xillucide
xillucide
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/2859490#Comment_2859490
Usually, Nintendo, Sony and Microsoft have to mutually agree to these kind of things. Or in your case, Sony and Microsoft.
okay? thank you for explaining how cross progression works
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@Mandy said:
We cannot confirm if or when cross progression will happen with other platforms other than Steam, Stadia and Epic Games Store. There are no guarantees I'm afraid. We know it's a community wish and we will continue to work with our partners with regards to this but we cannot confirm if it will happen I'm afraid.
(Switch cross progression is currently delayed after being announced some time back)
Is it possible to have some insight as to why? Is it a financial issue between your partners and BHVR? Is it an issue of a contract having too many liabilities? BHVR clearly have the capabilities, showing they have done it with Epic Games and Stadia, so it isn't a coding issue. We just want more information on why it isn't happening. If it's something that needs to be kept private for any reason, then I understand that.
I'm only so eager and curious for it, because the only reason I haven't touched dbd is cross progression between PS4 and PC. Any information is better than no information. Especially with BHVR.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2672270#Comment_2672270
How about you talk to some females.
talk to the crow.
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@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672270#Comment_2672270
ok how about you show us how to get good with one crow then you can talk
just stop using 3 crows and stop trying to use the shotgun strat??? there's no showing you, you just do it tf it's extremely self explanatory
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2671987#Comment_2671987
how about you learn to curve some hoes.
get good with one crow, then you can talk.
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@Chordyceps said:
There's really a super simple buff to make her much more powerful. Make crows take longer to dispel. At the current time to dispel them, you basically need to have completely perfect timing to damage them with follow up crows if you used more than literally one crow to get them swarmed. Having at least a little bit of wiggle room would be pretty nice.
no. get good with one crow. that's the learning curve.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2671862#Comment_2671862
6 million in 30 days is 200,000 per day which is quite realistic for a game that sold as well as Overwatch on both PC and consoles. On Steam alone the top 5 game current player counts are 86k - 289k, and that's just Steam so it's only PC games and doesn't include the console market. Overwatch sold very well on both PC and consoles and still comes up in the top 20 games being played on Playstation, for example. And yes, you can run into the same people multiple times depending on the matchmaking and time of day, even on popular games.
ok
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@Lord_Xylum said:
Don't listen to the people that haven't the slightest idea how to evade her. She is absolutely worthless for zoning and anti-loop.
All it takes is a short side-step to dodge her crows.
Her BIGGEST downsides are her power recovery time and her charge time. She takes longer to charge her crows than Huntress takes to charge a hatchet with no add-ons, and if you use more than one crow, the recovery speed is so freaking slow that the Survivor is guaranteed to remove their swarm before you can fire again.
She is obsolete against anybody with a functioning brain. Struggling to get a single kill with her because she takes so long to charge and fire. People easily move to other loops in the time it takes you to set up.
I've adapted a playstyle where I can place one crow, make them have to repel, then the cooldown isnt that long, place one crow, get a hit. it's not as efficient as the optimal way to play her, but it's fun. if you want to play in the way where you can launch crows across the map, you need to get good with just one crow. you can't place 2 or 3 crows, and hope to get a hit in time before they repel. it's not possible. you just have to play her more with the playstyle you want.
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@Lord_Xylum said:
Don't listen to the people that haven't the slightest idea how to evade her. She is absolutely worthless for zoning and anti-loop.
All it takes is a short side-step to dodge her crows.
Her BIGGEST downsides are her power recovery time and her charge time. She takes longer to charge her crows than Huntress takes to charge a hatchet with no add-ons, and if you use more than one crow, the recovery speed is so freaking slow that the Survivor is guaranteed to remove their swarm before you can fire again.
She is obsolete against anybody with a functioning brain. Struggling to get a single kill with her because she takes so long to charge and fire. People easily move to other loops in the time it takes you to set up.
you very clearly do not know how to play the artist yet. the whole premise of her power is anti-loop and information. she doesn't need a nerf or a buff. she has zero mobility in exchange for a ranged attack. you dont want to use all 3 crows so that a survivor can cleanse them. you use 3 crows so that you can guarantee hits. there's an extremely optimal way to play artist, and you are not playing it. you're just spamming crows, hoping you'll hit something. try playing her more and get better at the game. I can 100% say with confidence, she appears broken to survivors and not enough to killers. she's perfectly balanced, all-be-it in a very ######### way. the long cooldown is BECAUSE you aren't supposed to spam her power. it's not a demo shred, it's a trap. you set up crows and launch them when a survivor reaches the cut off. a survivor cannot do ANYTHING when a crow is launched at a cut off. if they drop the pallet, they get hit. if they vault, they get hit. if they do nothing, they get hit. dead hard affects all powers, so that doesn't count. if you are having survivors move from loops faster than you can setup, you're taking too long to setup and arent actually paying enough attention to the survivor. meaning you just need to get better at the game. you need to be chasing the survivor WHILE you set up. they vaulted, place it at the vault, loop the other way, and then place a crow at the end of the loop. double back again, and no matter the survivor WILL get hit.
play more. you'll get there.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2662195#Comment_2662195
If by “end up like Overwatch” you mean have 6 million active players over the last 30 days then I’m pretty sure Behaviour would love that.
"active players" by blizzards standards are players that log in once a week. they dont even have to play the game, just log into your blizzard account, think about playing overwatch, close overwatch. it's not as many as you think. if there were truly 6 million active players, you wouldn't run into the same 10 players 3 games in a row and t500 would have some degree of new players. don't trust what activision tells them to say.
and by "end up like overwatch" he means overwatch has been in the same meta for over a year, again, and the playerbase hates the game. they come back to it because nothing is like overwatch and they dont want to give up on it.... kind of exactly like dbd's playerbase. the only reason dbd is still one of the most played games is because of extremely casual and new players. most veteran players have taken long breaks because of the state of the game and if they come back, it's roughly once a week to see if they can even have fun or if there's still bs in the game... kind of exactly like overwatch...
if you ask me, this game has already ended up like overwatch lol
@Sea_man69 said:
This game is going to end up like Overwatch if BHVR doesn’t fix how awful it is to play killer nowadays.
As a survivor main, some killers just don’t stand a chance on certain maps and it makes it extremely boring for both sides. There’s no way a Trickster can do anything on RPD or Mother’s Dwelling unless the survivors throw.
Also please buff Billy <3
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@Sea_man69 said:
This game is going to end up like Overwatch if BHVR doesn’t fix how awful it is to play killer nowadays.
As a survivor main, some killers just don’t stand a chance on certain maps and it makes it extremely boring for both sides. There’s no way a Trickster can do anything on RPD or Mother’s Dwelling unless the survivors throw.
Also please buff Billy <3
honestly though, all of these changes would be amazing. they wouldn't make killer super op. almost all of the changes are just quality of life changes.
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blue yellow colorblind here, this is how it is for me on corn maps
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@KhaineGB said:
Here's a direct link to the feedback section so you can post there: https://forum.deadbydaylight.com/en/categories/4-3-0-ptb-feedback
But the forums are all sorts of... not happy right now. It's taking me FOREVER to login and actually reply to threads here.
I tried posting it there but it kept denying the post lol
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@tfareyouthinking said:
https://forum.deadbydaylight.com/en/discussion/195423/pgtw-nerf-issue
Hey, just to let you know.
Devs don’t care about killer problems...
that's not true, they care. if they didn't care about how the game is for killer whatsoever, god vaults and infinites, double pallet jungle gyms, and far hook distances would still be in the game.
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@Bwsted said:
While it's a pertinent observation, why would you walk across the map simply to pop a gen, especially as a low mobility killer? You'd be throwing the game by that action alone that you should avoid even with current pop timer. The issue in that case isn't PGTW. It's decision-making.
sometimes there's literally no other choice, especially on a map like Ormond. this game is completely random, you may never run into this issue in a game due to good survivors or you may run into it constantly due to immersed survivors. that's why it's an issue with the maps, not really pgtw or decision making. for now im labeling it as an issue with pgtw until those maps are fixed.
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This is in the wrong category but it wouldn't let me post in 4.3.0 feedback for some odd reason.
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yeahhh no, spine chill isn't the meta. DS+Unbreakable+Sprint Burst+Adrenaline/Borrowed Time is still the meta. however spine chill is still a very good perk. I wouldn't nerf it at all, it does its job and it does it well. spine chill can easily be countered by just not looking at the person lol. if I could create another perk to counter stealth, I literally wouldn't because stealth is an ability both sides have, and one side has a direct counter to it, the other doesn't. spine chill is fine, stealth is fine, no other stealth-counter perk needs to be added atm.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1635522#Comment_1635522
3 seconds was also not enough to gain Distance, since the animation is 1,7 seconds alone (or 1,3, but I think it is 1,7). And "because of Enduring"... I would doubt that. Otherwise they would have changed it again.
I think people forget that Head On stuns for 3 seconds.. it's more than enough time to get to a pallet or window.
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@OldHunterLight said:
As a killer main that is currently playing survivor for the tomes.
Has anyone noticed that almost no one is running DS?
When someone is running DS has anyone noticed that people just eat the 2 sec ds just to continue tunneling?
It is kinda sad seeing killers just instantly tunnel survivors left and right but once and if DS gets fixed killers will continue complaining about it?.
hence why we all want DS to be reworked to where if you're still getting chased, the timer pauses, but if you do anything to progress the game or are healed, it deactivates.
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@NeaMainNON_TOXIC3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1634577#Comment_1634577
Not on that one atrocious corn map. I forget it's name. Rotten Fields?
exactly why I said "except for corn maps"
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@NeaMainNON_TOXIC3 said:
I think it should be 3 or 4 second stun. 2 gives a survivor no chance to escape unless they've been downed by a structure.
except for corn maps, 2 seconds is enough distance to get to a pallet or window tbh.
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1611808#Comment_1611808
Nah you're not utilizing his power properly.
Watch TruTalent playing him and take notes.
blight basekit is not that strong. it's his add-ons that are making him strong. granted I'm a console player so I probably have no idea what I'm talking about because he might just be ######### on controller but I do have over 2k hours in the game on console and main nurse.
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bumping this because idk if it's been brought to anyone's attention yet.
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@kaeru said:
It's a closed map. If you play survivor and hear the heartbeat you have 50% risk to run into killer because you don't know from where exactly he approaching. If killer has smaller terror radius by perk or power, survivor has even less time to react. Also survivors have harder time finding gens and totems on this map. It's a good map for most killers with few exceptions.
just an fyi.. The Game is terrible for killers. any half decent survivors could easily get all 4 escapes because almost every pallet on the map is a safe pallet. unless you're playing against a nurse, spirit, or hag, you should have no problem escaping. it used to be thought of as killer sided because people didn't know how to loop and were kind of bad.
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@Avarice10 said:
They really made this perk trash tier because the mechanic required to get stacks is utterly broken.
NGL I regret buying Ashe. Too bad I can't get a refund.
luckily I didn't buy him I bought all his perks in the shrine LUL
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@Onyx_Blue said:
I would change Technician to this:
Repairing a gen while it's progress is below 50% reduces the noise caused from missed skill-checks by 100%.
Audio of a repair action is reduced by 8m
Audio of an Exit Gate being opened is reduced by 8m.
fantastic idea
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100% agree
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1589362#Comment_1589362
Iron will isn't meta for hiding Iron Will is meta because when you're in a chase it makes it harder for the killer to mindgame you since they have to predict where you are instead of using your injury sound to tell.
as a killer main, that's one of the dumbest things I've ever heard. mindgames still work exactly the same lmao
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1587610#Comment_1587610
Nope It wouldnt.
The killer will still see the generator that isn't kicked. Will kick it. When it isn't regressing anymore he will get suspicious.
I love all of this because this is the same thing people said about iron will for years. "It's useless, the killer will just follow blood." and now iron will is pretty much a meta perk. killers dont typically stare at the generator they just kicked as they walk away lmao
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1587610#Comment_1587610
no gen repair sounds as a perk will literally never be meta, if you want to repair gens in front of the killer just run sprint burst instead then if he tries to interrupt you, you can just zoom away. It works really well because he's usually dropping a chase to do it becuase he thought you would be an easy hit but then you just sprint burst to safety.
lmaooo okie dokie artichokie
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@SkeletalElite said:
They should just rework technician to a perk that forces skill checks to appear on cooldown and increases the great skill check size and bonus progress. Currently some thing that are skill check RNG reliant are terrible because skill check RNG and this could help with that ie. autodidact.
Then it's also at least semi useful on it's own because a good survivor can use it to take a few seconds off a gen with a few guaranteed skill checks.
gen speed is already a problem, that's a horrible idea. just making generator sounds to 0m would be a great perk, similar to iron will. could actually become meta lol
besides, stake out already exists for that
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honestly I thought this was gonna be dumb by the title but I fully support this
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@FeryGEN said:
Here it is! Someone also thinks like me. For a long time I wanted to suggest something like this. Maybe I'll throw off a couple of ideas.
that would be awesome! I think it's something a lot of people don't think about
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@Psykoala said:
Looks good, also like the idea of less safe pallets but high risk high reward window setups
thank you I appreciate it
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@SCP_FOR_DBD said:
That would do wonders for keeping the game fresh, nice work!
heck yeah it would
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@Reaver_Raziel said:
Yeah I was trying to imagine playing against survivors on these and I dont think I cant see it being terrible. They might need a bit of spicing up here or there to make them slightly (and I do mean slightly) more safe in some spots. But in general I would say they at the very least add something new to the game. So I approve.
thank you lol
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@oxygen said:
I don't think I can remember seeing a suggestion of new tiles, huh.
I like it, some newer maps have some unique tiles on them and it's fun to deal with something different. I'd love to see something like this tried out 👍️
thank you lol
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@AGM said:
I agree, some new tiles would really do a lot to freshen up the game.
The pallets on your tiles seem quite weak, though. Otherwise, those could be fun!
I didn't want to make a broken tile because the vault setups I've made are pretty safe, so I made the pallets less safe. you can edit the tiles however you'd like as well, these are just concepts.
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@[Deleted User] said:
- Decisive Strike rarely doesn't stun
- You rubber band back from an RNG Doc scream when in the middle of vaulting
- Demogorgon still has a lunge bug for over 6 months
- Characters that can "instant" break pallets (LF, Billy, Demo, Oni), sometimes just... stand still even though they should do the animation to break the pallet (a charging Billy and LF will just immediately stop chainsawing, Demo will bounce off the pallet, Oni will bounce off the pallet)
- Nurse still has a lunge bug for over 6 months
- Nurse Double stun
- Nurse Triple stun
- Nurse losing an entire blink
- Nurse losing ALL of her blinks
- Nurse being unable to blink through various things
- Nurse sounding like a vacuum cleaner
- Nurse's power bar rubberbanding, costing her a blink
- Nurse herself rubberbanding when blinking
- Nurse being pulled through areas like into the basement in some maps despite her not aiming her blink there
- Nurse's 3-blink add-on literally doesn't function properly and very often causes you to blink in place even in wide open areas with no obstructions
- Plague still has a lunge bug for over 6 months
- Plague's power sometimes doesn't work, causing survivors to NOT be sick when interacting with infected objects, or when she directly pukes on them
- Survivors run through Clown's gas with no slowdown
- Sometimes survivors do not scream when entering the gas
- Sometimes the bottles do not explode at all
- Sometimes the bottles explode in a completely different place than where the player threw them
- Sometimes the bottles explode immediately in Clown's face when thrown
- Myers still has a lunge bug for over 6 months
- Myers rubberbanding power, entering tier 3, then going back to tier 2, has been happening since dedicated servers
- Myers downing a healthy survivor in tier 3, only for the survivor to somehow "resurrect" by themselves into injured state
- Myers unable to stalk survivors in the open
- Myers able to stalk survivors through walls
- Ghostface unable to be detected out in the open
- Ghostface able to be detected when not in the open
- Ghostface unable to stalk survivors in the open
- Ghostface able to stalk survivors through walls
- Survivors HUD disappearing.
- Invisible skill check
- Noises have been broke for years
- Bug that causes survivors to permanently be stuck in a "being healed" state indefinitely until they disconnect. This bug has existed since 2016
- Dedicated servers booting players out of matches
- "Item tech"
- Survivors being invulnerable after being able to control their character when being unhooked
- Instances of Borrowed Time not working despite being in the killer's Terror Radius
- Wraith being cloaked, despite being uncloaked on the killer's side
- Pig being shown as crouched on the survivor's side, despite being standing on the killer's side
- The "crossplay" exploit that can be done if someone has your account ID, being able to decide which server you play on (remember when Switch survivors were going up against Freddy, which should technically be impossible on the Switch?)
- Cheating exploits that have been going on (escaping through gates with 5 gens left)
- Billy's FOV is bugged, which causes his chainsaw to hit further than intended
- Hag's blind spot with flash lights is still inaccurate, making it incredibly difficult to blind her
- Stretched resolution providing significant advantages to both roles (makes killers nearly impossible to blind with flashlights, for example)
- Windows that cannot be vaulted through
- Generators that cannot be kicked on some sides (or sometimes not at all)
- Players getting stuck inside generators
- Players getting stuck inside pallets
- Hex totems showing up as dull totems
- Sole Survivor is still bugged over 6 months later
- Iron Will silences breathing as well as grunts of pain instead of just grunts of pain
- Various, various sound bugs which are still not remedied over the years, so many that they could honestly be their own separate list
- Black and White Wards may still not keep items after a match/when the survivor dies, even after years of it being like this
- Survivor movement bug when being unhooked
- Falling through basement bug still happens (rarely)
- Various broken map elements (incrediby visible seams, phasing somewhat through the floor, various leaks in geometry, fat shaming spots, etc)
- Um.. this
https://us.v-cdn.net/6030815/uploads/E6499F695SSX/image.png
- EGC timer being inaccurate
- EGC timer not slowing down despite there being a downed/hooked survivor
- EGC timer not going to normal despite there not being a downed/hooked survivor
- Billy false chainsaw hits
- MoM stacks counting for Deathslinger's gunshot being pulled out of a survivor if it applies deep wounds to them
- Entity Blockers sometimes not showing up even if a survivor vaults a window 3 times in a chase
- Survivors getting "stuck" when downed by being underneath another unhooked survivor
- Killers able to be blinded from flashlights outside of their field of view.
- Trapper can pick up a trap when a survivor steps in it, keeping them trapped indefinitely unless he places the trap back down under their feet. This bug has existed for years and is still not fixed.
- Traps being placed inside level geometry, making them either invisible or next to invisible as they get placed "inside" something
- Being able to hear Spirit's phasing despite being inside of her terror radius (no beads)
- Bug where survivors cannot interact with another survivor (such as healing them)
- Bug where the survivor is forced to stop healing another survivor (very common after just unhooking them), this can happen multiple times, costing valuable seconds and is very common
- Sometimes Balanced Landing will not proc despite falling a great distance and getting stagger
- Sometimes going down stairs can cause the survivor to "fly" just briefly, causing them to fall and stagger, costing them a lot of valuable distance
- Until just very recently, the Oni power bug was a thing and was game cripplingly bad for them
- Survivors getting stuck inside lockers when trying to leave them, forcing a disconnect
- People getting DC penalties when the match fails to update even at the conclusion of the match
- Various lighting bugs in low quality (such as Haddonfield/Badham)
- Survivors can phase through a wall in Grim Pantry.
- Using Dead Hard and being exhausted on the floor
- Bugged parties when playing SWF
- Double killer bug
- 5 survivors bug
- Infinite sloppy butcher bleeding bug recently resurfaced
- The bug that makes people's games quite literally look like a Nintendo 64 game
- Various optimization bugs causing hitching, stuttering
- Dying on struggle phase, despite struggling
- And still many, many, many, many more. But I'm getting sleepy now and am going to bed
"nurse sounding like a vaccuum cleaner" god I love that bug even though it takes away an entire blink I should've had. it's just fun to hear her go WOOOWOWOWOWOOWOOO and then it's also fun to watch her hand grab the blink out of mid air and lose your second blink. and btw @Leonardo1ita I encounter this bug at least once a game and it is indeed game breaking. I encounter oni not being able to activitate his power at least once a game. I encounter survivors getting teleported to a different spot than they are hooked at least once a day. I encounter the generators left number to be broken at least once a day. and this is a very minimal amount of bugs I encounter. the game is still bugged af. and the bugs are indeed game breaking. just go and watch Yerv lol.
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@Kisagi1990 said:
https://forum.deadbydaylight.com/en/discussion/comment/1498178#Comment_1498178
He is in no way balanced as long as he can 99 his stalk. It's unfair to have the killer burst into a room and instantly put you into exposed status. All I'm asking is it be given s timer on how long it stays 99'd or make it reset instead of him chasing you continuously and steadily building it to 99. It's not balanced at all
myers is a very well rounded and balanced killer. he can't stalk you through objects or walls and you can actually keep him in tier 1 for a very long time. if anything? myers needs a buff lol. he can be easily looped as he's still just an m1 killer with an instadown ability that takes a lot of time to get to. if you don't know what you're doing and are just feeding him evil then that's your fault it has nothing to do with myers. him being able to see everything within 32 meters at a reduced speed of 4.2m/s and a heavily reduced lunge is pretty easy to counter, that's why people bring map offerings to sneak around corners. it honestly just seems like you're annoyed at a match you had in the game and came to the forum to complain. if you think myers has his t3 at 99, drop the pallet early or prevault if you're really that scared of getting instadowned lol. his power doesn't last that long (base) and add-ons make it even. more stalk = more T3. he's a pretty simple killer but when played effectively can be very good. and with any killer: splitting up easily counters them. myers has low mobility and I'd honestly say his power doesn't even make up for it because as I said, he can still easily be looped. even in infinite t3 myers can be looped lol. so I don't see any reason why you're complaining tbh? this is a bait post over and out.
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this exact thing pissed me tf off
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you're not supposed to fit through there
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@Toybasher said:
The bubba counterparts were also killed.
WHAT THE ACTUAL WHAT???? WHY WOULD THEY THINK THIS IS OKAY?????
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HOLY ######### BY THAT MUCH??? THAT'S INSANE ######### WERE THEY THINKING????
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@PrettyFaceKate said:
Yes, they were nerfed.
that's so disappointing. I didn't know people had a problem with them. I was actually ok with the billy changes this time but then saw he seemed really slow.. I'm actually so sad lmao I loved flicking and spacebilly. guess that's kinda dead though. such shame
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@MixMaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1448818#Comment_1448818
Yes, but I mentioned another way for him to move, through the tentacles (in the survivor's view), that would emerge from an illusion that would appear in the player's view. Example: the survivor looks down. Slender, when approaching, would already beat the survivor, like any killer. But the survivor would only see Slender standing still, and what would be hitting him would be the tentacles.
honestly I just think that the whole, "I can't hit you until I get you in my world" thing is outdated. don't get me wrong it's fun to play against, but not always fun to play as. imagine being right up against someone working on a gen and not being able to hit them until after you've got them in your world. it's a very abusable mechanic. not being able to hit a survivor is a huge hindrance as a killer. like I said, I enjoy the idea but it's not practical.
now for the tentacle thing, we have another spirit issue. where they look like they're standing still but they aren't. if you can figure something out that isn't broken as ######### like spirit's power, or where you can hit them without pulling them into your world, then I'd really like to see it as I don't really know how to make a slenderman chapter.
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I have one problem with this.. easy counter. as soon as you find out it's slender man just look down the entire match and he can't do anything to you. based on how you said his mechanics work
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@xillucide said:
if you could pick up a pallet and move it to a different loop, the 120 second cooldown would be fine. as amn currently is, 120 seconds is too long. I think being able to pick up a pallet that hasn't been dropped seems unlikely as you could just move it to a loop you like at the beginning of the game. I think that the pallet should also instantly break if you're caught attempting to move the pallet. so if the killer hits you while you have the pallet, it breaks instantly. same as if you drop the pallet (even on accident), the should break instantly so that it has a high risk high reward like hex perks. other than that your idea is pretty solid.
also, it should show the aura of places you can take the pallet to just like fake pallet freddy. if the idea of it being high risk, high reward isn't fulfilling, you can go with your idea, but the pallet shouldn't be able to be brought more than 30 meters away from its original position.
edit: one last thing. WoO should show pallets being carried.
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if you could pick up a pallet and move it to a different loop, the 120 second cooldown would be fine. as amn currently is, 120 seconds is too long. I think being able to pick up a pallet that hasn't been dropped seems unlikely as you could just move it to a loop you like at the beginning of the game. I think that the pallet should also instantly break if you're caught attempting to move the pallet. so if the killer hits you while you have the pallet, it breaks instantly. same as if you drop the pallet (even on accident), the should break instantly so that it has a high risk high reward like hex perks. other than that your idea is pretty solid.
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as a console nurse player, I would actually prefer that the add-ons be revolved around her blink instead of complete gimmicks and making it so people don't actually have to learn her. the fatigue is perfectly fine if you can hit your blinks.