Shymare_11
Shymare_11
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Overcharge:
When you compete a damage action of a generator, that generator is affected by Overcharge.
Generators affected by Overcharge regress 150% faster than normal.
When a survivor interrupts a regressing generator, that survivor must pass a tremendous difficult skill check. Succeeding this skill check grants no progress; however, failing it will cause the generator to explode, instantly regressing it by 6/8/10%.
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From the Deep:
A monster with monstrous strength. As you delay the escape of your prey, you grow in power.
Each time you damage a generator, From the Deep grows in strength, granting a token.
For each token, gain a stackable 3% regression penalty increase for each subsequent damage action, up to a maximum of a 9/12/15% regression penalty.
A simple perk that makes kicking generators more favorable and worth the 3-4 second time commitment, while being a consistent and alternative slowdown option.
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Hemorrhage should be buffed.
Its only use is more frequent blood pools but it doesn’t really benefit the killer any more than more reliable tracking of injured survivors. Though, injured survivors are already easy to track in general with grunts of pain, scratch marks, and line of sight. Even then, normal blood pools are usually enough for normal circumstances when it comes to tracking survivors. The only case I can see it being useful is when a survivor is healthy, like with Freddy’s dream snares and pallets.
Honestly, just make so that it also makes the healing/recovery progress for injured or dying survivors suffering from the hemorrhage status effect regress when not being healed/recovering.
Ex:
Hemorrhage status effect makes the afflicted survivor create larger, more frequent blood pools; and if injured or dying, lose x charge(s) of healing/recovery progress when not currently being healed or recovering.
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Flip Flop, Power Struggle, Soul Guard, Tenacity, Unbreakable
They’ll never know what’s coming to them 😈
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Freddy:
• Ruin Photograph
A special picture that was ruined during the development phase.
- When a survivor falls asleep, their aura is revealed to you for 4 seconds.
• Playground Rope
- Increases the rate at which survivors fall asleep by 10%.
• Jump Rope
- Increases the rate at which survivors fall asleep by 15%.
• Swing Chains
- Increases the rate at which survivors fall asleep by 10%.
- Decreases the duration at which survivors are immune from falling asleep by 10%.
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I good with that but also:
Shouldn’t escaping chase also give survival points instead of boldness?
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@Dr_Loomis said:
I hear some precious players went running to the sick bucket after viewing Pinhead's mori animation.
This isn't llamas and break-dancing. This is a horror game 😁 and I don't care if people say otherwise.
I personally think the mori is fantastic. Very authentic. The best we've had. Even beats Ghostface's.
Never change it.
His mori makes me uncomfortable but I’m not asking for it to be changed. I just look away and mute the game for a few seconds usually I get up to get water or do something else. Idk what about it makes me so uncomfortable but it does, just got live with I guess.
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Hex: Plaything. If it isn’t your totem, you can’t cleanse it, unless the totem has been lit for at least 90 seconds. Though that situation is rare in itself, so if you can’t cleanse it just assume hex: plaything and move on to something else.
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@HealsBadMan said:
I love your perks ideas! I would decrease the amount of tokens from Mortal Vigor bc a 72% increase in insane for vaulting speeds but everything else is really nice.
I also like the idea of setting and activating bomb-like clusters and the addons seem really nice as well. He seems like a more dangerous version of Trapper, with instant damage potential, longer disarms, not having to find and pickup traps and much more trap placement versatility. Good job!
Mortal Vigor reaches 72% because they gain a token each time they HOOK a survivor, not when the survivor changes sacrifice phases meaning that a survivor can deny tokens by skipping hook states, dcing, or being moried; counterproductive but possible. Additionally, when they reach 72%, all survivors will be dead.
Maybe 6% per token is too much and should be changed, the reason it is so high is to allow the killer to have noticeable value from Mortal Vigor after 2-5 hooks. Probably 4-5% each would be better.
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@C3Tooth said:
For Trapper, his trap is strong, damage & stop survivors, but waste alot of time to setup.
Hag, trap alone only cause body block, not able to do double damage like Trapper (his trap & himself if 2 or more survivors go together), faster setup.
Freddy, trap only cause slow movement, has fasted setup.
I feel like a damage potent trap that not able to disarm is bit too strong. Im not sure if his activate slow speed can makeup for it.
I also have a similar Trap killer idea called The Black thumb : D
You can disarm it. If active, the survivor needs to crouch to it and perform a very dangerous tampering action to disarm it for a short period of time. If it’s inactive or already tampered, the survivor can perform a less dangerous tampering action to completely remove it. An active barnacle cluster won’t explode if the survivor is crouching.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2432298#Comment_2432298
I mean, Solo has been ignored for a long time and also Solo shouldn't be what determines how the game is Balanced if we're moving towards a more Competitive Game than we have to throw balancing for Solo's and Lower MMR out the door SWF's should be the main focus and now balancing around that since the game is Competitive now. The game should start taking the turn towards balancing everything that includes Items, Perks, and even Maps and Addons Right now, seeing multiple keys and having Survivors just predrop them because they expect Franklins feels so unrewarding and it puts Killers in such an awful situation. Either you Slug or you Lose.
This is a big issue with MMR is the Higher MMR's suffer while the lower MMR's don't see these kind of things often so people's idea of how the game is played at Higher MMR is conflicting. While I understand it sucks losing Event Items that's sadly the risk you take bringing them. Also while I understand the Developers have a Key rework coming I don't and many others don't have the faith they'll balance Keys if anything I'm expecting a Buff.
Just because solo is ignored shouldn’t mean that we should continue to do so. Additionally, just because a portion of the player base is trying move the game into a competitive direction doesn’t mean the devs want to either. Dbd was never meant to be a competitive game.
Being in solo que shouldn’t be instant “hard mode” for a player that could either not have any friends (or at least ones that play this game) or not want to play with others. No player should need to have friends to properly play dbd with a fair chance of surviving. Balancing for swf will make that à reality.
If so, will solo que be rewarded for choosing the hard difficulty or will it not be an option. Put simply, what incentive will survivors have to play solo? Because without any I’d doubt many would, meaning there will be longer que times for killers any survivors that aren’t a 4 man swf since many of the randoms that would fill in the empty slots will either already be in a swf or not playing.
I’m not saying that nothing should be done about the discrepancy of power a solo team has with swfs and killers, but balancing towards swf without doing any for solos will have a negative impact in the game’s health and player base. Please wait until that discrepancy is dealt with.
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2427870#Comment_2427870
But the exposed status for haunted grounds has a little ring around it that goes down until it exposed expires and devour hope's exposed does not have that, so I think they could just remove the notification. Soul guard works even if you have not been notified a hex is in play it I remember correctly
No the survivor needs to be inflicted with the cursed status effect, even if a hex was in play, they don’t get the benefit for fully recovering unless they were cursed. Tried it multiple times and there’s a video by pubsie about it. I believe it’s in his DBD myths series.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2423956#Comment_2423956
https://us.v-cdn.net/6030815/uploads/QVGT3LZ8EJ54/screenshot-20210812-182523-xodo-docs.jpg
Well I calculated the averages & got this with a 2% margin of error. Candyman has nearly double the ratings average of the entire Hellraiser franchise. Factually Candyman is better then Hellraiser, but dev bias towards the worse franchise got it an undeserved spot in the game
Just want to point out that you’re using fabricated statistics for Candy man is better movie argument or whatever.
I hope you know that you can’t make up statistics just because you think a director will produce a good movie, that they will “care” about doing it right. Especially, for a movie that has even come up yet and said “probable” ratings help bolster your point of argument. Which is purely speculative, subjective, and feigns ignorance of a myriad of other possibilities to why Hellraiser was chosen instead.
So, unless your projected ratings for this unreleased movie is supported by reliable and solid evidence, beside a director’s character and attitude towards what they are making; don’t use it to support your already lacking argument which differs slightly from the original accusation you made about the devs biases.
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@DemonDaddy said:
Fair enough, limiting them from being fully undetectable especially with the new perk we recently received.
Though if it's just the ranged aspect that is the cause for this, wouldn't it work just as well to give them a lullaby in place of the tr? My thoughts are its still giving Survivors notice of the killer's presence without announcing distance or direction, as example Freddy seems to show that the functionality of that gameplay works given it places more emphasis on your visual awareness if not perks.
Also makes me wonder if we will receive a future killer which forgoes the use of tr perks for that element of misdirection.
Freddy is example why those killers and any similar should keep their terror radius. For one, this already limits the possible perks for the killer besides the already less effective undetectable and similar terror radius altering perks. While, it also, surprisingly, adds more stealth to the killer.
A lullaby removes the possibility of the killer sneaking up without you knowing they are nearby, however, it’s unique of be without any indication of how close they are. Which becomes stronger with a larger lullaby, like with huntress.
Freddy’s dream world lullaby, while seeming detrimental, makes survivors stand on edge and worry where could Freddy be exactly. Its strength is the terror of knowing just enough to be anxious without know everything to feel secure. It’s similar to the feeling of being watched: you don’t know who or from where, leading to you feeling anxious and afraid which can leading you to question your surroundings and make mistakes.
A lullaby without a terror radius, instills terror, while a terror radius without a lullaby while being more accurate is inconsistent and can be circumvented. Thus, they need both.
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@DemonDaddy said:
What exactly is the purpose of attaching the lullaby to a killer with a small terror radius?
In these instances would it not be the exact same if you just switched the terror radius for the lullaby keeping it the same range as a normal TR?
What benefits do the killers gain from the smaller terror radius when in fact the lullaby gives survivors a longer range of detection?
If lullabies exist to prevent a feel of oppressiveness from these killers with a small TR, why give them the reduced TR to begin with?
Personally I'm all for Killers with a small tear radius and I do find the lullaby to be an interesting mechanic. My thoughts here are while the two aspects work well, I don't think that they work well together. I often find that the two counter one another in regards to load out functionality. Each individually create an interesting aspect to a killer but I fail to see why the combination of the two work together better than separate.
Wanna throw this out to the community and see what thoughts everyone else has on it.
Which killer do you think works best with this combination?
Which killer do you think would benefit most from a rework to only one?
What benefits do killers gain from having a lullaby?
There only two killers with a lullaby and a terror radius at the same time, excluding Freddy since his is more separate and ties to the current state of the survivor instead of being constant. Both are ranged killers that effectively have infinite range to injure survivors (despite the fact that one does it way better than another). The lullaby is meant to prevent said killers with inherently oppressive powers from being too powerful when without a terror radius (ie. Completely undetectable) and, in the eye of the devs, “unfair” for survivors.
However, I am not sure about the small terror radius, likely to compensate for the lack of true stealth the lullaby gives. The lullaby is not truly there to help the killer.
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@Jayfeather said:
https://forum.deadbydaylight.com/en/discussion/comment/2418746#Comment_2418746
Its just really annoying, I'm consistently getting 3ks and 4ks and I'm not getting pip ups, I picked this game up a week and a half ago and its just been such a pain for me since other games its just be efficient as possible.
Unfortunately, Dbd isn’t meant to be a game played efficiently. Neither its mechanics nor its lore support or cater towards it (though that’s more a fault of design). Which is why tunneling, camping, slugging (less so), and gen rushing are looked so down on by much of the community. Since you just picked it up, this is something you got to know if you’re trying go up in rank. It can be annoying, but that’s how it is.
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You were efficient. Efficiency doesn’t really get you pips, nor does it make you de-pip. You’re supposed to “play with your food” in a sense and let survivors recover some bit to drag on the game and squeeze out as much bps, experience, etc. to at least pip. You know, give the survivors hope for escape only to crush it in front of them.
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Mine was a deathslinger with an ebony mori at coal tower. I was grateful that my first mori wasn’t a boring one like trapper’s or wraith’s. I wonder what that deathslinger is doing now….
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I dislike how complicated and irregular the map is, especially with its excessively large size. Honestly, I just hate the map. I need to learn not only general 2D map layout, but also a relative 3D map layout for precise blinks between floors without blinks stubs or unexpected walls.
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@notyarbllewe said:
I'm thinking it would be good for the game if the Devs actually delay a chapter and take the time to really update the game. There are multiple killers that need some buffs and perks that should have an entire rework, among other game problems.
Though the Devs work hard on their work, don't get me wrong, how they buffed some killers is very simplistic, and many perks are weak and practically useless. If the Devs take a break from working super hard on the coming DLCs and delay them a couple months, they could really change things around and allow the creation of many more synergetic builds and strengthen weak killers, like the Trapper, who hasn't had a big change possibly ever.
Anyone else agree with this?
I agree. Too bad the devs think a single mid-chapter patch is enough to sufficiently balance, fix, and rework the most dire parts of the game; especially with the added content (with its own bugs) from the recently released chapter before it.
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@KeiOrtem said:
https://forum.deadbydaylight.com/en/discussion/comment/2367189#Comment_2367189
Sometimes when using an exhaustion perk that grants haste, it becomes permanent. IDK how its triggered and I highly discourage anyone from using it as it ruins the experience for other players.
Imma be trying to recreate it now, but in custom games. Wanna know what triggers it.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2338434#Comment_2338434
We're just built different.
I just want to say: I dislike hatch and how it can reward selfish play styles, although I’m not wholly against it, but hatch cannot be removed yet. I truly want an alternative to hatch but at this moment there isn’t one.
One day, maybe someone will come up with the perfect and completely fair system, where both sides have an equal chance. One where everyone will be happy and satisfied with it and never feel cheated out of a kill or escape. However, until then, hatch will stay.
It is a means to an end, and now it’s too ingrained into Dead by Daylight in both gameplay respects and the community to be removed without at least a better accepted alternative. Even then, it won’t go without strong backlash.
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The Mistress
Name: TBD
Speed: 4.6 m/s | 115%
Height: Average/Tall
Terror Radius: 24 meters
Power: Ravenous Lust
Ability: Seductive Trance
Press and hold the Power Button for at least 3 seconds to charge Seductive Trance. Release, while aiming at any nearby (within 10 meters and 45 degree cone, with no obstruction) survivor(s), to force the survivor(s) into a Trance (taking 5 seconds to fully fall into it, if fully charged; 6-7 seconds if 75%, 8-9 if 50%, 10-11 if 25%, 12-15 if <25%.).
Survivors that are falling into a trance can perform the snapping out action (12 seconds, base) on themselves to prevent themselves from truly falling into the trance, however while doing the snap out action the, survivor will still continue falling into the trance (charge is greater than 25%, the survivor is guaranteed to fall into the trance before the snap out action is finished, canceling the action).
Once fully tranced, the afflicted survivor will be incapacitated and hindered (by 10%), while additionally having their screen (fov) become hazy and dark, made worse if not looking directly at the Mistress.
Survivors are broken from their trance if:
- The survivor is put into the dying health state or inflicted with deep wounds.
- Another survivor who is not tranced performs a snap out of it action (12 seconds, base) on the afflicted survivor.
- The afflicted survivor uses a black mirror.
2 Black mirrors will spawn in the trial and can be used by a tranced survivor to snap out (18 seconds, base). Once used, it will shatter alerting the Mistress of the survivor’s location via killer instinct for 4 seconds. Shattered mirrors cannot be used by a survivor again for 90 seconds.
Special Ability: Shattered Love
The Mistress can press the Power Button while aiming at a nearby (within 10 meters, with line of sight) shattered mirror to activate Shattered Love for 30 seconds or until the Mistress is stunned by any means.
While Shatter Love is active, the Mistress moves at 120% movement speed or 4.8 m/s and has a map-wide terror radius. They are unable to trance survivors; however, attempting to trance a survivor (even if they are already tranced) will instead freeze them and prevent them from moving or performing any interaction for 3 seconds. Additionally, the Mistress is not slowed while charging Lovely Punishment and Lovely Punishment will instantly trance any survivor that it hits if not tranced or falling into a trance already.
The shattered mirror used will then instantly become a black mirror, disregarding the current duration left while shattered.
Special Attack: Lovely Punishment
Press and hold the Secondary Power Button to charge Lovely Punishment. Once fully charged (2.5 seconds), press the Attack Button to throw your scissors. The scissors will injure all survivors that it passes through, and inflict dying on any that are tranced.
Upon canceling Lovely Punishment, you do not suffer any attack cool down or penalty; however, you are also unable to attack or use Lovely Punishment again for 10 seconds if the scissors are thrown (Lovely Punishment Attack Penalty).
[During the Attack Penalty, the Mistress will not have her scissors in her hand, however, once over, it will reappear with a black smoke animation fading it in. Before which, the scissors will be seen at any point which it landed fading into the said black smoke.]
Addons:
Iridescent Perfume Bottle [Ultra Rare]
A mix of cinnamon, vanilla, and chamomile. It’s sweet fragrance intensifies the alluring nature of any who wears it.
- Tranced survivors are unable to see other survivors who are not tranced.
- Tranced Survivors are unable to see the aura of black mirrors.
- When a survivor is snapped out of their trance, they become exposed for 30 seconds.
Craft Scissors [Ultra Rare]
The original murder weapon. A pair of cheap craft scissors meant for a young student. They are fairly rusted from the blood of a cheating husband.
- When the Mistress is stunned by a pallet, the pallet is instantly broken.
- While Shattered Love is active, the Mistress can use Lovely Punishment without suffering from the attack penalty from throwing scissors.
- Moderately (~10 seconds, base or -33% augmented) decreases the duration of Shattered Love.
Soft Rope [Very Rare]
A rope safe for adult play. It’s high-quality feel adds to the experience as well.
- A tranced survivor will occasionally see apparitions of the Mistress that will move around and perform fake interactions.
- Looking directly at an apparition will provide the same effect as looking directly at the Mistress.
- Reveal the aura of all Mistress apparitions within 32 meters.
Feathery Handcuffs [Very Rare]
A set of soft and slightly chafing handcuffs, meant for the most exciting “games”.
- Survivors injured by Lovely Punishment are left broken and incapacitated for 30 seconds.
- Slightly decreases (-10%) Lovely Punishment Attack Penalty.
Tampered Car Keys [Very Rare]
A set of car keys to a low-end convertible. Its blade is ruined with random dents and cuts that obstruct normal function.
- When a tranced survivor is put into the dying health state, the nearest 3 generators are blocked by the entity for 20 seconds; any survivor repairing those generators are immediately interrupted.
- Tranced Survivors remain incapacitated for an additional 20 seconds.
Purple Lipgloss [Very Rare]
His favorite color. It’s once glossy seen has clouded for extended use.
- Survivors fall into their trance moderately faster (-40%).
Black Flash Drive [Rare]
A simple and sleek flash drive that contains hard evidence of a nasty affair. It’s data, however, is encrypted with no clue to the password.
- Survivors begin falling into a trance when within the terror radius of the Mistress while they are in chase.
- Survivors that are tranced or falling into a trance cannot snap out of a trance while within the terror radius of the Mistress.
- When a survivor is tranced by this way, they scream, revealing their location for 4 seconds.
Empty Compact [Rare]
Vintage and well-used, however useless due to its toxic ingredients.
- Considerably increases charge speed of Seductive Trance (+15%)
Dried Rose Buds [Rare]
From the first gift he gave. They are still fragrant after all this time.
- Moderately increases the duration of Shattered Love (+50%).
Simple Tie [Rare]
One of his many ties. Each with its own occasion, well except this one.
- Tremendously reduces Lovely Punishment Attack Penalty (-30%).
Pristine Flats [Rare]
A substitute for high-heels. A memory of union is attached to those shoes.
- Tranced Survivors are additionally oblivious.
- Slightly increases charge speed of Seductive Trance (+5%).
Sleeping Pills [Uncommon]
A must to get through the pain, many restless nights were made tranquil from these.
- Slightly increases the duration of Shattered Love (+25%).
Glass Shard [Uncommon]
A piece of black glass that once made itself part of a black mirror. It has since been separated from its origin.
- Slightly increases the Mistress movement speed during Shattered Love (+5%).
Ruined Doll [Uncommon]:
Soulless and Silent, the perfect confidant. It holds too many secrets to remain docile.
- Tranced Survivors are hindered an additional 5%.
Mangled Flowers [Uncommon]
A liar, he will soon see my revenge.
- Considerably decreases Lovely Punishment Attack Penalty (-20%)
Ripped Leggings [Uncommon]:
A result of extreme play, the holes and distress marks are symbols of pleasure.
- Slightly increases (+5%) the movement speed of the Mistress during Shattered Love.
Special Note [Common]
A simple “I love you”
- Reveal the aura of any survivor that fall into a trance for 3 seconds.
Cinnamon Mint [Common]
Spicy and refreshing, my favorite flavor.
- Slightly decreases the speed to snap out of a trance (-15%).
Wedding Band [Common]
The symbol of our vows, oh how they were broken so fast.
- Moderately increases the charge speed of Seductive Trance (+10%).
Cheap Perfume [Common]
Sickly sweet and smells of nothing in particular. A big waste of money.
- Reveals the range of Seductive Trance.
- Slightly increases the effective range of Seductive Trance (+2 meters or +20%).
Perks:
Sadistic Mind
Your taste for another’s suffering has manifested into something greater, a crazed emotion that can even bend the rules of the game.
When the killer begins a chase, all generators not being repaired are blocked by the entity and highlighted white for 30 seconds. Sadistic Mind has a 80/70/60 second cool down.
“Oh, my! Are you trying to end my fun early? Who said you’re in control here?”
Blind Fury
When they fight back it invigorates you to punish them further, especially when they think they’ve won.
After a survivor escapes chase with the killer, gain a 20% haste effect and become undetectable for 30/45/60 seconds or until a survivor is injured.
“You may have escaped this time, but you won’t expect what I’ll do next.”
Obsessive Tastes
Sometimes, prey may catch your eye and after that it’s over for them.
When a survivor performs an altruistic action on the obsession or the obsession is performs an altruistic action on another survivor, the location of all survivors are revealed to you for 6 seconds. Obsessive Tastes has a 60/45/30 second cool down.
“I hope you enjoyed your break, I do love your whimpers after being hit again and again.”
(An altruistic action refers to healing, mending, unhooking, and protection hits)
Mori:
The Mistress will lightly push the survivor to the ground and saddle them. Then, The Mistress will caress the survivor’s head and and whisper “Do I make you excited?” into the survivor’s ear before repeatedly stabbing them with their scissors. After which, The Mistress will stand up and walk away with the scissors, still in the survivor, turning into a black smoke and reappearing in The Mistress’s hands.
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I’m very sure it’s at least one of these realms:
• Red Forest
• Black Water Swamp
• Lery’s Memorial Institute
• Hawkin’s Underground Laboratory (Unlikely)
Personally, I’d bet my money on Black Water or Red Forest.
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@DominiqV said:
I had 2/3 games tonight get ruined by farmers. Its fine once, but more and it is game ruining. So ill be hopping into some games as bubba to kill anyone who attempts to farm. I encourage you all to join me. Let me lay out some tips for this to help you on your travels.
PLAY NORMALLY IF THE SURVIVORS DONT ATTMEPT TO FARM. DO NOT ENTRAP INNOCENT PLAYERS
If someone does try to farm, allow all of the people who wish to farm to group up, then clean them up with the saw. This is why we use bubba for this.
In farming games, allow the last survivor to live, unless they want you to chase them, then do so.
Please do comment suggestions of help or salt or a legit criticisms that i will reply to
I’ve been practicing something called “incognito farming”:
Step 1: Choose a killer you’re okay to good at.
Step 2: Run BBQ, Corrupt, Distressing, and ToTH with a blood point offering (preferably either a sacrificial cake or bps).
Step 3: Play partially normal, Chase and hook each survivor AT LEAST ONCE, prevent gens from popping, and other killer activities
Step 4: Either stop hooking once they’re on death hook and just slug until they complete the generators and escape or kill them with/without give the last one hatch (I prefer the slugging option, but you do you).
Step 5: Profit (At least 60,000-80,000 if done correctly and assuming no one else brought a bp offering).
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@STARS_truck said:
https://forum.deadbydaylight.com/en/discussion/comment/2305073#Comment_2305073
Hiding in lockers doesn't do anything for your team or objective. That's why I think distortion should encourage objective play. Complete a Gen? Earn a token. Cleanse a totem? Get a token. I do think you need to keep beginner perks but also encourage new players to do objectives. Solo queue has too many immersed players beyond early ranks. They need to be encouraged to play the game. That mild distortion change would encourage that. They don't know tiles or looping yet so objectives is a decent place to start imho.
There already enough perks that incentivize (+side) objectives: dark sense, adrenaline, flash bang, blast mine, inner strength, etc. There aren’t as many that incentivize chases though, there are some that make escaping /prolonging chases easier, but none that directly reward lasting in one.
Even then, incentivizing chases will get new players to be more bold, improve though practice, and possibly extend the play time of their teammates.
As staying on objectives, hidden by distortion; without engaging with the killer, will force the killer to go after other survivors who may or may not be closer to death; not a team friendly strategy. Fine if you’re trying to escape by yourself, not if you not though.
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@STARS_truck said:
I don't actually think Distortion needs changed. It's a great newcomer perk where they can, for a time, avoid the immediate attention of the killer and get used to the game mechanics. That's certainly how I used it when I first started playing.
That is fair. However, IMO, it’s far too weak to justify having it beyond the beginner level. While it helps with its stealth capabilities, there are far more viable and/or reliable alternatives. Such as lockers, off the record, and even sole survivor (despite it still being a terrible perk in general).
Distortion needs something to make it more appealing to run besides other perks and there are so few perks that are dedicated to simply aura suppression.
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Sadistic
Your taste for another’s suffering has manifested into something greater, a crazed emotion that can even bend the rules of the game.
When the killer enters a chase, all generators not being repaired are blocked by the entity and highlighted white for 20/30/40 seconds. Sadistic has a 80/70/60 second cool down.
“Oh, my! Are you trying to end my fun early? Who said you’re in control here?”
Blind Fury
When they fight back it invigorates you to punish them further, especially when they think they’ve won.
After a survivor escapes chase with the killer, the killer gains a 20% haste effect and becomes undetectable for 30 seconds or until a survivor is injured.
“You may have escaped this time, but you won’t expect what I’ll do next.
Obsessive Tastes
Sometimes, prey may catch your eye and after that it’s over for them.
When a survivor performs an altruistic action on the obsession or the obsession is performs an altruistic action on another survivor, the location of all survivors are revealed to you for 6 seconds. Obsessive Tastes has a 100/80/60 second cool down.
“I hope you enjoyed your break, I do love your whimpers after being hit again and again.”
(An altruistic action refers to healing, mending, and unhooking)
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Sole survivor:
Makes the survivor untraceable (scratch marks, aura, blood pools, and grunts of pain) for 8/9/10 seconds after wiggling free from the killer’s grasp. Increases wiggle speed by 10/15/15% when there is no survivor within 16 meters of you.
Boiled Over:
Increase wiggling efforts by 100/125/150%.
The killer is unable to see hook auras while in contact with you.
Buckle Up:
While within 12 meters of a dying survivor, that survivor recovers 24/32/40% faster and their grunts of pain are decreased by 100%.
Breakdown:
After being unhooked, unhooking yourself, or rescuing a survivor off a hook, the hook that the survivor was on will break and cannot be used by the killer for 80/100/120 seconds.
The broken hook’s aura will still be seen by the killer as if it were usable despite being broken.
Premonition:
Receive an audio notification when looking in the killer’s direction (45 degree cone). Premonition then enters a 20/15/10 second cool down.
This Is Not Happening:
Repairing and healing skill check success zones (both good and great) are increased 40/50/60%. While injured, great skill checks grant and additional 1% progress.
Up The Ante:
For each survivor in the trial, all survivors gain a stackable 8/10/12% luck bonus and slightly (15% each) increased odds of receiving rarer items in chests.
Wake Up:
The aura of the exit gate switches are revealed to you. Your aura is revealed to all survivors when within 8 meters of an exit gate switch.
When the exit gates are powered, you open the exit gates 15/25/35% faster.
Solidarity:
When healing a survivor, while injured and without a med-kit, your progress while healing them is also transferred to you at a conversion rate of 80/90/100%.
Red Herring:
After repairing a generator for at least 2 seconds, that generator is highlighted yellow to all survivors. The aura of all survivors within 16 meters of this generator are revealed to you. While not running, press the activate ability button to cause the generator highlighted to explode, forcing any survivor repairing it off and giving the killer a loud noise notification at its location. Red Herring has a 80/60/40 second cool down after use.
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While being powerful, Adrenaline is a gamble that a survivor will make it to the end game, and to get maximum value out of the perk; be injured/dying, in/just finished a chase, and the killer does not have NOED. All of those factors have varying levels of control from manageable to almost impossible, especially when all accounted for together. Thus, Adrenaline is usually opted out for more reliable and predictable/manageable, albeit less powerful, perks.
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@Bluebird said:
https://forum.deadbydaylight.com/en/discussion/comment/2260824#Comment_2260824
Ahh, if it's cumulative then that makes more sense. Also, by the 'less than 20 seconds' I meant if you can't hit a Survivor at least once before you get a token then it might be best to break chase.
That makes sense, using your power will also not lose tokens though, so that should be accounted for; unless you’re like Nurse or Spirit which power hits count as basic attacks.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/2260890#Comment_2260890
"Survivors injured by a basic attack are inflicted with the deep wound status effect"
Lmao I ran out of ideas for blood hound
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Predator:
Scratch marks made by survivors are replaced with foot prints that last for 12 seconds. For 3/4/5 seconds after a survivor stops running, they still leave foot prints that last for 10 seconds.
Blood Hound:
Blood pools left by survivors are more discernable. Survivors injured by a basic attack are inflicted with the deep wounds status effect. Blood pools last for an additional 3/4/5 seconds.
Shadow Born:
Increases FOV by 11/13/15 degrees. Retain a limited visual range of movement while in animations.
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@Bluebird said:
No offense to OP, but if you're in a chase for 20 seconds, unless there's 1/2 Survivors left, you're over-committing. At least that's my opinion on it.
I not sure if I’ve seen a chase than has been less than 20 seconds unless it was a spirit or nurse. Even then, the chase time collected is cumulative and only reset when tokens are lost.
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@TheArbiter said:
This would at least make the perk usuable in certain builds.
I was trying to make it similar to blood lust but also STBFL in a way, thanks.
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@GreyBigfoot said:
I really want a buff to Solidarity. I think making it 100% would be my preferred one because you still need to:
- be injured
- not use a medkit
- be the first to heal the other instead of them healing you
I don't think it would be too OP, and seeing more than the same 10 perks every game would be great. At the very least, Solidarity will have a synergy with Jill's upcoming new perk, Resurgence.
True, that what I’d go for but having options gives for more clarity of which is the best and most reasonable choice (I.e. option #1).
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@humanbeing1704 said:
Wish it worked with self healing although I have heard some people say that would be op apparently
Probably not, since the only way to do that without a medkit is another perk (I.e. self-care).
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2237325#Comment_2237325
I'm all for playing your own way, but I also feel more compassion for killers who have to deal with their bullshit. Stealth sucks for killers, and I feel bad for them. I still save off of hooks, do gens, etc.
What you feel hampers on the fun of another. Your opinion does not change the fact that you are still sandbagging a teammate for playing a certain way. No one is responsible for catering their play style to “be more fun” for others. Which is why campers, tunnelers, gen rushers, and bully squads are allowed despite being deemed as unfun strategies/groups to go against. I play Nurse and understand how infuriating it is to go against a really good stealth player but I don’t hate or blame them for being stealthy. Once again, if they’re still progressing the game and be at least somewhat useful, it doesn’t matter how they get it done.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2237286#Comment_2237286
Initiating a chase isn't the definition of sandbagging. Not as I've heard it anyways.
Sandbagging is helping the killer in the chase, as in dropping pallets on the survivor, or bodyblocking
Sandbagging is actively sabotaging a teammate usual to help the killer and/or kill the teammate faster, in which revealing their location to have the killer find them is sabotaging them. Even if they’re hiding, as long as they are doing objectives and being somewhat useful, there is no good reason to do so. Everyone has their own play style and find fun in their own way.
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@Demogorgeouse said:
Its not fair at all. If were gonna allow this in the game then why not make survivors move 2.0 ms and make then one hit by default. Its not fair because they can tell their teammates to bodyblock. Not to mention that its basically a free wallhack and i basically have to hide from them amd sneak if i wanna catch survivors. Also not to mention 1/2 of maps are survivor sided.
One, how would you be able reliably to prove it?
Two, the Dead by Daylight Dev team has no authority to prevent and/or police any third party communication services; nor will they ever be able to.
Three, banning for swf coms will likely be abused if effective enough by salty and malicious teammates/opponents, or to unreliable and weak to be worth the trouble.
Its simply how the game is. I do understand that the devs must balance the game (solo que, casual swf, competitive swf, and killer) towards coms or else killer will remain just as unenjoyable and solo will always be inferior to swf.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2213402#Comment_2213402
The problem is that the survivors would most likely pip from a "draw" game while the killer mostly never will.
True, however, survivors are ranked individually instead of as a collective team. They as a survivor may have been successful, but in the end, the survivor team as a whole would have safety (in this situation). The problem comes as a killer is solely responsible for the success of their “team” and thus can be grade as such, while survivors are part of a larger machination that if generalized penalizes survivors who “carry their team” while rewarding the survivors who contributed much less.
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Pip or safety pip? They try to design killers that averages around a 2k (6ish hooks), which I mean is a “draw” or tie for the killer team and collective survivor team. Thus, getting exactly 2 kills or 6 hooks would be a draw should respectively only earn a safety pip, or at least IMO. Obviously getting less or more hooks, yet still only getting 2 kills, will affect whether or not the killer pips or even somehow depips. That being said, I assume that the reason why killers don’t pip up from a 2k is because it is technically a draw in the devs’ eyes and they are the ones who made the system.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/251982/why-do-people-enjoy-immersing
You kind of answer your own question, which is to say you just don't understand them because you like chases. They like it because they get the same thrill playing hide and seek as you do playing tag. My advice is you do you and let other people do the things they enjoy (or are good at). You say this is a "genuine question" but I'm going to level with you, it feels more like a passive aggressive attempt at casting shade. In the interest of being nice, I'm going to give you the benefit of the doubt and simply point out that some people like chocolate, some like vanilla, and some like strawberry. A few like Neopolitan so they get all three flavors. If you were to ask them why they like a particular flavor they wouldn't be able to put it into words other than, "I just like it."
I expect there are quite a few Player who have no idea why you enjoy chases.
I second this. While there are moments which chases can be fun, for the most part, I just don’t like getting chased. If I could, I would try to never be found. Will it kill my teammates faster since they’ll likely be hooked more, yes, which is why I don’t do that. But hiding and forcing the killer to find you if they want their last BBQ stack or something, is similar to looping them; just without wasting pallets and/or bring the killer to other teammates. It still wastes the killers time.
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@IridescentBlood said:
https://forum.deadbydaylight.com/en/discussion/comment/2145098#Comment_2145098
Grabbed by the Reins sounds like reverse Soul Guard lol
Because it is, an anti-slugging perk which would probably be really good with WGTLF, FTP, or AutoD.
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Used correctly on a high mobility killer, it can be great for snow balling pressure. Otherwise, it’s a great anti-body blocking/sabo perk.
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Updated to include addons
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Thanks, toyed with the idea for months now.
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@JediWithASniper said:
Love it
Thanks
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NURSE ADDON:
Irritating Serum [Ultra Rare]:
A large syringe that contains only the remnants of an experimental drug for nerve damage. At high doses, it may cause muscle convulsions, severe intravenous pain, intense itching sensations, and acute heart palpitations.
+After successfully landing a lethal blink, regain all permanent blink charges with an additional temporary chain blink charge, up to a maximum of 2 temporary blink charges.
+Temporary chain blink charges do not contribute to post-blink fatigue penalty.
+Permanent chain blink charges are consumed before consuming temporary chain blink charges.
+Slightly increases post-blink fatigue penalty for chain and lethal blinks (1.5 seconds per hit; 0.75 per chain blink).
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Anyone I slugged the most (For context: I’m a Nurse Main). Usually, Kates or Cheryls.