
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Basically have the perk be this: You start the trial injured and broken (like now) You don't make grunts of pain (no iron will required. Taking anyways counters Strider) and don't leave blood trails. You may recover from the dying state. While not moving you may preform a 16 second "gather strength" channel to gain endurance for 40/50/60 seconds. (This must be done all at once). Endurance is0 comments 32 views last activity
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Replace the existing text with the following: Whenever you hit a great skill check gain a token up to a maximum of 5. Failing to hit a great skill check whenever possible will result in losing all of your tokens. For each token while sabotaging a hook, healing, opening a chest, cleansing a totem or opening the exit gate increase the skill check odds and great skill check progression bonus by 5%19 comments 161 views last activity
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Surge is really weak right now. Here are a list of possible ways it could be fixed. These are all individual and only one of these should be implemented. Remove the cooldown and the basic attack requirement (range scales with tier) Remove the range. Now effects the ENTIRE MAP Make the perk 10% and remove the basic attack requirement 12% regression on the 2 gens with the most progress B0 comments 42 views last activity
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Replace the existing text with this: While healing another Survivor without a medkit Autodidact activates. While Active: Your healing speed is reduced by 25% and great skill checks are disabled Skill checks boost healing progress by 15% per token and grant 1 token up to a maximum of 5. Your skill check odds are increased by 5/10/15%6 comments 181 views last activity
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1: No Mither 2: Dead Hard 3: Object of Obsession 4: Resilience Can't hook them because of Dying light. OoO guarantees you are the Obsession. Can't slug them because No Mither Can't ignore them because Resilience Can't chase them because Dead Hard4 comments 71 views last activity
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Broken Key: Channeling for 1 seconds will reveal Survivor aura's within 24 meters 10 seconds of use Dull Key: Channeling for 1 second will reveal Survivor aura's within 32 meters 20 seconds of use Skeleton Key: Channeling for 0.5 second will reveal Survivor aura's within 32 meters 40 seconds of use Addons: Brown Tainted Pearl - Increases Aura reading range by 8 meters Prayer4 comments 61 views last activity
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Disclaimer: This is NOT an attempt to restore legion's former niche (as much as I would love to make that work). This is simply an attempt to fix his balance issues so he isn't ######### tier. Thus unlike other suggestions I have made regarding Legion this is simply trying to make Legion as he is now into a good Killer such that it can actually be implemented. If you want to see how I'd fix old l5 comments 91 views last activity
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Ok so with the whole Gen Rush thing that everyone (including me sometimes) always complains about people always say that Gens need to be slowed down. Personally I instead think that Killers that struggle to deal with fast Gens should be sped up so they can more effectively apply pressure, rather than them being given free Pressure from slower gens or something. But of course in order to even b0 comments 61 views last activity
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All of these changes go together: Clown is no longer slowed down when throwing his bottle When in his gas the Clown moves 0.6 M/S faster (unlike with the Hindered effect this goes away immediately when exiting the gas) Clown now moves at 2.7 M/S while reloading (up from 1.8) Reloading takes 4 seconds (down from 5) His addons are fine. Unlike the Other Killers I've been doing fixes for Cl4 comments 51 views last activity
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These changes are meant to go together: Ambush now plays the roar during the attack rather than while charging Crouching now takes 1 second Couching speed now 4 M/S (up from 3.68) Searching boxes takes 20 seconds All boxes will have a different Key. Any 2 different keys will unlock the RBT. No RNG required. If a generator is completed while a RBT is active it's timer loses 30 seconds. Th24 comments 171 views last activity
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All of these changes go together: Shock Therapy now has a default range of 12 Shock Therapy now applies 25 madness points (down from 30) The Shock field now applies 5 madness points per second at minimum distance (up from 2.5) Madness 1 now requires 25 madness (up from 5) Madness 2 now requires 50 madness (down from 55) Madness 3 now requires 75 madness (down from 105) Snap out of it now21 comments 182 views last activity
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All of these changes are meant to go together: Stuns while invisible don't last longer than normal (but still kick you out of cloak) Lightburn stun only lasts 2 seconds (down from 3) While cloaked you move at 5.4 M/S (Up from 5.04 M/S) While cloaked you preform break and vault actions 15% faster The Wraith is completely invisable while cloaked to Survivors 16 or more meters away and has the35 comments 322 views last activity
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These changes all go together: The Trapper now has 5 traps (down from 6). All of which start in his inventory. He doesn't have to worry about going around the map finding them. He just has them immediately It now takes 2 seconds to arm a trap down from 2.5 Trapper no longer gets caught in his own traps Escaping a trap yourself now takes 6 seconds and doesn't care about the luck mechanic. Hon8 comments 101 views last activity
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THE WOLF Terror Radius: 16 Meters Movement Speed: 4.4 M/S Height: Tall Power: Call of the moon - Start the trial in your base form. While in Base form (human form) Move at a reduced movement speed (4.4 M/S) You have a reduced Terror Radius (12 Meters) You lose your Red Stain You may desecrate Prayer sites Injuring Survivors while in base form causes them to become Tainted until Hook65 comments 511 views last activity
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Posted in wrong thread. Moving it to right thread. Nothing to see here move along.0 comments 31 views last activity