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  • The idea is awesome, but remember that no perks can be killer or power specific, since they have to be teachable. Add-ons could certainly adjust their power and options with it.

  • The perks don't quite work. Some are similar to already existing perks, and perks can't be character or power specific. Making a generator invisible for a bit is kinda funny though. I do want a Backrooms chapter, but I think they should just make a lot of maps that can randomly mix and match for each trial and make it a realm with a map offering. Good start for sure though.

  • My Art Concept as well. I still think this cooks!

    Art the Clown Concept Update.png
  • I feel like this could act as the first ever Map Chapter. Where the focus goes into creating several maps that are linked to the Backrooms as a realm. The killer could honestly be a Blight Legendary skin. I don't know, but in my opinion it doesn't warrant a whole new killer. Still multiple maps or even maps that could randomly link creating new variations would be amazing. Killers and survivors getting lost in "The Backrooms." Love it!

  • I like these. Pretty decent perks!

  • I do want to see the Nun come into DBD, but me thinks your perks are a tad potent. I do think the stepping out of walls as a shadow would be amazing to see.

  • @IlliterateGenocide said:

    her or elvira are the two i could see being the next actor. while i might prefer just a adams family chapter in general. she is one of horrors queens rn

    i only want another actor if they are willing do do ALL the voicelines, unlike the actors for rick and daryl

    I do like the continued theme of the perks being fun but also acting based

    Unfortunately Paulie Esther had a video on why Elvira couldn't be in the game. Her agent has a clause that she can't be injured or hurt in violent way in a game. She was only in Killer Klowns because she was defeated comically in that game. Thank you so much for the feedback!

  • This is amazing. I think I'd still make Trapper have to pick up traps manually after they're placed. This is cool though!

  • I forgot to list that the effect of Valkyrie affects all survivors that are still alive in the trial. It is not just a personal effect.

  • I'm quite ok with this idea! The game is quite unsettling. I like the perks too. Prime Candidate might be a bit strong. Good job!

  • @tristenbennett381 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472006#Comment_3472006

    I was thinking the scary lady would just have the pig crouch type of stalk, you don’t earn anything besides being stealthy as scary lady.

    That makes sense. Thank you.

  • The balloon idea is neat, but -25% gen speed is very brutal considering it is a power and not a hex that can be cleansed.

    There is no explanation for why we are stalking as the Scary Lady (did you have an effect in mind).

    I do think the transformations are somewhat too strong, but I do like that they have to be earned and can be canceled. Still flashlight stunning or pallet stunning a 150% speed killer before he eats your face seems unlikely.

    Weaker Apart is insanely over powered. What constitutes alone? Does the speed boost stack for each alone survivor? Also Perks need a yellow/green/and purple value.

    Take it Georgie would not be a viable perk in this state. Chests aren't reliably opened by survivors and rarer still if a killer is near. Then when you receive the indication you have only 10 seconds to catch them. Hubris gives 10 seconds of exposed at yellow tier when the survivor is near enough to stun you.

    IT would be my dream chapter though, and I really hope it gets in the game soon. I know Mathieu Cote said it's a favorite of his as well!

  • Is it 3 times in a single trial? If so that's a chore.

  • Firstly, no perks help you if you die on hook (not even Reassurance), so this is to dissuade camping. As to the chasing in the area this is never a good idea, but once killers know of this affect they would be aware that this tactic is a possibility.

    For the second statement, the killer can't be forced to chase someone (chase could be initiated by a survivor, but the killer doesn't have to pursue them) and they would see the effect on their HUD. They would want to chase someone else. For the survivor to implement the effect, they cannot be doing any useful objectives for their team. Plus, they are wasting their protection time.

    I see what you mean though. There is some wiggle room for abuse. Thank you!

  • @Chordyceps said:

    I love the perks for this killer and would love to see them come into the game.

    Mech: Hex is a really cool concept for a risk/reward type perk where you have to choose how long you leave it up to get maximum value from it, but not let it get cleansed. Kinda wonder if you could get away with making it respawn if it gets snuffed instead of cleansed, or if that would be too strong.

    Prize Token sounds like fun, a combination time waster/status inflicting perk could be decently useful.

    Special Delivery sounds like a pretty terrifying perk to face that's balanced out by the need for hooks. Honestly I think you can get away with making the number for that smaller and closer together, something like every 5/4/3 unhooks.

    The power I'm conflicted on. It's thematically appropriate, and gives the survivors a lot to deal with, but doesn't sound super engaging for the killer to use. Also he should definitely be a 4.6 m/s killer considering he has no chase power. Also at 4.0 m/s the animatronics would be unable to catch anyone running in a straight line.

    I agree on the 4.0 mps, but you're getting a lot of disruption releasing an animatronic every gen. I also agree on maybe not being as engaging for the killer, but his skill cap in effectively using the information he's receiving would be pretty high. Anti loop could be the other spawns at certain points. Thank you for the input! 😁

  • @The_Scarlet_Witch said:

    I love the perks dont really like the killer power.

    It is quite A.I. heavy. Stealth builds won't be very good either with his being somewhat noisy. Controlling Freddy at the end would both not make sense, and would also be less effective. Would you add an anti-loop, because I could see that making sense?

  • I really do want an Alien Chapter. Mainly for a map. The nest idea is cool, but I do worry that the survivors not having many ways to combat impregnation will just all die to a killer that decides to run a gen slowdown build after 2 or more survivors are impregnated. I saw the flamethrower, but there's no info on how that spawns or how easy it is to use.

    I did have some input on the perks:

    Invasive doesn't sound like a perk. Sounds like a nerf. You always want to know as much about the survivors as you can.

    Breaking Quarantine's only benefit is that you know the killer is near the hatch and possibly camping it. If the killer is stealth their aura won't appear unless this perk overrides that. Then the notification that you are at a door is half of the perk No Way Out which is a Killer perk.

    Boon: Signing Off is possibly better than Dark Theory, but the amount of killers who get Killer Instinct is less than half. It would be situationally good vs Wesker, Twins, Nemesis, Legion, Dredge, Demogorgon and Artist.

  • @Cybil said:

    Who?

    Like, really is this a popular character or something?

    Enough that we got a Paulie Esther video about whether the community would like to see a Terrifier Chapter.

  • Terrifier 2 is out. Art is absolutely insane in it. Here's my build... just saying.

  • @Chaoslord136 said:

    Good sir

    Today is the most luckiest day ever

    I have what u seek and u are what I seek

    More players to add to my server that we can play together

    My discord is CHAOSLORD136 #4522

    Definitely willing to check it out. Are you normally able to fill full SWFs? I am in the middle of doing a Hardcore Solo Queue Challenge. After that, I'd love to play in some teams!

  • @Chordyceps said:

    I gotta say, I actually laughed out loud at the sentence "after the last generator is completed, the mime pulls out his gun", that one caught me so off guard. Im sure its accurate to the character, but im not familiar with the IP

    I am a huge fan of the idea of a killer that can wield multiple weapons for different powers. Although personally I'd change the hammer to do something else. Blindness isnt a huge deal, especially when only for 30 seconds, and its secondary effect is basically the same as the syringe, which feels like a direct upgrade. Maybe the hammer could inflict mangled, which is a pretty useful status effect, and probably in line with what a hammer would actually do to a person.

    His bag teleport does seem pretty useful too. A combination stealth, map mobility ability that doesnt have a huge downside. Not being able to swap weapons sounds manageable, especially if you like your current weapon. Boom is a perk I like in concept, but I think it should have a slightly different effect. Being blind inst a huge deal if youre not in immediate danger. If it made the survivor incapactitated instead, that could potentially have a noticable impact. Crossed wires I think is great as is. Its only really useful in a few specific scenarios, but it would work excellently in those scenarios. I know I would have the largest ######### eating grin if a group of survivors tried to get out through a 99, just for the door to reset instead. Im a little confused on what Sleight of Hand does. Does it actually change the physical locations of every totem in the map? If so, I'm not 100% sure what the advantage of that would be.

    Overall though I like this concept a lot, keep it up dude

    I agree with Mangled on the hammer. Boom would create a loud noise indicator like an exploding gen when the flash bomb goes off. This would make it worth while as a locator. Plus canceling their progress on cleansing totems would be a life saver on Hex Builds.

    Since totems are randomly arranged each match, Sleight of hand would reset the totems to a different possible random rearrangement of locations, so you could be cleansing a hex and have it either disappear or be swapped to a different location. Basically it would just make it to where you couldn't trust it to stay still long enough to heal, block your scratch marks or imagine if it leaves when you are trying to get up with Exponential. All could be game changing.

  • Obviously I'd prefer Vecna being included with actual new survivors, Robin and Eddie, but anything is welcome!

  • 1. Cosmetic change to hooks only.

    2. Tape player and headset in one location. Item would vanish until it appears in a new location next time you'd enter Vecna's Mind Lair.

    3. I'm leaving this open for Devs. I just want it to take some time so it's not crazy oppressive. I think it takes 6 daggers to wound, so six attacks per health state, but dodging them would be somewhat possible.

    4. You'd be moved away or toward by 4 meters (unless blocked by an object or if 4 meters closer would bring you all the way to Vecna in which case you can only be brought halfway closer.

    5. One time use.

    6. There would need to be actual re-skins of every map to have an upside down form. I'd be perfectly ok if this meant no new map for Vecna.

    Hope this helps :)

  • Durable is interesting. I have wanted a reverse Kinship.

    I play killer and survivor and I like Dead Hard as it is, but if it needs to be nerfed, I hope they either give it limited tokens or make it something you earn.

    Engineering just feels weird. Maybe it would be cool if it affected gens others are working on. Just seems supernatural to work on more gens than one.

    Inescapable would be quite dirty, but it would make rescues a lot harder. I still like it more than No E D.

    People are already crying about Bloodlust. Unstoppable Hunter would make people uninstall lol. Better learn the shift tech!

    Good stuff though!

  • Most are great ideas, but I shouldn't be forced to wear certain clothes or have certain charms for BP benefit. If I like base skin Nea, that's fine lol. I will say since they are revealing their next chapter, Anniversary Event and game improvements on the 17th of May, if I were betting, I'd say they will have a statement on a permanent fix to the BP grind. It has to be able to be effective no matter however many new survivors and killers enter the game. They also spoke on giving a bonus to people who play whatever role is lacking (which will likely always be killer).

  • All the perks are awesome. The Hatch one "Escapist" is probably not one they'd put in. "Merde" would be good for skilled runners.

  • I like the idea. So he's slightly slower at 4.5 instead of 4.6? The keg wall bouncing sounds cool. It might make it harder to shoot. The perks sound fun too. Good stuff.

  • I didn't mean that the killer hears their terror radius. I was just saying that if I'm undetectable, and I'm trying to get a juicy gen grab or surprise a survivor, a terror radius (even from a gen) could be counter productive if the survivors are on high alert. If you know what gen is giving off the radius, it could be helpful.

  • So I'm an idiot and thought it affected a boon. It can be cleansed but just injures the cleanser or blesser of the totem. Still, what if it did affect boons? That'd be rough. Your's is better.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892627#Comment_2892627

    A swf could just have the person run that plus unbreakable anyway. Dear god. Imagine Ds, Adrenaline, borrowed and dead hard along with one person there bringing your version of buckle up... Glad you like my idea, though.

    Playing the game 50/50 as killer/survivor I must say... it is getting pretty painful for killers. So, point noted.

  • Ok, so the stun and endurance are shared at 3 tokens. That makes more sense. I still think it would be too strong to be continuous use. Maybe when you upgrade the perk the survivor's gain snarky voice lines lol. Just kidding.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892597#Comment_2892597

    WOAH THERE, SONNY!

    You can't just give other survivors built in unbreakable just from healing one survivor from the dying state. Flip flop is a good change but Buckle up needs something different. What about something similar to Babysitter where you get a haste effect for the same amount of time? Maybe even have it continuously give haste until you stop healing the survivor which will then be made into a short duration.

    Actually I don't mind your fix. It adds something to getting people up with the perk more than just an aura.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892597#Comment_2892597

    WOAH THERE, SONNY!

    You can't just give other survivors built in unbreakable just from healing one survivor from the dying state. Flip flop is a good change but Buckle up needs something different. What about something similar to Babysitter where you get a haste effect for the same amount of time? Maybe even have it continuously give haste until you stop healing the survivor which will then be made into a short duration.

    A single time use unbreakable to prevent a slugger, which can at best be used to get two other survivors up once seems reasonable to me. Here, how's this: it doesn't work on any survivor with a perk giving them the ability to get up on their own anyway.

  • Do the tokens decide how long the enduring lasts? As in 3 make it last longer from the start of the chase? Stun mechanic might be OP, especially on disgustingly good runners. This would be one heck of a tanking perk.

  • I absolutely love your perk ideas!

    I think Call of the Pack might have to regress the gens without blowing them up though (Only if they are being worked on). Otherwise the synergy with Dead Man's Switch would be too powerful. The random blocking of two gens is kind of nice.

    Pack Tactics is a super fun idea, but there would have to be a time limit since survivors can't snuff boons, or it could end once someone in the area was hooked.

    Scourge Hook: Pack Hunt would also have to have a time limit. The random generator terror radius might also cause confusing effects for the killer. Unless the killer knows which gens are affected, then you might patrol in an area where survivors already hear a terror radius and are on edge. What about the killers sees the aura of the gen that has the most progress and their terror radius is applied to the next most progressed gen?

  • My tweaks.

    Buckle Up:

    Unlocks potential in your Aura-reading ability.

    You can determine the Recovery progress of dying Survivors by the intensity of their Aura at a distance of 48 metres away. When healing another Survivor from the Dying State to the Injured State, the Killer's Aura is revealed to the both of you for 6/8/10 seconds. If you successfully recover a survivor from the Dying State any other survivors currently in the Dying State are given a once per match ability to pick themselves up from the Dying State as well. After this happens the effect is lost for the remainder of the trial.


    Flip Flop

    You have an uncanny ability to escape the inevitable.

    While in the Dying State, 50 % of your Recovery progression is converted into Wiggling progression, up to a maximum of 40/45/50 %, once you are picked up by the Killer. The progression transferred is maintained (up to 40/45/50%) for the remainder of the trial until you successfully escape the killer's shoulder. Then the perk resets.

  • One more point is that once the face huggers hatch they only roam maybe a maximum of 8 meters from their nest and only live for 2 minutes. When nests grow, the new space they are allotted is filled with fresh eggs.

  • The Scourge Hook sounds easily outplayed by a SWF on comms. What if when a survivor was hooked on a scourge hook, they were randomly either on that hook or a copy of them goes on that hook and they are teleported to a second hook? The other survivors get 2 hook auras, and if they choose wrong the unhooked projection turns into a copy of Pennywise and inflicts Deep Wounds before vanishing.

    Hex Funhouse would probably be OP if not on a cooldown, or initiated after they are injured once, similar to Blood Favor. It kind of has to be a hex so as to explain the multiple projections. Red Stains would be quite important here.

    Hex: Heinous Humor is an interesting idea, and would counter Object of Obsession a majority of the time, but having a random obsession could prove harmful for some killer perks. Also while exhaustion would be reasonable, effects like hindered would become over powered.

    That's my take on the perks. I absolutely love Pennywise and hope he makes an appearance in the game soon!

  • So the new killer is Batman?

    Seriously though, it's not a viable way to really injure survivors. However, (hear me out) what if this was implemented as a web power that they give the giant bipedal Spider Monsters they seem to have hinted at in the Archives? 😲😲😲

  • Beacon is somewhat different, but Situational Awareness already highlights a gen when it is worked on, granted only out to 32 meters.

    Minder is a less effective Guardian, and Guardian shows the unhooker the aura of the killer.

    Disruption is interesting. It might help in a few scenarios, but if you were healing someone they can tell through your aura's movement.

    My opinions. I just feel they wouldn't have much place in current gameplay. I like the idea of Buffy being in game!

  • @b4d_p3rks said:

    **Add-on Ideas**

    BROWN:

    • Smiley Mask: When prowling, instead of shifting to animal forms you shift into the legion while maintaining the antlers. Switch back to normal form when Prowl is deactivated.

    • Bull Tranquilizer: When performing a basic attack, replace regular animations to ramming your antlers to injure survivors instead.

    YELLOW/GREEN:

    • Sheep's Blood: Increase the maximum capacity of survivors inside your lair at a time by 2. Survivors also increase regression for their dying meter by 5% more.

    • Meg's Blood: Instead of hearing the sounds of dying survivors, hear instead the sound of a running survivor's footsteps.

    PURPLE/PINK

    • Rotted Skull: Due to bone reinforcements designed to enhance the lairs, recovery time for lairs are reduced by 35%.

    • Entity's Iron: Leaves/Dust trails are replaced by a thick black smoke that occurs in pulses.

    Oops. I didn't intend for survivors to be stored in the lair, just that the lair could be placed near a hook using the teleport to prevent flashlight saves or wiggle offs. If the lair itself worked like Pyramid Head's boxes and had to be burned to free the survivor, that'd probably be over powered. The aura of the lair would be revealed after its first use to hook a survivor. Thank you guys too! Very kind.

  • Scourge Hook: Chosen of the Great Old One: This perk would instantly become META. Especially if 2 were hooked at the same time or even 3 when this procs, the rescuer is completely screwed. The exposed would only come into play rarely since there is only 2 seconds for the killer to find them (this will happen though as some survivors will get close to the hooks to prepare for an unhook and hide), but 8 seconds of aura with 5 seconds paralyzed will allow for a free hit in a ton of situations and a guaranteed chase when they might be the last hope for the team.

    The One who shall not be named: This one is interesting. I like that it would require a team to rotate tanking the killer to prevent too many heals. Still feels too oppressively powerful to not be a Hex. I guess it's a little better since they aren't moriable.

    Driving into madness: This is essentially a nerf to Borrowed Time, which exists to prevent the exact tunneling that this perk seemingly promotes.

    I want to include that I play Killer/Survivor 50/50 and have almost 1,000 hours in game. I'm not trying to be survivor sided. I do really like Lovecraftian Horror, and a killer would be great to see!

  • Survivor perk: Martyr

    "You're death will not be in vain."

    When ever you are hooked on a sacrificial hook and are currently within 32 meters of the killer, all other survivors gain the following effects:

    For up to 40/50/60 seconds when active survivor repair speeds, healing speeds and unhooking speeds are increased by 20% and a 7% haste status is applied.

    If unhooked you become the Obsession. If any other survivor is using this perk and is hooked later their perk's effects are halved and then reduced to zero the third time. The survivors will still become the Obsession.

  • Sinking Feeling is actually really cool. Especially if it showed items in the chests. Initiation is a tad weak. If it is meant for saves and not evasion you might get speed just when the person is downed so that sabotage and flashlight saves are easier. The boon might actually work with Dark Theory pretty well. <3

  • This is pretty darn epic. I feel like the power is a very neat idea. Presence seems like a weaker Nurses Calling. Hex Necromancy seems good, but the incapacitated effect would have to have a reasonable duration not to be OP. Hematophagy is quite interesting! Best Vampire build I've seen yet so far! Good job! Would claws be a better weapon for a Nosferatu style killer?

  • @DoritoHead said:

    Prize token does not sound good. I'd make it so you can trap a chest before a survivor opens it, and they get the prize token when they first open the chest.

    Good point. Make them have to rummage again for an item while oblivious 🤣. Maybe 3 tokens that apply to chests when opened. Thank you.

  • Fair enough. I find it interesting that Springtrap interest seems to be returning lately. FNAF was top pick on the DBD leaks poll. All you interested persons, hit this thread up with your thoughts!

  • It's similar to Gearhead. The survivor auras is new. I feel like it's a bit over powered. Not sure.

  • I agree that the killer control could be an add on, and other effects could be added as functions once the doll is charged in the way you were explaining.

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