Drae
Drae
About
- Username
- Drae
- Joined
- Visits
- 48
- Last Active
Comments
-
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2216811#Comment_2216811
I'd rather a cool killer system not be bound to the will of the survivors. Those guys have too much power in what's supposed to be an asymmetrical game already!
With the moris being linked to the keys i only see the keys being used less frequently and free moris. I really don't see that much of a disaster for killers. I do think that moris are not toxic and this change to be pretty much not necessary, but i dig this idea. They want a key? they get a mori. If it will be so, it will be super.
-
They already said that they are going to change keys to get them into the new in-built mori system. Add this to the fact that the survivor will be able to "say no to moris" and it will become clear that killers will be able to mori survivors when keys are brought in a match by survivors. I found it pretty clear i don't see why there is so much speculation or passion behind this matter.
-Survivors get to decide if they will face a mori.
-Keys are going to be bind to the mori system.
It looks simple and clean and pretty neat imho.
-
At this point i honestly think that the magical normal zombie is not possible at all from the lore and flavor point of view.
Undeath can be rapresented in many ways, but the normal living dead, the rotten body that walk on earth with the horde no, i don't think it is possible. The zombie is not physically adaptable to DBD. Their main detail is the horde of the dead, something not possible in game and any other power of the zombie can be also the main detail of many other monsters. Ok, let's say that your idea is improved with Critical suggestions and the Reanimated is now a anti looper with a really strong lounge that inflicts a slow down debuff touch, it doesn't make him a zombie. It could be a medieval leper penitent, a grim reaper, a vampire, a killer medic that rips tendons of survivors with a scalpel, a troglodyte with a club that slow down survivors by smashing them on the head.
Let's also say that tomorrow i will edit a zombie chapter with a zombie that has the sickening stench as power. That power can also be the power of a mad scientist, of a radioactive killer in a Hazmat suit, a half man and half rat creature that belch a toxic gas.
I think that the creations section cannot create a zombie that is a zombie in the background, in the idea of the zombie and in DBD mechanics at the same time. Edit: The trapper is a trapper in his background, in the idea of a trapper and by the fact that he traps people. Doing that with a zombie...wow, hard.
Sure, you like your Reanimated idea and he is indeed a zombie in his lore, so he is a zombie. Is undeniable and we all like it. But the Zombie chapter in the most complete sense still looks hard to get. Even a community challenge in the section could be unfruitful.
-
The zombie chapter i think it is the one chapter that got experimented with the most in the creations section. I'd like to make one too. The fact is that seems really hard to catch the flavor of the undead. Zombies are dangerous because of their implacable but slow advance, invulnerability to trauma (when magical undead, not the modern infected undead with the weak spot in the brain), their sickening stench but most importantly, their numbers. All things non really possible in DBD. You tried, really nice and i'm hyped but i don't think you managed to succede, no offense intended. Nobody has been able.
Let's just start by saying that the background of both the character is good and entity's pouch also is good, i really think it should be part of the game. Talbot research is unnecessary and the blindfold would be a problem. Pig for exemple is a killer that is greatly hurt by the fact that survivors can aknowledge her presence from the start, the blindfold could be really dangerous for the game, when working.
Now, let's talk about the rest.
The power of the reanimated has two problems. First, i don't think the power fits with the undead. Is just a debuff touch, many monsters have one and it doesn't really tie particularly with the killer's background but it is my personal taste.
Secondly, it is just a debuff touch and now i'm talking the technical side. This killer is just an m1 killer, without a real power. It does give a slow down and the killer has a nice passive playing with the speed in a really REALLY soft way, but that's it. If the killer player is not able to touch everybody while getting downs, the gens are going to fly like rockets. The power is not really able to help with the downs either (except the hindred thing, i'll talk about it) . Let's analyze some actual killers' powers that give debuffs. Pig: her debuff, the masks, slow down the game and can kill. Legion: The power gives a debuff that can down survivors, reveals other survivors and the power gives him superspeed. Plague and Trickster: They both debuff targets with ranged attacks. Plague's debuff worsen automaticaly until injured while Trickster can injure and down survivors with it. Doctor: can debuff with all the actions from his power and can deny completely generators, hook saves, pallet drops and rushed actions and shut down nearly all the actions of the survivors. He can also find survivors with his power.
See? Debuffs and ailments are never the main power, not even half of it most of the time. The power has to help the killer in killing, looping or tracking and the reanimated power does nothing about those issues. He is just a slow killer that can become a normal speed killer with some slow down if is able to touch all survivors, plus a minor buff to bloodlust, something that should not even activate at tier I if the killer player knows what to do in a chase. The strongest part of the Reanimated's power imho is the hindred status until healed. Strong, too strong. It can secure downs in a really wrong way. Clown is the only killer that has a hindred debuff power this straightforward, the whole power work around that and even that has a duration.
For the perks:
As already said by Critical, Zombified breaks the Legion. I don't really like Hex: Grave Danger because it has the potential to be really weak and also to be as dangerous as noed while also possible to be played WITH noed. Death Calls is an aggressive dying light but nerfed in the numbers. I don't think the killer should have a free injure on a survivor from the start.
Head-First is good. Yeah, it is unnecessary and mostly useless in many maps but who cares? it looks fun! i really like it. Scholar is a really well made perk, fair and square. Fight Back is broken and unsalvageable, Critical already said everything possible, big no no.
It is good to see a new zombie chapter, keep trying, big fan here.
-
A new "patch" is ready! A small rework and some visual additions!
-Give Me Sanctuary! REWORK (Survivor):
staying in the basement for 10 seconds will recharge the equipped item by 50/75/100% and also will provide you 5/6/7%HasteStatus Effect fo 10 seconds. This Perk will deactivate after use.If you are the last survivor in the trial when the Killer closes the Hatch, this perk activates: You gain the Endurance Status Effect and a 18/24/30% Exit opening speed bonus. If the Exit Gates get powered or you get hit by the Killer, this perk deactivates.
ADDED PERK ICONS FOR THE GARGOYLE
Ok, i'm no artist and i'm not able to draw on pc. I've created these placeholders by using parts of the in-game perks. Quite happy of the result but, of course, they lack any visual flavor from the Gargoyle. At least they look somewhat in theme with DBD. These are patchworks.
Broken Ribcage: Actually, there is no in-game perk that has the same exact broken bones visual theme of this perk. So i've simply put together a claustrophobic icon to reacreate the sensation of short breath.
Hex: Court of Eyes: Pretty close to my original idea. Maybe one day i will update it to be more gore-ish.
Blood On the Steps: This one is nearly perfect in catching my idea for the icon. No Gargoyle/church theme but i'm satisfied with the result.
Broken Ribcage
Hex: Court Of Eyes
Blood On The Steps
-
@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/235233/should-ruin-become-a-regular-perk
I don't think it should become a regular perk, but I do think that totem spots need to be reworked, because it's honestly insane how most of the time totems spawn in literally the dumbest most obvious spots. At least even though I hate grim pantry and pale rose at least for outdoor map wise they have really good totem spots. Coldwind totem spots forget it, they are going to go in like 2 seconds.
Disturbed ward. On that map the totems have like two or three spawn points located in the center of the map, outside the building in plain sight. You can salute your totems as soon as you get in the trial if they spawn there.
-
@BitingSea said:
I've been going through a pretty bad shard of life where I kinda just really hate a lot of the people around me and overall I have a very short temper when it comes to other people's actions, and just 1 rotten fields flashlight crew has made me extremely mad to the point it feels like my entire body has been in an oven and I'm really close to breaking something. I love this game so I can't really decide if it's time to take a break until I'm in a better general mood, I was hoping some of you guys could help me decide, sorry that I'm asking a question like this but I'm in a very unsure and hateful time of my life and I need more input on what to do here. Take a break or keep trying to play?
Just happened the same to me, the exact same thing. I've returned to play the game again only recently and i'm already boiling. Can't stand to face premade crews in low ranks and get trash talked after because i was too weak for them. Take a Break. I'm going to do the same probably.
-
Devs already said that facecamping, camping and tunneling are all intended game mechanics. That's understandable, DBD is inspired by the Texas Chainsaw Massacre movie, where Bubba camped the same room for quite a bit, killing three people and then he "facecamped" them on the hooks. Even in nature a predator would aim at the wounded prey not at the rest of the the herd of preys, it is the most efficient way to kill. I do not want to sound harsh but this whole rant is like getting on the bumper cars and complain because the other cars bumps into you. This videogame's psychotic serial killers are still psychotic serial killers and DBD, even if it is a videogame, it is a Slasher Horror videogame before everything else. "Camping" and "tunneling" are what makes a horror serial killer what it is. It is the whole point of the entire game, the entire genre.
-
@LittenKitten said:
The Gargoyle power is very interesting, and it seems quite balanced. I think this is a great idea and I'm surprised no killer has ever had any power like this.
Thank you really much! i'm particularly proud of Gargoyl's power but i think it is still improvable. I will work on it some more
-
Took me some months to solve some of the problems i left on the Gargoyle. I think i found good solutions overall.
-Blood On The Steps REWORK(Killer):
The Killer siphon blood pools from the floor in a area 6 meters wide, centered on them. For every blood pool siphoned, the killer collects a token. Each token provide 5% Vault, Pallet break and Breakable Wall break time reduction. 25/50/75% maximum bonus. All tokens are lost after performing an attack.The Killer siphons blood pools from the Terror Radius area. After siphoning 50/40/30 blood pools, the perk activates. The next time a survivor is put in dying state, gain 5% speed for 20 seconds, then the perk is deactivated until refilled.
-Broken Ribcage REWORK(Killer):
Injured survivors cough louder when crouched by 25/50/75%. If survivors spend more than 45 seconds outside the Killer's Terror Radius, while injured,Killer Instinctwill reveal their location for 1.5 secondsInjured survivors cough louder when crouched by 25/50/75%. Survivors that perform rushed actions while injured, receive the Exhaustion status effect for 15 seconds.
-Cornered Prey REWORK(Survivor):
After standing still crouched for 2 seconds, your grunts of pain are reduced by 25/50/100% until you move again. When starting to move again, you will move at 150% of your speed, you will leave no scratch marks or pools of blood and your normal breathing and grunts of pain become louder by 50% for 3 seconds. ReceiveExhaustionstatus effect after use, for 60/50/40 seconds.Standing still crouched for 5 seconds, while in the Killer's Terror Radius, will muffle grunts of pain by 25/50/100% until you move again. Leaving the crouched position will grant you 150% bonus speed and you will leave no scratch marks or pools of blood for 3 seconds. Causes the Exhaustion status effect after use, for 60/50/40 seconds.
-Gargoyle's Power REWORK: Heavy Doom will no longer cause the Mangled status effect.
-Gargoyle's Add-On "Scattered Shrapnels" REWORK:
Heavy Doom landing no longer inflicts the Mangled status effect. Instead, it inflicts theBrokenstatus effect. It persists for 45 seconds.Heavy Doom inflicts the Mangled status effect. It persists until the survivor is healed.
-Gargoyle's Add-On "Hercules' Pulverized Skull" RARITY CHANGE: VR, from UR
-Gargoyle's Add-On "Hercules' Squashed Body" REWORK:
VR - Hercules' Squashed Body: While The Gargoyle is petrified, all survivors hear a distantTerror Radius.UR - Hercules' Squashed Heart: While the Gargoyle is petrified, the Terror Radius affects the entire map. Survivors can no longer prevent The Gargoyle from obtaining Killer Instinct cues.
-
So, i've made some changes in the killer's perks.
- A minor buff on Broken Ribcage localization effects.
- A more important buff on Killer Instinct duration for Hex: Court of Eyes. This want to be a control buff, an experiment. I want this updated version to be the real base for a more important rework if needed.
- I've reworked Blood On The Steps. For the next killer, i've programmed to add a similar perk focused on chases through vault ecc ecc. While i'm trying to decide what is the best way to deal with the STBFL problem, i've exchanged the two perks.
@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/1766783#Comment_1766783
I'm glad I could help with stuff! I'm up to offer any suggestions I think off.
STBFL is incredibly powerful, yeah, so that is a big problem for Blood on the Steps. For Blood on the Steps, I guess I could offer 2 ideas. One for if you want it to decrease successful attack cd or if you just want to keep the concept.
First one: For every 3 seconds you're standing within 6 meters of a blood puddle left by an injured survivor, you gain a token (up to a max of 10/15/20 tokens.) The next time you land an attack, the attack cooldown will be decreased by 5%. When you land an attack, all tokens on all perks you have are lost.
My thoughts for this one were basically just "more situational than STBFL, but stronger", hence why it can entirely remove the attack cooldown sort of easily. But since it can do that, I had to give it the drawback of removing all tokens on every perk you have.
Second one: While you're standing within 6 meters of a blood puddle left by an injured survivor, Killer Instinct highlights that survivor, as long as they're not crouching.
This one is a lot weaker, but of course it could be altered in any way since the only stipulations are that it has to deal with blood puddles, and it can't decrease attack cd.
Forgot to talk about Court of Eyes, oops. Yeah it works as a trap Hex, but it's so much weaker in its current state than Haunted Ground. It's only one totem, shows Killer Instinct instead of auras, and shows it for very little time. Again, like Hex: Retribution but worse. If you want to keep the idea of a trap hex, I'd recommend something like this:
Hex: Court of Eyes - 2 trapped Hex totems spawn on the map. When a Survivor goes within 4 meters of a trapped totem, Killer Instinct is shown on them for 3 seconds. If a trapped Hex totem spawned by this perk is broken, the other breaks as well, and the Survivor who broke it has Killer Instinct shown on them for 8/16/24 seconds. All survivors for the next 120 seconds who go within 8 meters of a Hex or Dull totem have Killer Aura revealed on them.
The idea of this one is similar to yours, just I guess making it more similar to Haunted Ground and then buffing the numbers by a lot.
I hope some of these help, and that you like some of the ideas I offered!
thank you again for your suggestion. Those are giving me a lot to think about.
-
I don't know why my first comment disappeared :/
@Critical_Fish said:
I really like the Gargoyle and how its power works, and have no problems with the power itself.
The perks, however, are puzzling at times.
Broken Ribcage: This one is literally just Stridor but worse. Ways I'd buff it maybe would be by making it reveal Killer Instinct on injured Survivors who are within a certain radius of the killer?
Hex: Court of Eyes: Court of Eyes is... good? But really situational and the numbers assigned to what it does do are really odd and kinda bad. Hex: Retribution does the same thing it does but better, and it reveals auras AND doesn't have to be destroyed for its effect to work. Maybe really REALLY extend the time of Killer Instinct, and make it so it works until it's destroyed rather than after, as well as not limiting it to totems. Another way you could improve it would be to make it show Killer Instinct on Survivors when they enter a certain radius around a Hex totem? Maybe 8/12/16 meters?
Blood On The Steps: Pretty good in general, though overshadowed incredibly by Save The Best For Last. The concept itself is great though!
Overall, cool killer! I'm sure the survivor is great too, but I mostly focus on reading through the killer's abilities and perks for stuff like this.
anyways, thank you very much! that was quick! Can i ask you some suggestions for the perks?
I'll explain myself on them. I liked the idea of the first perk to be really weak, to be good only as support at best. Many in game killers have one but yes i can buff Broken Ribcage up easy. I wanted Court of eyes to be a trap totem like haunted ground, with revealing powers instead the exposed effect. Effects during cleansing are too easy to read for survivors. i want them to cleanse it. STBFL is a big problem. Is so strong that is nearly impossible to create other perks that give bonus on successful attack cd. There are only two ways to make new perk viable: make them weaker support perk for STBFL or make them unstackable with it. I don't like unstackable perks, they kill build ideas and variety. Do you have some suggestions on this problem?
I'm so happy you liked the power, i was really curious about it! thanks again!
-
@Critical_Fish said:
I really like the Gargoyle and how its power works, and have no problems with the power itself.
The perks, however, are puzzling at times.
Broken Ribcage: This one is literally just Stridor but worse. Ways I'd buff it maybe would be by making it reveal Killer Instinct on injured Survivors who are within a certain radius of the killer?
Hex: Court of Eyes: Court of Eyes is... good? But really situational and the numbers assigned to what it does do are really odd and kinda bad. Hex: Retribution does the same thing it does but better, and it reveals auras AND doesn't have to be destroyed for its effect to work. Maybe really REALLY extend the time of Killer Instinct, and make it so it works until it's destroyed rather than after, as well as not limiting it to totems. Another way you could improve it would be to make it show Killer Instinct on Survivors when they enter a certain radius around a Hex totem? Maybe 8/12/16 meters?
Blood On The Steps: Pretty good in general, though overshadowed incredibly by Save The Best For Last. The concept itself is great though!
Overall, cool killer! I'm sure the survivor is great too, but I mostly focus on reading through the killer's abilities and perks for stuff like this.
Wow that was quick! Thank you very much! really appreciated. May i ask you some suggestions for the perks?
I'd like to explain you my thoughts about those perks. The first perk is generaly always pretty weak in every in game killer. I like the idea of tiny support perks, but yes i can buff it up easy. I wanted Hex:Court of Eyes to be a trap totem like Haunted grounds that gives informations during the match instead the exposed effect. If i put effects during the cleansing, no one would break it. Save The Best for Last is a great problem. It is so strong that probably in future will be impossible to create new perks that give bonus on successful attack cd. There are only two possibilities to make those perks viable: make them weaker to support Save the best for last or make them unstackable with STBFL. I don't like unstackable perks, they kill build ideas and variety. That's why Blood on the steps is made this way. Do you have some ideas to solve this issue with STBFL?
I'm so happy you liked the power, i was really curious to know opinions on it.
-
I like them a lot :)
Pinhead is really fitting. @Mooks is right tho. The whole power map is a little bit too much. The power should weave the hooks a little bit more perhaps, is something original that no killer ever did in DBD.
Jason if possible is even more faithful to the original but maybe the power would be too much scattered around. It is really good anyways! Snipe teleport with 20second cd is pretty busted tho lol.
I don't know the creeper so i can't really tell. i found this power too crowded of effects.
Slenderman is my favorite character of the four. But his power needs a rework i think. I can imagine a 4 men swf with the victim running away from their teammates leaving them free to slam every generator. They cannot even predict you teleports so they would not even bother to destroy the pages. I think that as it is now, sleder would be a prisoner of his real for the whole match. I think that he also should generate thick fog :) that jason power is so neat!
I look forward to see more of your Pinhead and Slenderman! i like your ideas for them
-
There's one thing you can do. I do this myself frequently during the writing of a concept.
Look at the in-game text columns of the killers's powers. Find the longest one (Doctor/Freddy) and search that killer on the dbd wiki. Copy that killer's power from there and your killer's power in a comment text box here or the text box of a new discussion. If your killer's power is longer, probably your killer is too complex. After this research, try to find the most similar killer to yours (It think is Freddy) and count in how many parts that power is divided and how many bonus and malus inflicts. If your power has more parts or one or more of those parts activate too many things, you probably will have to cut something.
I hope this will help.
Edit: And save your work! Even if it doesn't seem, this is still writing, and writing is art. Is always good to be able to look back and see what you left behind. It is also useful, of course! I've also checked the lenght of your power in comparison of the doctor's. Your power is slightly longer. Remember that mine are just suggestion. If you like the power as it is, leave it there :) Probably i'm wrong.
-
The Perks are perfect, PTB-Able. Really Nice Job.
Except for Let The Monster Rise. it is too weak and that 90 second cooldown is not really useful. Having to collect the tokens is already a cooldown. No killer would be able to make the survs drops other 5 pallets in less then 90 seconds. I think every token should let you do an empowered action, but the killer cannot collect new token until the current 5 tokens are consumed. What you think about this? as it is now you are gonna do only one action during the whole match, two times at best.
But again, all the other perks are masterful. GG.
The power is too crowded. the x-change thing is not really needed and it doesn't really make sense lore wise. The fog dimension is rigged, i don't think the entity would let the repoman accept payments in objects.
Now, Missed Payments is absolutely busted. Is so crowded that a survivor would rot away in the first 10 seconds as afflicted. No killer status effect is so strong. The closest one is Freddy's Dream World that only inflicts a nerfed Oblivious status effect, makes the surv influenceable by the power and activates the clock minigame. Look at how many thing get activated by Missed Payments. Oblivious, Hindered (20%!?), Exposed, if surgeon eye is active they get MORE Hindered and Exhausted, they cannot fast vault and enter lockers quickly. They also cannot escape at all, and must lose time at the x-change. This is unwinnable.
Let's make some order:
No one can fully block hatch and the exit gate lever, is a fundamental rule of dbd. The x-change is not needed. Only one hindered status source is enough. The pallet miss that gives exposed and the impossibility to vault and enter lockers quick are not justified at all. Also see more status effect in the bottom of the screen in nearly of no use and at this point even exhaustion status is not that well justified.
I think that yes, the Surgeon eyes should cause something like the broken status. Missing payment should inflict a secondary status like oblivious OR blindness to symbolize the fact that the victim does not expect a visit from the repoman.
Return to the old power and look at this list to get some idea about what is best to avoid. This need a lot of work.
-
Alright, the half charge this is fair. Yep, yep. :)
I've just noticed one more problem with this perk. A coordinate 4 men swf can keep the killer in a 12 second stun by chaining the the perk. Have you noticed this possible combo?
-
I've nerfed Fenris Ranger. Also, i've added some images, without it was just a boring wall of words lol.
Not sure yet on what kind of negative effect should have Borg's Queen Whispers and for Hex: Hive Mind i'm probably gonna wait. I totally see why you are concerned about that bonus. Maybe a third voice will figure if there is space for a nerf or not.
Probably in the next days i will return on the power. It is in a good shape but i wonder if i'm able to smooth it a little bit more.
Edit: I've changed the wording in some parts of the power. I've also nerfed Protocol II by removing the second selfspawned alcove.
-
You liked my traps! I'm glad i was able to help you :)
Ok, some advices:
the spotlight thing doesn't work really. It does not take into account maps that do not have an external zone. In normal size open maps would be absolutely avoidable. at the start of the game it would barelly cover 1 gen. On Ormond would be absolutely useless. Many gens are also covered by buildings and walls. The idea of the special power box that requires a toolbox or one of the special items is really cool. The problem here is that is too avoidable, i can imagine a lot of counterplays and probably some times it would be shut down by the map itself. Your power already works pretty well, i think this is an overkill.
The perks are monstrous. In size and complexity. they are starting to look like killer powers. Study some of the original perks or some of the fan made perks posted in this forum. The main thing that this concept needs is a smoothing, not more mechanics.
-
@Exerath1992 said:
Okay, so I can't really say much on the survivor character cause im a next gen star trek fan, but sounds cool enough lol.
Perk feedback
Tetryon Radiation: pretty cool. I feel was gonna say toolbox wouldn't come into play much but then I remembered sabotage and realized it has value. Very helpful for those that constantly try to blind you after dropping a pallet too
Hex: Hive Mind: The perk seems interesting, but firstly I want to clarify: does "travel phase" only count during the instant its changing totems or the entire time before it fully activates? If its the entire time, its definately over powered because that could be a ton of successful attack cool down, especially when paired with save the best for last. Technically, if you had both maxed you could probably have an instant cool down after hits which would be way too strong. I'd suggest dropping the missed attack cool down entirely, as the generation degradation increase and the exposed and aura generation is a lot of value already, especially considering you are likely to get value out of this perk no matter what, unlike most other hex perks, because of the totem constantly moving.
Resistance is Futile: This one seems a bit powerful as well. My first issue is that it assimilated them, which is specific to both already and gives him more value from the perk than it should. Maybe change them to "hacked" gens. Also, the repair reduction AND screaming AND gen blocking are a lot already. Maybe instead of gen blocking, it should give survivors something less debilitating, such as aura blindness.
Really strange. I expected you would tell me the skills were too weak.
Your're right on the survivor side, yes. Fenris Ranger needs a little usage nerf. I will get rid of the healing trigger. The sabotage thing i think it is too strong. Also the Borg Queen Whispers need a nerf, maybe a bigger one. It was originally intended to give a lot of action speed in exchange for some malus. I will remove the haste bonus and maybe replace it with a malus. I just need to figure out what kind of malus.
On the contrary, i do not agree on the killer perks. Let's start with Hex: Hive Mind. Yes, the travel phase is all the time before its real activation. But that's not that strong, is just a defensive mechanic. And even if it managed to visit all the dull totems it would grant only 20% of bonus miss and successful attack cd recover. Save the best for last can grant 45% permanent bonus if you kill the obsession and Unrelenting grants 30% of missed attacks recovery. But it would hardly visit all the dull totem before one or more of them get destroyed anyways. The killer have to defend the hex totem AND all the dull totems to ensure the max bonus and even if the killer achieve this task, it means that probably no dull totem got destroyed at all and the Exposed part of the perk would not even activate. It self-nerfs when get too strong. Maybe i will change a little bit the wording to limit the exposed effect only to those that destroyed a non visited dull totem, to make the self- nerf unavoidable. I'll think about it. Now, Resistance is Futile. Actually the fact that it Assimilates is something that plays against the Borg. In the Borg's power i specified that he cannot assimilate more then two identical object at the same time. Yes it helps him spread better the assimilation to other objects but the Borg can't stack more gens. If the Borg uses Resistance is Futile, he cannot even choose what gens will be assimilated. If i change the wording, the Borg would be able to assimilate other 2 gens or stack the progression malus on the "hacked" gens. Your suggestion would make it even stronger. Yes, It slows down gens, make people scream and enitity blocks. But it will activate only if the obsession happens to start repair one of the assimilated gens and it will block only that gen. A survivor in swf that is not the obsession can even try to guess if the generator is assimilated by its slowed down progression and communicate it to others. The gen lock is minuscule and it will hardly happen more then a couple of time per game.
Thanks again for the support to my concept :)
-
I've no big analisys this time. For the moment.
The killer has 2 issues bound to in game mechanics. It has a big rng component, too big. Pig has a far more soft rng in her power and still is considered one of the things that needs a rework the most. Also uses alot of AI to work. In dbd we have not much to say how an ai would work in game. the closest thing to your zombies the game has are the hag's traps. I like the zombie power a lot, ok, i have a WIP concept that would use an AI too, but we have no tools to judge it. I like it, that's all. His rng thing and the quantity of subkillers that this concept uses would make the killer impossible to master and too hard for survivors to adapt to it. Every one of them would be a cool killer, even if they are all in a pre alpha state. Rebalance the rng and refine more the powers, until then, hardly we could make more indepth suggestions.
For the perks, i like fumble recovery and tracking skills. Lineamans rush is absolutely busted, a nearly spammable stun, would be a nightmare to play against. Coaching skills is even more abusable. i can already imagine a 4 man swf with 3 coaching skills survs crouched near the killer and the forth survivor that keeps spamming dead hard. I can feel my blood boil XD. Tampering is deliverance and decisive strike with no malus for the user and no way for the killer to predict it. It should be a one use perk i think and should have less positive traits. Jerry rigging is nice in the concept but it cascade to quickly, it becomes too strong numerically too soon. False egress is the pig trap in a nearly unescapable version, people hate rng. Break through is fine and loot dispute is my favorite perk here. I think it should not have the cd at all, it has a so occasional use that i think it would be fine. It even gives me Killer Power vibes and i have already an idea for the possible killer.
Waiting for the next changes to this concept.
-
Really nice looking perks. The first two are nearly ready to get in the PTB. Here some suggestions:
Allocation: the activation for a killer grasp save is too much specific. Maybe change it with a protection hit. It is a buff because is something easier to achieve and it put some risk on the perk. It is awesome anyways.
Fake out: Great perk as it is but the killer would down the surv really quickly anyways. The surv should have the immunity when they get up, like when you use the Dead Hard, instead of a sprint burst. Maybe the surv should get exhausted by this perk, just to add a cooldown, it risks to be too strong otherwise.
The third perk is too strong. Killer get stunned only by pallet, Head On and their power. It is something extremely strong. It must be regulated by one or more malus. Maybe it should work only with toolboxes Med-kits, only when they are still full. The cooldown should be higher, like 110/100/90. Maybe it should be another exhaustion perk. This perk paired with dead hard or sprint burst would be unbeatable. I think a good name would be "Headache" lol.
Nice work!
-
Ah! it comes from a game. This changes everything. You are bound to some rules. Ok.
So. Let's sum up all the aspects of the killer in that videogame. He sprints, for sure; he is fairly stealthy; he can set up traps on waypoints; Blood and flesh are important themes. And now let's use them on the power you suggested. I'll reinterpret the power, tell me if you like some of the changes.
Pursuit has 2 charges. While in pursuit, The Butcher runs at 130%(5,2m/s. like legion) for 3 seconds. It has 2.5 second of cooldown. If the Butcher misses an attack or runs out of charges, he is stunned by Fatigue for 2.5 seconds. Charges are replenished in 15 seconds each.
Scattered around the map or in the basement, there are 2 Trip-Wire Alarms and 2 Puncturing Booby Traps that the Butcher can collect and set up on Vault locations, Doorways, Pallets and Hooked survivors. Survivors can disarm the traps. Trip Wire Alarm: If a survivor interact with one of the object trapped with a Trip Wire Alarm, it plays a loud notification sound and reveals the survivor's aura for 5 seconds. If a Trip-Wire Alarm is activated, the Butcher gets the Undetectable status effect for 25 seconds. Puncturing Booby Trap: if a survivor interact with an object trapped by the Booby Trap, the survivor is damaged by the trap, receives the Mangled status effect and Killer instinct reveal their location for 1.5 seconds.
If a Trip Wire Alarm or a Booby Trap are activated, The Butcher receive 1 additional charge of The Pursuit and Pursuit running speed is increased by 100% until the Butcher hits a survivor while in Pursuit.
I think this is a little bit more agile and different from nurse. There is space for addons that increase the number of traps, increase timers duration, turn rates, that inflict other status effects. Tell me if you like it and feel free to salvage whatever you like from this take.
For the perks try to follow a couple of themes. May i suggest you to center the perks on hooked survivors and mangled status effect? or bleeding effects. I saw the game where the butcher come from, it is a puzzle game also. An Hex Totem will fit perfectly in the concept. it is mandatory, that was a good idea.
-
I really like the lore and the appearance of this killer. It blends so good with the dbd atmosphere. Really simple, i like it a lot. I'm looking forward to read the background.
But, i don't really like the power. It doesn't make him a butcher. He is similar to the blight but why the blight makes more sense? Because Blight is the unlicensed version of Mr. Hyde. Mr. Hyde is empowered with superhuman strength, speed and agility and he kill people with his cane, that's how we depict that character. Blight is well represented by his power in his nature of a pseudo Mr. Hyde. Why a butcher would be a sprint killer? why a butcher would set poison traps and trap wire alarms? Nothing wrong with the power, it is fairly good, but imho it should show the brutality. It lacks some gore, it lacks the Butcher in it.
The perks are unplayable in this state.
Defenseless counters a precise survivor perk that is considered a meme perk, not even that good. We recently seen in dbd with the nerf of Slippery Meat, that used to counter the trapper's traps, that something that counters a precise killer/perk/addon is seen as too old of a concept for the game. Was considered unfair to have a perk that countered one killer and not even one of the strongest. The same thing can be said for this perk.
Blood Mechanic is a stronger version of BBQ&Chilli in their BP gain side. Fine. But its other effect is strange. It can't be used with Hex: Ruin, Surge and Oppression and it too weak to substitue those perks. It is basically a support perk for BBQ&Chilli to gain superspeed in BP farming. A must have for new players but that's it. When the player has enough perks to get rid of at least one of the BP perks, BBQ would always see more play, its aura vision is too valuable.
Hex: Pain Enforcer takes too long to become really useful. It will nearly never get at its maxiumum strength. Also the fact that it doesn't stack with perks and addosn makes it impossible to elaborate a build with it. It has no synergy to play with whatsoever. It cannot even be defended by Hex: Undying because is a token totem. It is not even that strong to motivate all the malus on it.
Overall, for being a concept in early early early alpha, it is in a good spot. The lore is promising, the power works fine and the tuning is in good shape. It is awesome and i want to read more about it.
-
Short answer. No.
Long Answer. No and it would not be possible either. That could be arranged in two ways. The first one. You can make possible for the survs to report a killer for intentional depiping and have a gm to moderate the situation. This solution has to main problems: 1) the gm needs a record of every single match, without them, the gm cannot have the clues for the offense. 2) survivors could use it to bully killers. They would have the power to potentialy ban a player for losing. The second one. The report is moderated by a software...that cannot recognize the differences between an int depiping, a matchmaking issue, a bad streak ecc ecc.
Intentional depip is not an issue. less then 10% of all killer players is over rank 10. All the high rank players that want to play against weak players prefer to play with a smurf account. A smurf account is a faster way. Why someone would lose time and gain less bloodpoints to int depip? probably the 0,001% of all killers int depip. It will never be punished. If you punish a non-issue like that, no one would ever play as killer ever again.
-
@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1744555#Comment_1744555
Thanks man, you seem like a cool guy. Here are the chapter ideas I've had so far
Jason:
Voldemort:
https://forum.deadbydaylight.com/en/discussion/197727/new-season-idea-the-nameless-voldemort#latest
Repo! The Genetic Opera:
https://forum.deadbydaylight.com/en/discussion/184340/new-season-idea-repo-the-genetic-opera#latest
It is done :) i've covered all the suggestions you asked for :)
What do you think of the perks in the Borg and Annika concept?
-
So, here we are. I've seen all 3 your concept as you asked, but since i feel that it would not be fair to all other creators to bump up all your discussions with my comments, i've decided to focus my suggestions for all three under the best one. Repo! The Genetic Opera is undoubtedly your best concept.
The power is outstanding, it is really, really cool. i have only one critic for it: why the killer would toggle off the surgeon eyes? it has no negative side if the survivors in range have tokens on. Also you are really into buffs to bloodlust. Bloodlust is a really small buff by itself and still can be too strong but for activating it you need to spend too much time running behind a survivor. Impossible to balance, if you spend too much time you risk to lose your game to activate half of your power, if you are too efficient, is basically gameover for the survs without margin of comeback. My suggestion for Surgeon Eyes: Repo is slown down when it is toggled on by 10%(0,4m/s). Healthy survivors caught by Surgeon Eyes get X Status Effect, Injured get X status effect, Exhausted get Blindness status effect. Status effect active for something like...humm 25 seconds? something down those lines. Get rid of the scaling tokens on Surgeon Eyes, they overcomplicate it. A couple of suggestions for the power in general:
- People already suggested you to change the token on survivor mechanic. Super quick to do. Transform Missed Payment into a status effect that fires up over time. Done! problem solved.
- Buff Missed Payments: Survs can get rid of it too quickly. nerf their ability to cleanse it. Maybe they should not lose it when hit. Suggestion: they can cleanse it totally only by getting hooked, but they can slow down the timer by doing a set of action of your choice, like searching in chest.
- Buff it more! gen progression malus is not enough really. Maybe at max Missed Payments they should get an additional malus.
That's it, not much more to say about the power. Rework Surgeon Eyes and buff Missed Payments.
Perks - Suggestions. Perks are pretty good, most of them just need a small buff, nerf or a small quality of life change.
- Let The Monster Rise: You lose the token only after performing the damage action empowered by this perk
- Thankless Job: the timer of persisting auras should be 3 seconds baseline, instead of 0/1/2
- Night Surgeon: maybe the scream is a little too much. Something less revealing? Good in general.
- Anathomy: absolutely broken. Needs a big nerf, maybe a rework. Failed skill checks completely avoided, with no cooldown of usage. The malus are too weak and the heal too strong.
- Things You See: No. This one cannot be saved.
- Sub-Market: Nearly Perfect. The delayed cue for the killer can sell off the direction you are following too bad. Maybe is better a scaling down range for the cue.
- Sympathetic Killer: Cool but needs a nerf. Nerf the slow effect on the killer and you should be the only one that affects the killer with the perk.
- Blood Condition: Perfect.
- Genetics: nothing to say, cool 2 swf simple tool.
You captured the soul of this movie really well in this concept. I like it a lot. Thumbs up. i would buy it.
Now. Some words for your other concepts.
Jason: You told me it didn't get much following. easily explained: everyone made a Jason concept. the community is now saturated. Plus, it focuses heavily on buffing bloodlust, and that's the one thing in dbd that's best not to touch. Jason and Bloodlust hardly interest now as themes. It's not your fault, it's just their condition right now. also, you posted that concept in the wrong place. It is in general discussions and not in creations. There nothing you can do for it, it is not salvageable, except "Relentless". Relentless is a good perk.
Voldemort & Survs: Those characters are so powerful that are not possible to properly adapt to dbd. Even their fantasy doesn't fit. Just my opinion. But it got a good following! It is big, simple, complete. Good Job! It can stand by itself with the suggestions others already gave. I'll now provide you my take on some aspect of it:
- Voldemort's power is weak. Super weak. Those are basically two green perks that can be interrupted by survivors. Maybe you want to rethink it.
- The Protecto perk is a death wish in form of a perk. it doesn't work.
If you want to follow an advice: Take the snake m1 attack, The curse of terror perk (your best perk, chef kiss! i love it, my favorite thing in all your concepts. maybe change the scream and multiple explosions with killer instinct), Uncanny Search perk, Jason's Relentless perk, Invisibility cloak perk and the wardrobe (transformed into a perk) and use them in a completely Original Concept. If those are all you ideas, they must shine by themselves. They are so good that i think that are wasted on voldemort and harry potter ideas. SO GOOD.
I hope that this helped you!
-
@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1744042#Comment_1744042
Happy to provide feedback. I've done 3 chapter ideas like this. Could I get your feedback on them? Either on suggestions for the ideas or for how to get people to give feedback? They've generally just sat there with no comments and its pretty deflating. You get a lot of feedback and im impressed
Ah sure sure, i'll see them as soon as i can. I have no much experience on dbd fan made, but sure.
Hot to get people to give feedback. This one is tricky. Let's start from the easiest part. If you get at least one comment, answer to them and ask for further suggestions and partecipation, as i did with the member that commented before you. Engage a conversation.
@Deadlock said:
https://forum.deadbydaylight.com/en/discussion/comment/1741997#Comment_1741997
I cant say there is one particular thing about it that I like. I love the power if I had to pick. Its also very organized and formal.
(and thanks again Deadlock. Then, i'll keep this format for the next chapter)
If no one has left a comment, maybe there is something in your concept that doesn't work. Maybe it doesn't attract discussion for some internal reasons. That's why i worked on The Borg for a lot of time. I posted this chapter only when i was sure that i've covered nearly everything. If you look at it now, you have just to find some pictures and a soundtrack to play while reading it and you can basically imagine a whole gameplay of it. That's the reason why we all like to write these kind of things. We are building a personal experience of this little world of DBD. The more complete is the experience you provide, the more the people want to spend some time on it. I have some experience in that, i write for fun in my free time (and i have a lot of free time now, unfortunately) and i'm a fairly expert Dungeons&Dragons dungeon master, as an amateur i have my share of experience in world building and self-made content, this helped me of course. I'll provide you more indepth suggestions on everything you asked for in your discussions, if i'm able.
-
@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1743524#Comment_1743524
Gotcha, i see your points, makes sense. It feels like protocol 2 seems a bit weak for me. I know all your assimilated stuff is now affected, but i feel like it would be really hard to down someone because you're basically an m1 killer for the first 2 phases. Maybe in phase 2 he could get TR reduction or something to give him a bit more edge. Idk. Great idea though buddy
Thank you for your suggestion :) really appreciated.
I've added the starting Alcove. Alcove saves do not trigger Protocol III anymore. I've also slightly modified the wording in a couple of sentences. Probably i will adjust something in Protocol II in the future but for now it looks good. Thank you again!
-
Yes, fair enough, the starting alcove is something that should be a baseline thing. i'll change that. I'm probably gonna get rid of the alcove save triggering protocol III. Survs should not have complete control over his power. But i'll leave the first gen triggering Protocol II (to answer your question, yes that triggers only when the first gen is completed), i think it adds some hurry in the set up phase, just to keep up the pace with the rest of the match. Anyway, you can spend remaining Object Assimilation tokens in later Protocol I activations. It is not game breaking the loss of the first set up phase.
I thought about getting rid of Protocol II too but i feel it is necessary. Without it, the power just become a blind race to the closest alcove with pretty hard punishments if you mess up a couple of chases. Also Protocol I risks to be too crowded of effects. There must be an interlude to smooth the system. Also that absence would make the insta-down phase too common. He would become too strong. Protocol II also help to not get punished too hard for a wrong timing in reaching an alcove. Get into Protocol III and complete a successful insta-down are a big sacrifice of time, BIG. The insta-down takes 7 seconds of animation (i'll reduce it to 6 maybe). Protocol II is a moment were you are still deadly as a normal killer, that gives you the time to valuate the right moment to switch to Protocol III without losing pressure. Also i have to consider one last thing. the passive style of Protocol I is important lore-wise. Fundamental. It is not that punishing being slow during a set-up phase anyways. Killers like Hag and Trapper hardly interact with survivors if they have the opportunity to set up a good kill zone. The Borg is also nearly completely stealthy, a good player can still creep up to a survivor on a gen or a totem, even as slow as the nurse. I think that the starting alcove will balance enough the negative side of Protocol I.
As you can see, i've thought quite alot on this matter. The last Add-on, the Iridescent Omega Molecule, is the power you suggested.
-
@Exerath1992 said:
I'm very confused by the power.
My bad. I'll try to explain it now. The Borg's power is similar to The Shape's. The difference is that the Borg is free to switch the ranks of his power, after the first gen is completed. He doesn't have to charge a bar like Michael Myers. Instead, he can switch his power rank by interacting with an alcove. The alcove also function as a more powerful hook, they don't do anything else. The only thing that change at every power rank is how "Assimilation" work. During Protocol I, he can Assimilate only a small number of objects. During Protocol II he can assimilate survivors but only when in dying state. During Protocol III the ability to assimilate become an instadown with a long animation. that's it.
Let's summarize with the help of the Shape, the killer that i used as the skeleton of the Borg's Power.
- During Evil Within I, the Shape is undetectable, has no red stain, no terror radius, he is slightly slower and has a malus on his lunge range. During Protocol I, the Borg can be detected but has no red stain, no terror raidus, he is slow as the Nurse and can Assimilate objects.
- To get to a new rank of Evil Within, The Shape must stalk survivors until his bar is full. The Borg can get new ranks of his Protocol by interacting with an alcove, at will.
- During Evil Within II, The Shape has a small terror radius, normal speed and increased vaulting speed. During Protocol II, the Borg has a normal terror radius, normal speed and can Assimilate dying survivors.
- During Evil Within III, The Shape can insta-down survivors for 60 seconds and has bonus vaulting speed and lunge range. During Protocol III, the Borg can insta-down for 60 seconds.
- Only survivors with the Assimilation status effect can be sacrificed at an alcove.
The Borg basically act like the Shape but is slower, less stealthy, more free and has the assimilation system instead of a bunch of bonuses.
-
Wow. i just replyed to you under my concept. I didn't see you just uploaded this really good tiny advice. This explanation immediately inspired me another killer. Original, this time. I'm also gonna add to my Borg concept, with a new replay, some perk builds and extended lore explanation of the power. Really cool!
-
@Deadlock said:
Jesus this is amazing. Good work!
Thank you!
There's something you like in particular? Or something you don't like? any advice is more then welcome :)
-
@bubbabrotha said:
This is awesome!
Thank you very much!


