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Badq1ay3r

Badq1ay3r

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Badq1ay3r
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  • THE LORE... Also cool perks, i really like the idea of being able to basically shoulder bash, or punch a killer.

  • @theshadowofthesidhe3 said:

    Hey

    Thank you so much for the feedback! I really appreciate the detailed and constructive criticism. You've hit on some points that I hadn't fully considered, and you're right, the original concepts for some of the perks would be pretty unbalanced in a real match. This is exactly why I wanted to post this and get your thoughts!

    Based on your suggestions, I've gone back and reworked a few things to hopefully make the Killer and Survivor more balanced and fun to play with and against.

    Cian's Perks (Reworked)

    I agree that the original Spirit of the Grove was too strong with constant aura reading. You're right, a more active perk would be better.

    * Spirit of the Grove (Reworked): The new version would tie the power to an action. After cleansing or blessing a totem, you and all other survivors receive a 3/4/5% Haste status effect for 5 seconds. Additionally, the Killer's aura is revealed to you for 6/8/10 seconds.

    * This makes it a tactical choice: do you give up a totem to get a speed burst and information? It still fits the spiritual theme but feels much more balanced.

    And you're absolutely correct that Protective Talisman was a bit too close to other perks. I've re-conceptualized it to be more of a team-oriented support perk.

    * Protective Talisman (Reworked): This would now activate when an ally goes down. After repairing a generator for a total of 60/50/40 seconds, you create a Talisman. When a survivor is downed within 16/24/32 meters of you, the Talisman is consumed, and all other survivors within that range gain the Endurance status effect for 2/3/4 seconds. This perk has a cooldown of 120/110/100 seconds.

    * I think this version is much better, as it rewards survivors for staying together and offers a defensive counter to tunneling.

    The Banshee's Power & Perks (Reworked)

    Great point on the need for a counter to the Agony power. It's important to give survivors a chance to fight back.

    * Agony Counter: I'd suggest that performing a Loud Noise Action (e.g., fast vaulting a window, running into a locker, or dropping a pallet) would temporarily muffle the ringing for 3 seconds. This would add a risk-reward element to the chase, allowing survivors to briefly regain their senses.

    And your feedback on Harbinger's Omen and Wail of Sorrow was spot-on. I definitely don't want to create broken or frustrating perks.

    * Harbinger’s Omen (Reworked): Rather than auto-breaking a pallet, what if it created a trap? When a survivor drops a pallet within your Terror Radius, it becomes haunted. For 5/6/7 seconds, any survivor who fast vaults this pallet will scream and be inflicted with the Broken status effect for 30 seconds.

    * This rewards a savvy Killer and punishes careless survivors, making it a much more skill-based perk.

    * Wail of Sorrow (Reworked): And yes, we don't want to encourage slugging. I'd change this to a reward for successful play. After hooking a survivor, you gain the Undetectable status effect for 10/12/14 seconds. This effect is lost upon performing a basic attack.

    * This gives the Killer a powerful ability to sneak up on other survivors after a successful hook, rewarding them for playing the game's objective.

    Thanks again for all the great feedback! I think these changes make the chapter concept much stronger, and I’m excited to hear what you all think of the new versions

    I really like the improvements that you made, especially with harbingers omen, great change.

    And the killer ability is definitly interesting, though id hate to have to face the banshee. Before the match im fine, after the match im deaf jk.

    Though i do feel that it works more like doctors big blast, and nothing else. It be interesting if you could switch between a precise screech that doubles the agony to whoever is in it. That way you could use it mid chase.

    But cool idea nonetheless

  • You should be proud, these are cool, i make perk designs for some of my concepts but they always seem basic to me, good work 👍

  • Great concept.

    This is the first time ive seen someone include cosmetic ideas for their concept, great detail.

    And my god... The lore, is super long and shows how much thought you spent into making this character. I tend to skip the whole backstory part of the concepts ive made, because im lazy, so its always nice to see someone put in the effort themselves when they create concepts.

    All in all, cool concept.

  • Great concept, ive made a ice-based killer concept too, but this one has more detail and the power is very unique.

    I think my favorite perk might be Scourge Hook: Tempest because it gives you some speed while not in chase, which can help when traversing the map and just trying to have map pressure.

    Keep up the good work.

  • @tech said:

    Amazing idea, I love an idea of a scavenger killer, I was thinking traps from scraps but this idea here is well done and well thought out.

    10/10

    Thanks, I've made previous concepts before, but this one might be my most thought out one yet. I appreciate your acknowledgment of my efforts and hope i could get more feedback from you in the future.

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453998/killer-concept-the-tactician

    chefs kiss

    the saw is powerful but expensive and iI'm very glad you did this but could you add something for the survivors to do

    either sabotaging the scrap or using it themselves to rebuild pallets

    I thought about that, but decided not to because i didnt want the power description to be too long.

    Its not a bad idea to use the scrap to rebuild pallets, but theres now a perk that already does that, and i feel like if i add a side objective for survivors, the tactician would just feel like Vecna and his chests that give items that help survivors counter his abilities.

    Plus, i wanted him to feel like a basic killer that can change his playstyle mid match to get an edge over survivors.

    Now sabotaging the scrap can either really hurt the tactician because he already has to go out of his way to collect scrap just to use his abilities, or help balance him out a little by delaying his power for a short time, just depends on how good the survivor team is.

    Good feedback nonetheless

  • @Critical_Fish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888664#Comment_3888664

    Not sure how I didn't see this comment when it was first left, but I appreciate your feedback tremendously!

    I agree that Amplification does a lot at the moment, so while writing this (and afterward) I'll be workshopping a change to simplify its design and solidify its theming better.

    Given the perk is intended to give the feeling of exploiting someone's boldness to harm other, weaker people, I'll be keeping the Obsession focus and effect upon hook (rather than unhook). Additionally, juggling the Obsession as a part of an Obsession perk like this one tends to be a healthy decision for similar perks (notably Furtive Chase and Friends til' the End).

    I was thinking the following changes:

    • Simplifying the effect of hooking the Obsession to afflicting Broken to injured Survivors for 20 seconds, with no other effect.
      • The intent here is to prevent resets while you track down a new Survivor to chase, which will be easy given this perk synergizes very well with perks that give information after a hook.
    • Removing the Scourge Hook randomizer effect for more predictable and consistent use.
      • Mechanically, while I like the idea of being able to move Scourge Hooks by hooking someone on them, it's not very useful and can be actively hindering, so I'll be removing that.

    I think this would make for a relatively niche, but unique and synergistic perk that rewards bouncing targets and intelligent macroplay from both the Killer (hooking key players and setting up for snowballs) and Survivors (making sure stronger teammates unhook to become the Obsession, and completing heals before the Obsession is hooked).

    What do you think?

    Again, sounds like a lot of thought was put into these changes. Great work

  • No perks, dang. Would have loved some bee related perks.

    Still, great concept, love the inclusion of counter-play.

  • The boon perk is like a better treacherous crow perk, and main character syndrome… perfect for those who like to take chase. Backstory is great. I tend to avoid doing backstories because I can't think of good ones that fit well enough, but you seem to make an entire story, props.

  • Im fine with most of these changes, i even agree with the power reset after breaking a pallet, no big deal, my only issue is the change to the umbrella add on.

    I used that add-on for a no mark/enrage ghoul build. I prefer using the ghoul without the enrage/mark mechanic and that add-on helped a lot to guarantee hits after swing and felt more rewarding. Kinda like using wesker's power but more skill to get the hit after a swing.

    Now that breaking pallets resets the power, it forces me to use the free injure mechanic instead of swinging then canceling to hit to keep pressure.

  • @MunchiSenpai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908707#Comment_3908707

    Tbh the swamp one would be amazing, i wondered if anyone had any similar ideas of mine so thats pretty cool! Hope someday it gets upvoted!

    And the Grudge has always been my favorite tbh. Especially if they allow wall climbing for her 👀 but like i said this is definitely a rough draft, just concepts and ideas.

    Really would be cool having the Mimick in the game too "which anyone could get without paying money"

    Yeah i made a creature from the black lagoon concept similar to your idea, and i agree with having a mimick type killer in the game thats not licensed, would be great.

    The grudge one is so cool, being able to climb on walls and teleport to corners, would be terrifying to face as survivor.

  • Greatest concept to date, cool artwork to go with it too. 10/10 would be funny to go against.

  • Cool and thought out concept as usual. The power is interesting, i would love to be able to flood certain areas as this character and face against the drowning effect. I love killers who add another objective to the game in order to survive. The perks are cool, pressure gauge and rip current might be my favorites.

    The only thing i would change is reducing the number of oxygen tanks to 4 (like nemesis with antidotes) just so survivor know the importance and risk of using all the oxygen tanks. Otherwise, great concept.

  • I made a similar concept about a ice type killer. This concept is cool in how versatile this character is with his ray gun and heat tracker. I think the heat tracker would make more sense if you could track any survivors footprints as long as they are running or something rather than just frozen.

    But great concept, the perks are great, i like the perk cold shoulder a lot, and i think it would be coool (pun intended) to play as a undead mr freeze character.

  • @mono00691 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893475#Comment_3893475

    that arguement dosn't quiet work. The whole RE cast has survived worse, Realisticly none of them would die to chucky. considering they tend to Kick heads off.

    True, true... Maybe because they had weapons, but thats not a very good arguement. You right, he could be a good addition to the game.

  • Cool idea, but bhvr wants characters who "could" die to characters like chucky. John wick is too much of a beast to be taken down so easily.

  • @Sudzer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890759#Comment_3890759

    The motivation for breaking the mirrors is to prevent the other substantial detrimental effects that the mirrors can have as a result of the add-ons, such as her being permanently Undetectable or survivors suffering from Hindered. Additionally, they can be used to force The Maiden out of a chase with a survivor, or pull her away from an objective that needs to be completed. I’m glad you liked the idea!

    Thanks for making that clear. I personally would probably break the mirrors to save a injured survivor during chase... just to be downed myself.

  • Great concept, the animatronic suits instead of hooks is cool, and the skin idea isn't half bad.

  • This is a cool concept, i would love to be able to go through walls and scare survivors without having a fatigue animation like nurse.

    The mirrors are a nice touch, but i dont see a reason to break them as a survivor. I would understand if it was a teleport for the maiden, similar to that of sadako and tvs, but there is not a lot to gain for breaking them.

    Neat idea, i just don't understand the mirrors.

  • I mean't that it would leave an effect on the screen like clowns power to slightly cause disorientation by covering some parts of the screen with mud.

    Not gonna lie, the mud was a last second thing becuase i figured the power was a little weak by itself.

  • This concept is great. I love how the power uses a full moon mechanic, and not just a transform from one form to another.

    I also think we need a survivor perk to extend the stun duration to counter things like enduring, and having it tied to the amount of hits that you recieve makes it balanced in my opinion so that its not a hard counter.

    One thing i would change is the amount of haste, because 1% isn't much even paired with perks and I feel like if you start the game as a basic m1, you'll need more leeway and power when you do eventually transform. So more haste would let you catch up better.

    Otherwise great concept, and if it isn't too much i would like some feedback on my concepts to improve.

  • This concept is cool and thought out, but I don't get the insanity part of the power. It doesn't quite make sense for a spaceman that can control cosmic energy to make hallucinations. It make more sense if he could do something like make mini black hole traps or create force fields that cut off survivors.

    You could do a meter for survivors that when filled would allow the spaceman to attack a after image of a survivor as if bending time to attack the past self of a survivor.

    The concept is still cool, i just feel like we have too many characters involved with hallucinations.

  • I think the teleporting ability should be saved incase jason ever gets put into the game. Otherwise, not bad idea

  • Can easily tell that a lot of thought and effort was put into this, neat idea, would be interesting to face in a trial. The only thing i find odd is how many effects the scourge hook perk gives, some of which are already perks, but still great concept all round.

  • Cool concept, love the chance to get a random wizard hat thats just for cosmetic. I would love for the chance to say "you shall not pass" and then get downed by the killer lol.

  • The funny thing is, i came up with this character and backstory months ago, i just put off the designing of character and perks. So after i knew of the new map I was already wanting to push out my ideas without much change.

  • Cool concept, like the name and backstory a lot but why have the fast vault if you would already be immune to hits or grabs. You would be vaulting so fast anyways that the hit/grab wouldn't register in time, otherwise great.

  • Yeah, maybe you could do something like this with all the killer's powers

  • The frying pan perk is a great idea, but I feel like it might be too strong, maybe add an effect against the survivor, like exhaustion, or hindered. That way it won't just out right cause the killer to waste so much time on a chase, just to get no value out of the chase. Otherwise i feel everything else is solid or adds a new espect to the game

  • Thats some worth it dedication.

  • I love the thought of throwing a stick at a bee hive and a bunch of bees come to attack me, that would be so funny to have in the game.