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Noxerias

Noxerias

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Noxerias
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  • If you want a new asymmetrical horror game, there's always VHS that's about to come out. So far from what I've seen and heard it seems pretty balanced and it's free to play so it's already looking better than dbd.

  • Sadly, I'm going to have to say no. With the addition to Boon perks, all hex perks suffer horribly. Until they balance out boon perks or buff/rework hex perks to be more aligned like Boone perks, I wouldn't hold your breath. :/

  • Boon totems should have the same benefits and downsides to hex perks.

    Like for example:

    If a killer snuffs out a boon totem, then it's lost for that Survivor and they lose that perk.

    Or they could update hex totems to be more like boon totems

    So when a killer's hex totem is cleansed or blessed, a killer can relight their hex totem at a dull or blessed totem.

  • It should make any aura reading perks have a lingering effect for 1-3 sec.

  • @WexlerWendigo said:

    I feel like Huntress’ new ultra rare would be better if the increase in speed was based on how many hatchets she had less. For example, if she had 4, she’d move at 111%, if she had 3, it would be 112%, etc. Make it a bit more interactive for the player and slightly more useful.

    This would make for an an excellent iri then!

  • Desecrate - When you break 3 generators, the next generator you break will be blocked by the entity for 25/35/45 seconds. When the entity blockers end, the generator will regress by 200% until touched or until fully regressed.

    1.You don't gain charges while it's in effect 

    2. This perk gains charges from Surge and Oppression.

  • Playing the Twins feels awful, they feel sluggish when using there power. I understand the whole slugging thing with victor wasn't fun to play against but there were better ways to adjust/fix them than this.

    To add this, the addon changes some were good changes while others were just really bad.

    Freddy's - Just bad all around, I know slow down builds are boring for survivors but the changes they made are terrible replacements especially Black Box. I don't know why this is a addon let alone an Iri.

    Huntress - Good changes besides Soldier's Puttee, this should not be a Iri.

    Demo - Addon changes are better than they previously were, good job.

    Twins - I'm shocked they buff there Iri tbh, but good change here.

  • May I suggest taking Cote's advice from a few years ago and play another game that's worth your time and money. Try "Civ" or another horror game like Soul's at Stake, or Home Sweet Home. The best way to communicate with the Dev's is with taking your time and money elsewhere.

  • @Tillablerhino44 said:

    New killer is trash.

    The whole chapter is trash as was the one prior. I have better things to waste my money on than this.

  • I can understand for the Legendary Skins but for her regular variant skins it's a bad move because mix and matching was fun and I hope they don't implement this to other survivor's or killer's skins, otherwise, people will be less inclined to buying them.

  • So I'm going to base my guess off the revelations story from the archives and the recent trailer we got. My guess would be either...

    The Widow or The Outlaw

  • @Peanits said:

    The worst that comes to mind is combining it with Surveillance. Any time a generator is being worked on, I would know. The instant you get off it, I'd know. Normally cleansing Ruin is the only way to counter that, so removing the hex aspect means that the killer always knows where you are and has no counter.

    Well, the worst thing is not addressing gen speeds and nerfing a perk that slowed the game into a perk that's now very weak as a hex since it's effect won't last a minute which is as long as hex perk last and this new ruin is meant for mid to late games, but like I said earlier, about it lasting a minute, the actually regressing abilty won't buy enough of the the killer's time/pressure to even get a chance to use it before it's cleansed. Unless you have some major changes or plans coming to address gens or secondary objectives, the worst thing to happen to this perk is the dev's touching it.

  • As someone who loves playing Spirit, I will say that I believe Prayer Beads should be an Ultra Rare and Father Glasses a Rare but other than that, I think she's fine.

  • Haddonfield is a nightmare for a killer, and extremely favorable for survivors and if they have Balanced Landing, gg.

    The map is not only large, but there's so many houses survivors can hide indefinitely or to a window vault (which is usually on the second floor) and repeat the loop consistently that by the time you down that survivor, 2/3 gens have been popped.

    If you're playing a killer with a 110 speed, or a M1 killer, I pray the entity takes you to it's dead void so you may rest in peace away from this awful map.

    I could go on but I've made my arguement and hope the devs demolish this map and rebuild to be more fair for both sides.

  • If Surge works with other gen perks, I would run Surge, Overcharge, Surveillance/Thrilling Tremors, and Pgtw. No one's touching my gens easily and without my knowing.

  • @AshleyWB said:

    BloodStench - blah blah blah any blood within a 20m radius can be seen through walls and obstacles at 30%/60%/90% increased intensity.

    Works like whispers.

    Instead of 20m, you could base it on the killer's terror radius? Then you could have more fun with perks like distressing!

  • It's not suppose to be helpful to survivors but to make it a bit more fair for the killer side of the EGC. Once the EGC has started survivors should either try and help their team escape and not stand around the exit area doing nothing or leave. Otherwise the killer/survivors on hooks who are being camped have to deal with 2/4 minutes of survivors BMing at the gates. Also, survivors get more time when a teammate is slugged or hooked, this would be the killers side of that, if a survivor is standing in the gate doing nothing, they're being a deterrent for the team but this only works if they're in the gates doing nothing.

  • The buff was a nice QoL, and it's more reliable than ruin since you don't have to worry about it getting remove within the first 30 seconds of a match.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/593550#Comment_593550

    I dont think it is because i strictly remember people asking about this and the devs saying no it should not work with the chainsaw.

    @Peanits Is this Intended or is this a bug?

    I believe they've updated and buff two of the Plague's perks. Dark Devotion since it's now 30 seconds, with no cooldown (QoL change for the better and this only activates on a basic attack which it states in the text. Infectious Fright on the other hand has now been buff since it can now be activated by any attack that can down a survivor (Chainsaws, Hatchets, Corruption). Here's a pic of the new text for Infectious Fright, it no longer mentions the basic attack to activate the perk.

    20190723_194650.jpg


  • This is an unexpected surprise that I'm happy to hear about! Thank you @NurseMainBTW for the info!

  • Dying Light: Your obsession's alturism action speed is increased by 50%. When your obsession is on the hook, all survivors suffer from 25% speed penalty to healing, repairing, and sabotaging for 30 seconds. When the obsession is rescued or escapes the hook, the perk goes on cooldown for 60/45/30 seconds.

    When a Survivor rescues the obsession from a hook, the rescuer becomes the Obsession.

  • It feels underpowered since it has two negatives on it with...

    1.) Being outside of a killer's terror radius

    2.) Being on a cooldown (hopefully it's 30sec or below, otherwise it would be worthless perk)

    If one of the two negatives were to be removed, (mainly number 1 since the cd would feel fair) this perk would find some usage since 10 out of 15 killers have a terror radius of 32m and most quick actions happen while within the killer's terror radius or during a chase, this perk feels underwhelming to say the least and hopefully get some change to it that could make it somewhat viable.

  • I think when you're recovering at the fountain, it reveals your aura with Nurse's Calling since I think it's considered a healing action. Which is a fair trade off, I just think it should take a little bit longer to heal yourself at the fountains.

  • True, she needs to be more open minded and have some meat in her diet like the Hag or Cannibal

  • I was offset by the red forest/temple mashup vibe at first but the more I keep watching and seeing the clips of it, the more I started to like it and it reminded me a lot of Rise of the Tomb Raider.

    Plus, I'm going to go on a theory with this, we could have been told how far the Plague and her followers travelled to try and escape the plague before they succumb to it. From ancient Babylon (The remains of the city are in present-day Hillah, Babil Governorate, Iraq) to the red forest of russia that's in game, that's about 3,000 miles give or takes depending on where in russia they died. Which makes the Plague's story more tragic.

  • @No_Mither_No_Problem said:

    she was never diseased, just extremely malnourished from eating nothing but pallets

    You'd think she would be somewhat healthy with a high fiber diet. 😏

  • I think the farthest gens should be locked till at least 1 or 2 gens have been completed, then they could be free

    Or

    Make it a 3 token based perk that whenever a generator is at 85%, the entity blocks it from being worked on any further for 30/45/60 sec, which it should be highlighted white for being blocked and yellow once it's free. Once a gen is blocked, you lose a token. With this, it would synergize well with Tinkerer and other perks.

  • @Delfador said:

    Honestly, I am really hyped for the corrupt intervention. All I need as a killer is early game pressure, survivors will not be able to gen rush me at the other end of the map and I will know exactly which 4 generators I will have to look at after my first chase. I hope its numbers don't suck man, something like 60-90 seconds would be cool as fck.

    I think the gens should be locked till at least 1 or 2 gens have been completed

    Or

    Make it a 3 token based perk that whenever a generator is at 85%, the entity blocks it from being worked on any further for 60sec and highligh that the generator and removes a token. With this, it would synergize well with Tinkerer and other perks.

  • @GoldGalaxy29167 said:

    Make Thanataphobia and Dying Light apply to everything in the match including doors and totems.

    Make Autodidact like it was in the PTB for the spirit so it feels worthwhile.

    Have some way that killers know what each hex totem they have is so they aren't guessing.

    These are ideas that just came to mind quickly.

    I would love this buff for Thanataphobia!

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/343893#Comment_343893

    They did once state Survivors will forever be characters related to the present time, because thats the main appeal for people who play them.

    Ah okay, thanks for that bit of info!

  • Haunted Ground - Two trapped Hex Totems will spawn in the Trial.

    When one of the two trapped Hex Totems is cleansed by a survivor , all survivors suffer from the Exposed status effect till both totems are cleansed.

    When both Hex Totems are cleansed Survivor's will remain Exposed for 40/50/60 seconds afterwards.

  • @Nikkiwhat said:

    More Female Survivors plz, would also love some representation for Indian or Latina ethnicity. There's also some great mythology and folktales to draws from both cultures for awesome Killers to accompany their release.

    Either Indian or Latina character would make me happy! I'd also want a female survivor that's a bit more aged too, kind of like Ace but more stoic!


    Also, do you think we'll have a survivor from within the current time or do you think they'll have been plucked from the past?

  • What if the power is like the Doctor/Wraith where the new killer has two modes? The Normal modes has a base speed of 115% and all regular killer stats.

    Yet the power makes the killer faster while being able to phase through walls/rooms, reduce the field of view for survivors, and cause them some sort of threat/debuff in there terror radius that last for a while once they transission back into there normal mode, but the killer is not able to attack while in this form but can still do actions like open lockers and break gens.

  • I'm torn between these 2 ideas about hex perks.

    Whenever a hex is cleansed, all survivors all free from the Hex except the person who cleansed the totem, giving hex perks some use after its been taken away but still somewhat in play.

    Or

    Hex totems respawn after a certain amount of time (like how traps and hooks are when sabotage or tool boxes are used).

  • Mc_Harty said:

    So I noticed that the censer in the killer's right hand, does that possibly mean that it's the killer's weapon or is it the killer's power/ability and if so, might we get a killer that's left handed?
    That might be an error on the devs part, but if the weapon is the censer that'll be hilarious.
    Like the loading screen when you log in and the killer's weapon is on the left side. 😁

    But if it is the killer's weapon, oh boy, I'm going to cleansing and purge the toxicity out of survivors!
  • Mc_Harty said:
    Power is definitely going to have be related to that censer. Might be similar to Clowns where it distorts survivors visions. The killer seems to be a prisoner? There's chains that goes up his arm. Yet, he's wealthy from assumptions of the jewellery on his fingers.

    Overall visually interesting.

    So I noticed that the censer in the killer's right hand, does that possibly mean that it's the killer's weapon or is it the killer's power/ability and if so, might we get a killer that's left handed?
  • The Cultist, The Monk, or the Hermit are my guesses.
  • Brady said:

    I'm super reluctant on guessing it's going to be a pastor or a priest, but still somehow related to The Clown and The Nurse with the Asylum and Church.

    I'm reluctant on the priest/pastor because he was killed given one of the Nurse's add on, but idk

    Could it be a Solider? Knight? Pastor, Priest? Nun?

    Idk mannn

    Could be a Cultist, Monk, or Hermit since all three can be religious but still remain neutral.
  • ° Nurse - Ultra Rare/ Survivor's no longer hear the nurse while she's charging her blink or her gasp of breaths when she blinks. (Think prayer beads but for the Nurse)
  • For Lullaby, the perk shouldn't notify survivors till at least 3/4 stacks since more than likely you'll start noticing the alert delay.
  • ShyN3ko said:

    @Noxerias said:
    I really enjoy reading your post and I liked a lot of your ideas! However, for Rules Set No.2, it does seem a confusing and a bit complicated (half asleep here). How about keeping the original idea of the Addon but add a little bit to it to make it more interesting (and to be able to fit in a text square). 😁

    • Disables the Survivors' ability to see Jigsaw Boxes highlighted until their Trap is activated. (Original)
    • Once a survivor has removed the Reverse Bear Trap, that survivor suffers from the Broken status effect for 1 min. (Added)

    It would nice to see the more debuff status effects implimented in the game like
    Broken, Intoxicated, and Deafen to more killer addons (or perks) since it would make for more interesting builds.

    Yes, i know Rule No.2 is rly confusing, but I want something new.
    My english is not pretty good.

    "Not all games need to have the same rules."
    The conclusion:

    • repair 5 gens
    • then search for the right key(reverse beartrap)
    • then go through the gates
      If 1 survivor killer another survivor with the kill switch.
      Then he must fight vs this addon again,in the next match.

    But yes its rly confusing.
    And a debuff ultra rare addon could be interesting.
    But it should be a strong and every game another effect.
    Thx for this informations.

    PS:
    The original Rule No.2 is in the pig basekit.

    Ah, I understand wanting something new for the game.

    Rule No.2 should be in the Pig's basekit!

    Also, your english is fine, I blame my confusion to being extemely tired and not sleeping properly! 😁

    Looking forward to seeing more post from you in the future!
  • I really enjoy reading your post and I liked a lot of your ideas! However, for Rules Set No.2, it does seem a confusing and a bit complicated (half asleep here). How about keeping the original idea of the Addon but add a little bit to it to make it more interesting (and to be able to fit in a text square). 😁

    • Disables the Survivors' ability to see Jigsaw Boxes highlighted until their Trap is activated. (Original)
    • Once a survivor has removed the Reverse Bear Trap, that survivor suffers from the Broken status effect for 1 min. (Added)
    It would nice to see the more debuff status effects implimented in the game like
    Broken, Intoxicated, and Deafen to more killer addons (or perks) since it would make for more interesting builds.
  • Bravo0413 said:
    Poweas said:

    Just let Vigil recover exhaustion when you're running but it doubles the timer to refill so 80 seconds. And you recover it when standing/crouching 30% faster this does not apply to running exhaustion recovery.

    Then you got a perk that can give you, if you're good at chases an old feature.

    Noo... they nerfed it for a reason.... this idea is decent and with a few tweaks it could be good... I that it should be active and within a range it allows other players to recover faster from the mangled, hindered, exhaustion (obviously when standing still) and other certain effects 30% faster... none of this crazy stuff that makes wish we had the lol button back 
    I would like for Vigil to also include the Doctor's Madness as well.
  • Your presence alone instils great fear.
    Survivors within your Terror Radius have a 30/40/50 % penalty to the Healing progression speed.
    Once outside terror radius of the killer, this effect persists for 10 seconds.

    I was thinking the exact same thing! Like the killer's version of leader, Streetwise, and Vigil. It should also affect Unnerving Presence, and Overwheling Presence.
  • Here's what I think Doc could use:
    -Increase base shock range, reduce range provided by electrodes
    -Make him swap between the stances faster
    -Reduce the slowdown penalty when charging the shock
    -And compensate by making it so that RANDOM screams do not cancel actions and that survs do not enter Madness 2 or 3 from the field.
    This way Doc would be both less frustrating to face, he'd be less add-on reliant and he'd be better for chasing.
    T. Doc main.

    This, as well as tweek or change the tape addons to something useful.
  • LCGaster said:

    It must be random then.

    How would that make him scarier? Removing this from Doctor seems like a big nerf to his tracking ability (which is his main purpose, he's an anti-stealth Killer for a reason).


    No, boy, you misunderstood. As a survivor you don't see the "bubbles", playing as the Doctor you still see them
    Excatly!
  • I just played a game with him on PS4 and had no problems. Maybe it's just an Xbox and PC problem?

    It's happening on ps4 as well. Honesty, I find it makes the doctor more terrifying when you hear survivors scream but can't see there location. I rather this stay if it's a bug!
  • What makes tinkerer so gimmicky is that by the time you get the notification at 85%, you have have to make a quick decision. Do I go there knowing I might surprise a survivor or two but the gen will get done more than likely, or do I use the time to try and sneak up on someone else who may or may not be near me.

    Changes that I would like to see to tinkerer...
    1.) The notification time is lowered somewhere between 75%-80% and the silent terror radius timer increased to 15 sec up from 12sec since more than likely the gen will still get completed but this gives the killer a bit more of a chance to interrupt the gen work and have more of a chance to surprise survivors. 
    Or
    2.) Have the silent terror radius removed and have a lullaby like effect on that gen till it's completed. The gen being worked on would have random sound notification for upcoming skill checks during the last 15% and would slightly reduce the gens progression. (I feel that would fit better for a perk called tinkerer.)
  • *Cracks Knuckles* Been waiting for a post like this!

    Monstrous Shrine - I had a fun idea on what to do with this! It should have 4 tokens, 1 per survivor.

    ° Whenever you hook a survivor in the basement, all survivor's will have a decrease to all action speeds by 15%(which stacks with other perks).
    ° Survivor's that are 32 meters from the basement will have there auras revealed till the basement survivor is rescued.
    ° Once the hook survivor is free, they will have the deep wound effect and will no longer trigger this perk again and the effects of 1 and 2 will cease. 

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