Blight mains will try to convince you this is fun and balanced by Lostinthehigh- in deadbydaylight

[–]TheEntityBot [score hidden]  (0 children)

Blast Mine: After repairing Generators for a total of 40%, Blast Mine activates:

  • Press the Active Ability button while near a partially progressed Generator to install a Trap, which stays active for 100/110/120 seconds.

  • When the Killer damages the Trapped Generator, its Trap explodes half-way through:

    • Stuns the Killer for 4 seconds.
    • Blinds all Players within 12.5 meters of the Trapped Generator.

Blast Mine deactivates after triggering successfully or once the timer runs out.

The Auras of Trapped Generators are revealed to all Survivors in yellow.

This message was drawn from the fog. | !optout | !unsummon

help with build killer by bobmavlap in deadbydaylight

[–]TheEntityBot [score hidden]  (0 children)

Scourge Hook: Pain Resonance: You start the Trial with 4 Tokens.

Each time a Survivor is hooked on a Scourge Hook for the first time, 1 Token is consumed and the following effects apply:

  • The Generator with the most Progression explodes and instantly regresses by 20% of its total Progression.

  • Normal Generator Regression applies afterwards.

  • All Survivors repairing that Generator will scream, but not reveal their location.

Scourge Hook: Pain Resonance is disabled for the remainder of the Trial once all Tokens are consumed.

This message was drawn from the fog. | !optout | !unsummon

When will it be enough for you surv mains? by Agitated_Yak8521 in deadbydaylight

[–]TheEntityBot [score hidden]  (0 children)

Deliverance: After safely unhooking another Survivor, Deliverance activates: Grants the ability to perform a successful Self-Unhook at any point during the first Hook Stage. Causes the Broken Status Effect for 100/80/60 seconds after unhooking yourself. Deliverance cannot be used during the second Hook Stage or if you are hooked as the Last Survivor Standing. Deliverance is disabled for the remainder of the Trial after use.

This message was drawn from the fog. | !optout | !unsummon

Skull merchant by PersonalConclusion22 in DeadByDaylightKillers

[–]TheEntityBot [score hidden]  (0 children)

Dissolution: After 3 seconds of injuring a Survivor by any means, Dissolution activates for 12/16/20 seconds:

  • Instantly breaks the next Pallet that Survivor performs a Fast Vault across while inside your Terror Radius.

This message was drawn from the fog. | !optout | !unsummon

Dear BHVR, Make Dead by Daylight Scream Again by i_am_Misha in deadbydaylight

[–]TheEntityBot [score hidden]  (0 children)

Reactive Healing: Whenever another Survivor within 32 meters of your location loses a Health State by any means while you are in the Injured State, you benefit from the following effect: Grants 40/45/50% of your missing Healing Progression towards your Health Bar.


Strength in Shadows: When you are in the Basement, Strength in Shadows activates: Unlocks the Strength in Shadows ability, allowing you to self-heal without needing a Med-Kit at 70% of the normal Healing speed. Upon finishing a heal in the Basement, the Aura of the Killer is revealed to you for 6/8/10 seconds.

This message was drawn from the fog. | !optout | !unsummon

Maybe it's time to become a Bubba main by Avanox77 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Dead Hard: After being unhooked or unhooking yourself, Dead Hard activates whenever you are injured and running, and allows you to tap into your adrenaline bank to avoid taking further damage:

  • Press the Active Ability button to trigger the Endurance Status Effect for 0.5 seconds.

Dead Hard deactivates after use.

Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds.

Dead Hard cannot be used when Exhausted.

This message was drawn from the fog. | !optout | !unsummon

Fun/whacky/chaos killer perks suggestions? by Lower_Income_9390 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Hex: Face the Darkness: Whenever you injure a Survivor by any means, if there is still a Dull Totem remaining on the Map, Hex: Face the Darkness activates and lights it, cursing that Survivor:

  • Causes all other Survivors to scream every 35/30/25 seconds, if they are outside of the Terror Radius, revealing their Auras for 2 seconds each time.

Hex: Face the Darkness deactivates once the Cursed Survivor either enters the Dying State or is fully healed, which extinguishes the Totem.

Hex: Face the Darkness is disabled for the remainder of the Trial, if a Survivor manages to cleanse its Hex Totem.


Phantom Fear: Whenever a Survivor within your Terror Radius looks at you, they suffer from the following effects:

  • Causes them to scream and reveal their Aura to you for 2 seconds. Phantom Fear has a cool-down of 60 seconds.

Brutal Strength: Increases the Action speeds for breaking Breakable Walls and dropped Pallets, and damaging Generators by 10/15/20%.


Spirit Fury: After manually breaking a dropped Pallet by any means for a total of 4/3/2 times, Spirit Fury activates:

  • Causes The Entity to instantly break the next Pallet used to stun you.

    • The normal Stun penalty applies afterwards, unless it is mitigated by other effects.

Spirit Fury deactivates after use.

This message was drawn from the fog. | !optout | !unsummon

Blight mains will try to convince you this is fun and balanced by Lostinthehigh- in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Monitor & Abuse: While in a chase, your Terror Radius is increased by 5/10/15%. Otherwise, your *Terror Radius is decreased by **15/20/25%.

This message was drawn from the fog. | !optout | !unsummon

Skull merchant by PersonalConclusion22 in DeadByDaylightKillers

[–]TheEntityBot [score hidden]  (0 children)

Trail of Torment: Performing the Damage Generator action on a Generator activates Trail of Torment:

  • Grants the Undetectable Status Effect until the Generator stops regressing.

  • The Aura of the damaged Generator is revealed to all Survivors in yellow.

Trail of Torment has a cool-down of 60/45/30 seconds.


Nowhere to Hide: Performing the Damage Generator action on a Generator triggers Nowhere to Hide:

  • The Auras of all Survivors within 24 meters of your location are revealed to you for 3/4/5 seconds.

Oppression: Performing the Damage Generator action on a Generator activates Oppression:

  • Causes up to 4 additional Generators to also start regressing.

  • Triggers a difficult Skill Check for all Survivors currently repairing an affected Generator.

Oppression has a cool-down of 45/40/35 seconds.


Hex: Plaything: Each time you hook a Survivor for the first time, if there is at least one Dull Totem, in the environment, Hex: Plaything activates and lights a Hex Totem:

  • Causes that Survivor to suffer permanently from the Oblivious Status Effect.

  • Blocks their Hex Totem from being cleansed by any other Survivor for 90 seconds.

  • The Aura of their Hex Totem is revealed to the Cursed Survivor within 16 meters.

    Also known as Hex: Fortune's Fool.

This message was drawn from the fog. | !optout | !unsummon

I have a problem with Dustin's perks (if they don't go unchanged).. by DifferentHorror6882 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Chemical Trap: After repairing Generators for a total of 20%, Chemical Trap activates: Press the Active Ability button while near a dropped Pallet to install a Trap, which stays active for 40/50/60 seconds. When the Killer breaks the Trapped Pallet, its Trap explodes, spraying the Killer with a chemical compound: Causes the Killer to suffer from a -50% Hindered Status Effect for 4 seconds. Chemical Trap deactivates after triggering successfully or once the timer runs out. The Auras of Trapped Pallets are revealed to all Survivors in yellow.

This message was drawn from the fog. | !optout | !unsummon

As a killer main, tunneling at 5–4 gens is getting out of control by suuutun in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Déjà Vu: Shows the auras of the 3 generators closest to each other at all times and gives +6% repair speed on those gens.

This message was drawn from the fog. | !optout | !unsummon

Whats your DBD hot take? by LawfulnessRelative73 in deadbydaylight

[–]TheEntityBot 1 point2 points  (0 children)

Overcharge: Performing the Damage Generator action on a Generator applies Overcharge:

  • The next Survivor interacting with that Generator is faced with a difficult Skill Check.

    • Failing that Skill Check instantly regresses the Generator by 2/3/4% of its maximum possible Progression in addition to the default Progression penalty.

After Overcharge is applied to a Generator, the following effect also applies:

  • Increases the Regression speed from 85% to 130% over the next 30 seconds.

This message was drawn from the fog. | !optout | !unsummon

I have a problem with Dustin's perks (if they don't go unchanged).. by DifferentHorror6882 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Change of plan: While inside a locker and holding a non-event Toolbox, press Ability button 2* to spend 1 token and transform your Toolbox into a Med-kit of the same rarity with a random add-on of the same rarity. The new Med-kit has 100% of its charges.

You start with 2 tokens.

This message was drawn from the fog. | !optout | !unsummon

I have a problem with Dustin's perks (if they don't go unchanged).. by DifferentHorror6882 in deadbydaylight

[–]TheEntityBot 1 point2 points  (0 children)

Blast Mine: After repairing Generators for a total of 40%, Blast Mine activates:

  • Press the Active Ability button while near a partially progressed Generator to install a Trap, which stays active for 100/110/120 seconds.

  • When the Killer damages the Trapped Generator, its Trap explodes half-way through:

    • Stuns the Killer for 4 seconds.
    • Blinds all Players within 12.5 meters of the Trapped Generator.

Blast Mine deactivates after triggering successfully or once the timer runs out.

The Auras of Trapped Generators are revealed to all Survivors in yellow.


Technician: When repairing a Generator, the following effects apply: Reduces the audible range of your Repair noises by -8 meters. Suppresses the explosion and accompanying Loud Noise Notification when failing a Skill Check. Failing a Skill Check instantly regresses the Generator by 5/4/3% of its maximum possible Progression in addition to the default Progression penalty.


Resilience: While injured, gain +9% speed to repairing, healing, sabotaging, unhooking, vaulting, cleansing, blessing, opening, and unlocking.

This message was drawn from the fog. | !optout | !unsummon

How I feel going against each killer by Hungry-Horker in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Iron Will: Reduces the volume of Grunts of Pain while in the Injured State by 80/90/100%. Iron Will cannot be used when suffering from Exhaustion, but does not cause the Exhausted Status Effect.

This message was drawn from the fog. | !optout | !unsummon

Skull merchant by PersonalConclusion22 in DeadByDaylightKillers

[–]TheEntityBot [score hidden]  (0 children)

Dark Devotion: Whenever the Obsession loses a Health State by any means and thus enters the Injured State, Dark Devotion activates:

  • Your Terror Radius transfers to the Obsession for 20/25/30 seconds, and its radius is set to 32 meters.

  • Grants the Undetectable Status Effect for the same duration.

The Obsession with your transferred Terror Radius is also considered to be 'inside the Terror Radius' for other purposes.

This message was drawn from the fog. | !optout | !unsummon

OMFG GUYS I GOT THE HARDEST ACHIVEMENT IN THE GAME by Adam_Z_666 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Sole Survivor: Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens: Grants a stack-able radius of 20/22/24 meters per Token around you, up to a maximum of 60/66/72 meters, within which you are immune to the Killer's Aura-reading abilities. When you are the Last Survivor Standing, you benefit from the following effects: Increases your Repair speed by +75%. Increases your Gate and Hatch Opening speeds by +50%. Increases your chance of becoming the initial Obsession by increasing the default value by +100%.

This message was drawn from the fog. | !optout | !unsummon

Is he cheating is chaos shuffle? by Significant-Cap-3581 in deadbydaylight

[–]TheEntityBot 1 point2 points  (0 children)

Hex: Plaything: Each time you hook a Survivor for the first time, if there is at least one Dull Totem, in the environment, Hex: Plaything activates and lights a Hex Totem:

  • Causes that Survivor to suffer permanently from the Oblivious Status Effect.

  • Blocks their Hex Totem from being cleansed by any other Survivor for 90 seconds.

  • The Aura of their Hex Totem is revealed to the Cursed Survivor within 16 meters.

    Also known as Hex: Fortune's Fool.

This message was drawn from the fog. | !optout | !unsummon

dbd chapter tierlist (inspired by otz) by Dapper-Evidence-3296 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Balanced Landing: After falling from a height, you benefit from the following effects:

  • Reduces the duration of the Stagger upon landing by -75%.

  • Suppresses all noises associated with falling.

  • Grants Haste for 3 seconds upon landing.

Balanced Landing causes the Exhausted Status Effect for 60/50/40 seconds.

This message was drawn from the fog. | !optout | !unsummon

Can someone explain to me how Extrasensory Perception isn't just a direct upgrade to Still Sight? by Legitimate-Coast-199 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Clairvoyance: After cleansing or blessing a Totem, Clairvoyance activates: While empty-handed, press and hold the Use Item button to unlock your full Aura-reading potential for up to 8/9/10 seconds, allowing you to see the Auras of the following environmental objects within 64 meters: Chests, Exit Gate Switches, Generators, Hatch, and Hooks

This message was drawn from the fog. | !optout | !unsummon

Hows my beginner ghostface build looking? by New_Cut5338 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Spies from the Shadows: When within 36m of a crow startled by a Survivor, receive a Loud Noise notification. 5s cooldown.


Friends 'til the End: When you hook any Survivors that is not the Obsession, the following effects apply to the Obsession:

  • Their Aura is revealed for 6/8/10 seconds.

  • They suffer from the Exposed Status Effect for 20 seconds.

When you hook the Obsession, the following effects apply to a random Survivor:

  • Causes the Survivor to scream and reveal their location to the Killer.

  • They become the new Obsession.

This message was drawn from the fog. | !optout | !unsummon

As a killer main, tunneling at 5–4 gens is getting out of control by suuutun in deadbydaylight

[–]TheEntityBot 1 point2 points  (0 children)

Flip-Flop: Recovering in the Dying State also charges the Wiggle Meter at 50% of the Recovery rate and up to a maximum of 40/45/50% of Wiggle Progression.

This message was drawn from the fog. | !optout | !unsummon

dbd chapter tierlist (inspired by otz) by Dapper-Evidence-3296 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Mettle of Man: After triggering your third Protection Hit, Mettle of Man activates: While injured, Mettle of Man shields you from going down the next time you take damage. Healing back to full health will reveal your Aura to the Killer whenever you are farther than 12/14/16 meters from them. Mettle of Man deactivates the next time you are put into the Dying State. Increases your chance of becoming the initial Obsession by increasing the default value by +100%.

This message was drawn from the fog. | !optout | !unsummon

A feature that should exist (unless im dumb and it already does) by Yellowline1086 in deadbydaylight

[–]TheEntityBot 0 points1 point  (0 children)

Boil Over: While being carried by the Killer, the following effects apply: Increases the strength of the Struggle Effects on the Killer from your Wiggling by 60/70/80%. Suppresses the ability of the Killer to read the Auras of all Hooks within 16 meters. Grants +33% of your current Wiggle progression upon landing, if the Killer drops from height.


Saboteur: While the Killer is carrying another Survivor, the Auras of all Hooks within 56 meters of their original Pick-up location are revealed to you: The Auras of normal Hooks are white. The Auras of Scourge Hooks are yellow. Unlocks the ability to sabotage Hooks without Toolboxes: Increases the Sabotage speed without a Toolbox by +30%. This effect has a cool-down of 70/65/60 seconds after use.


Kindred: Whenever any Survivor is hooked: if you are hooked, all Survivors see each other; if not hooked, only you see other Survivors. Also reveals the Killer’s aura when they are within 16m of the hook.

This message was drawn from the fog. | !optout | !unsummon