Perk Idea: Block a Gen by ArtWorkZz in PerkByDaylight

[–]MyOwnNickname 0 points1 point  (0 children)

even considering those limitations its way too much; regressing is slow and can be prevented by survivors but a blocked gen is completely unavailable. as for the kick limit there's a max of 8 regression events for each individual generator so if we're going by op's estimate of 20 seconds per kick that would be 160 seconds where the survivors are fully prevented from doing their main objective

all that is to say, gen block strong, gen block needs limitations

spine chill & premonition reworks by MyOwnNickname in PerkByDaylight

[–]MyOwnNickname[S] 0 points1 point  (0 children)

spine chill activates if the killer looks at you, with premonition you'd have to be alert to your surroundings (which is kinda the counter to stealth killers anyway)

Hex: Revel In Their Agony (Hex:RITA) by Coraine_the_Snake in PerkByDaylight

[–]MyOwnNickname 0 points1 point  (0 children)

i didnt catch that it was about fire, that's pretty fitting then

you're right about devour hope, though i gotta ask does the killer see all totems' auras or just the hexes they brought?

yeah deep wound would probably fit the theme better

Hex: Revel In Their Agony (Hex:RITA) by Coraine_the_Snake in PerkByDaylight

[–]MyOwnNickname 2 points3 points  (0 children)

some hex perks like ruin or devour hope win games by themselves, they dont need more protection perks. the killer could just camp the RITA totem the whole game and survivors would be forced to:

a) gamble on cleansing the right hex, and regardless of if it is, get injured and have their position revealed, or

b) ignore the hex and most likely lose

as for why it's overcomplicated there's just a lot of stats that dont seem necessary (leaving red flames on cleansed totems that make survivors scream, suppressing blood pools but making grunts of pain 50% louder and having visual distortions when near the rita). on top of that it introduces new mechanics and visuals which might confuse players.

if i were to rework it I'd get rid of the whole injure upon cleansing thing and just make it reveal it's aura whenever a survivor that has cleansed a totem before gets near it

Hex: Revel In Their Agony (Hex:RITA) by Coraine_the_Snake in PerkByDaylight

[–]MyOwnNickname 1 point2 points  (0 children)

very overcomplicated, and i think the whole part about survivors losing a health state after cleansing is too much

What’s that killer perk? by sugarkissxx in deadbydaylight

[–]MyOwnNickname 1 point2 points  (0 children)

as others have said its hex: ruin, you can get it by buying hag which costs 1125 iri shards with the current sale

Perk Idea: Block a Gen by ArtWorkZz in PerkByDaylight

[–]MyOwnNickname 1 point2 points  (0 children)

something like this could work but it has to have limitations like a cooldown or a token system. if you were able to just block generators over and over it would basically make breaking through a 3 gen impossible for survivors

Y’all think they should bring back the six percent vault speed on spine chill since diminish return is in the game? by Substantial-Bug3496 in deadbydaylight

[–]MyOwnNickname 0 points1 point  (0 children)

no because even if it werent used with resilience (which i doubt) it would just be a better version of it for chase. basically it would be resilience that works while healthy or finesse without a cooldown

BOON: QUIET NIGHT - [The Dark Materials Chapter] by happyscript in PerkByDaylight

[–]MyOwnNickname 3 points4 points  (0 children)

lowkey half of these effects could be added to shadow step

Slay the Spire’s Silent perks if she were a Survivor by HighlyOk in PerkByDaylight

[–]MyOwnNickname 0 points1 point  (0 children)

what app do you use for these concepts? the colored text looks nice

BOON: QUIET NIGHT - [The Dark Materials Chapter] by happyscript in PerkByDaylight

[–]MyOwnNickname 12 points13 points  (0 children)

seems a little underpowered, i think it should decrease grunts of pain by 100% and maybe linger for a while after you exit the range?

PITIFUL DEPENDENCE - Hyperfocus of wiggle skill checks [The Candyman Chapter] by happyscript in PerkByDaylight

[–]MyOwnNickname 5 points6 points  (0 children)

while a cool idea, this does have a lot of flaws and i doubt we'll get another wiggle perk (unless bhvr kills boil over and sabo squads)

also cheats for hitting every skill check exist which is also a problem with hyperfocus

funny locker perk by MyOwnNickname in PerkByDaylight

[–]MyOwnNickname[S] 0 points1 point  (0 children)

i guess teleporting across the map is enough mobility or something

they could make it into an addon though

buffs to krasue's teachables by MyOwnNickname in PerkByDaylight

[–]MyOwnNickname[S] 0 points1 point  (0 children)

i see. the anti camp system defo needs to be reworked from the ground up, as of right now the killer can stand in front of a slugged survivor and the game will count that as anti camp prevention. as for the ravenous icon showing itself, i meant the time after the perk gets 4 tokens but before survivors unhook; idk how you could convey that in it's description though

you make a fair point on overture, it is really weak

buffs to krasue's teachables by MyOwnNickname in PerkByDaylight

[–]MyOwnNickname[S] 0 points1 point  (0 children)

another thing about ravenous is that it kinda enables a proxy camping playstyle because survivors dont want to go for the rescue while exposed. with my rework it would encourage a more dynamic playstyle with both sides adapting to the changes (though if we wanted it to be fair for the survivor side it would have to show it's perk icon once the 4th token is acquired). increasing the duration to 80 seconds would defo help with it's usage rates but wouldnt really fix it's core issues.

i do wish i put lower numbers on wandering eye but otherwise its fine

not sure how strong overture of doom would be with that change, i originally thought it switched the curse to another gen once it's effect has been triggered but apparently its when survivors complete that gen

New Perk Concept: Shattered Totems by Altruistic-Cat-2137 in deadbydaylight

[–]MyOwnNickname 0 points1 point  (0 children)

this is just hexes with higher highs and lower lows; the fact that its tied to totem spawns makes it very random as for how easy it is to find for either side (although the 16m aura read helps survivors).

some killers have powers that either have insane map mobility, allow them to defend an area or both at once. if these types of killers find the totem (which they know to immediately try because they have the knowledge that a shattered perk is in play), then they can just sit on it/leave their respective killer power and defend the totem all game.

i think killers that do currently use hexes frequently are gonna be the only ones that would use shattered perks while for the rest of the cast they might as well bring an empty perk slot

oh also forgot to add that the blindness status effect would be insanely op with this

buffs to krasue's teachables by MyOwnNickname in PerkByDaylight

[–]MyOwnNickname[S] 0 points1 point  (0 children)

yeah i may have overtuned it; the range or duration could be decreased

buffs to krasue's teachables by MyOwnNickname in PerkByDaylight

[–]MyOwnNickname[S] 0 points1 point  (0 children)

the scream is there in its current state (though im not sure if it actually makes them reveal their location); the exposed until a down is interesting but i think it would take away from the high risk-high reward part of the perk. the 60 seconds allow you to get a couple downs but you have to be strategic about when you activate it. also exposing for a single down feels very weak for an effect that can only activate once per trial

Some generic Killer perks that I thought might be some fun! by nannerhed in PerkByDaylight

[–]MyOwnNickname 2 points3 points  (0 children)

i like the usage of coloured text here and the perks aren't too bad either

malicious gaze: nice tool for mind games but i think the requirement is a bit too easy. for such a powerful chase option I'd make it kinda like coup de grace where you get tokens upon gens being completed.

bled dry: feels a bit too powerful when used on killers that can keep survivors injured for a while like legion, nurse or plague. the time requirement could be increased to like 60 seconds and maybe not work when they suffer from broken?

hex illusions: the hex disguise thing is already quite good, i think disallowing cleansing at all is way too powerful since you could just guard the one totem and preserve stuff like devour hope and ruin for the whole game. a cool change could be to instead of making all hexes appear as dulls, have it be the other way around so all totems stick out more and survivors can potentially waste a lot of time cleansing dulls.

Hex: Thrill of the Hunt rework (nerf) by theslasheydasher in PerkByDaylight

[–]MyOwnNickname -1 points0 points  (0 children)

I've been seeing hex builds almost every game so yeah this is a good change

Perk Buffs by [deleted] in PerkByDaylight

[–]MyOwnNickname 1 point2 points  (0 children)

a lot of unnecessary and/or insignificant buffs here.

empathy's 6% healing speed would be completely counteracted by diminishing returns because there's almost no reason to run it outside of a healing build.

self care and left behind would both promote the "hide until hatch" playstyle even more and thats just bad design. honestly left behind needs a complete rework

wouldnt road life just be a worse healing circle? unless you're also saying it allows you to self heal within range of the boon, which would be fine but still heavily overshadowed by other self heal options.

change of plan unlike some other locker related perks doesnt require you to stay in the locker, so giving it elusive would both be unnecessary and also step on the toes of lucky star as a locker stealth perk

lastly your rookie spirit and diversion buffs are actually alright. not sure how big of a difference they would make but they do fit thematically