Avatar

DanDaMan223

DanDaMan223

About

Username
DanDaMan223
Joined
Visits
55
Last Active

Comments

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/516618#Comment_516618

    Yea I noticed because I commented on it lol was confused why I clicked later and didn't see my comment. Then I realised what happened.

    The other one does still have your guys's comments on it and I've updated it with lore and your suggestions quite a bit :)

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/515988#Comment_515988

    First of every month make a random comment on it then when you are bored lol

    @CashelP14 said:

    Never! This thread shall stay on this page forever!

    Wow, thanks guys! lol

    My chapter uploaded twice and for some reason you can't delete your own posts I guess idk

  • @TrueKn1ghtmar3 said:

    Hex petrification seems pretty op as is since it looks like it activates reguardless of any distance, make it TR based and keep hex status or make time static and make It a distance perk (40/36/30)m

    @CashelP14 said:

    His power is very cool and I really like the idea of their being multiple killers on the map (with only one being controlled at a time). I have a chapter with a very similar idea as an ability so I was always going to like it lol

    Thick-Skinned: I dont understand the point of this perk, it's not like your going to lose a survivor after they pallet stun you. You can see/find them pretty easily after.

    Hunters Perch: Similar to the first one I don't see where this is useful. How long does it last before it goes back to normal? I'd just run shadowborn instead.

    Hex: Petrification: I was going to say it's very strong until I realised it's a hex totem perk. It would work well with nurses calling and a jump scare Myers build. Good perk.

    Typhokinesis: You need to confirm how long this lasts for, might be a bit strong but I'm not certain. The concept is pretty cool.

    Armarium Shroud: This is just OP, you have to give some sort of noise around the locker in order to balance it.

    Sleight of Hand: You need to confirm what would happen if you already brought a item into the trial. I like the idea of just running over items to get them, could be really cool.

    Overall really enjoyed the chapter. I think some perks need balanced a bit but that's the only thing you might need to change.


    Thick-Skinned - In all fairness, my original idea for thick-skinned was what Spirit Fury is. (Yeah, I've had this written down for that long lol) So by itself the new Thick-Skinned doesn't seem very powerful, but I kind of thought that it would go nicely with an anti-pallet build. Think about using Thick-Skinned, Spirit Fury, and Enduring all together. You'd basically just ignore pallets completely. I genuinely see killers lose survivors after pallet drops all the time. It would also work on Decisive Strike, Head-On, and anything else that counts as a stun.

    Hunter's Perch - It would last until you are no longer above every survivor. The idea behind Hunters Perch is that if you start walking upstairs on a map and your Field of View widens, then you know no one is upstairs and you don't have to waste your time going up there. You can also go up on any hill or on the Farm Equipment on Coldwind. ALSO think about if you're just walking around on ground level and all of a sudden your Field of View widens. You just learned that all 4 of them are in the basement. I kind of just wanted a better version of Shadowborn because let's face it, that perk is useless compared to others.

    HEX: Petrification - I don't see Petrification as that much of a problem since it's

    A. A HEX perk

    B. Calm Spirit stops it from giving away your position.

    I just think about the possibilities with Nurses Calling or Make Your Choice.


    Typhokinesis - Good Point I forgot to add a timer. I'll fix that.

    Armarium Shroud - I genuinely think balancing will come just from upping the cool-down. I don't see it as that strong, the killer just has to pay attention to locker positions during a chase. Be aware that the killer can still see scratches and blood lead to where the locker was, hear the survivor in the locker, and pull them out of it. It's just invisible while their in it. It's POSSIBLE we could make a square mark on the ground of like the pushed down grass and dirt under the locker. It just seems it would make it too easy to counter. I want it to be a mind game.

    Sleight of Hand - I'll update.