GReY_WolF
GReY_WolF
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@TheMythicalCat said:
I really like this idea, but it might be too hard for the reward you get. I can see how his power would work in a chase, but it's easily countered by leaving loops, making him an M1 killer. Just wait out the 5 seconds and anything you do to a Gen would be useless. He doesn't have anything to do if the survivor just leaves the loop, so that's what Survivors will do, making his power useless. I would allow him to do something if the survivor just runs in a straight line. Other then that, really good idea.
But this also means that if survivor constantly changing chase place:
He can be caught in a bad position for him
He most likely will guide killer to a place where repair in progress which will apply more gen pressure, than just running loops far away
Ofcourse he must have some counterplay and weakness like every killer must, and leaving loops is his weakness ofcourse, but it also can be improved by some perks and such. Currently i see him in line with Trapper, that also kinda weak vs leaving loops, but for loop control he actually must use his time, which easily taken by survivor to change position, and with Wraith, which is also M1 killer that is not much better vs leaving loops, but actually quite worse for loops themself and The Twin is also can use some speed boost to shorten distance, using speed addons, but this require proper positioning, but also does not takes time of ability casting time.
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Babadook dook dook
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@Atchoo said:
I like the idea of twins but I can not imagine how their power would work ingame. Im pretty sure this would be a buggy mess when they try to implement it.
Is the twin walking the exact same route as the player?
What happens when I break a pallet or when I get stunned? Is the passive twin performing a breaking or stunned animation aswell although the pallets broken?
Dont get me wrong I think its a good idea but I do not see the added value of the passive twin. Maybe you can explain it to me?
Great work, I love to see posts which are made with much effort. Thank you for publishing your idaes! :)
Is the twin walking the exact same route as the player?
Yes
What happens when I break a pallet or when I get stunned? Is the passive twin performing a breaking or stunned animation aswell although the pallets broken?
I think that when you do actions, that can not be repeated, the Spectral Brother does a basic attack instead so there is some situations:
1) Original: breaks generator
Copy: basic attack
2) Original: breaks generator
Survivor: taps generator
Copy: breaks generator
3) Original: breaks generator
Survivor: repairs generator
Copy: basic attack
4) Original: breaks generator for 50% and then cancels action (fake)
Copy: stands in a place
5) Original: being stunned
Copy: basic attack
6) Original: pallet break
Copy: basic attack
Also i think that basic attack of a copy should do a 360 degree autoaim with non lunge attacks, as its an AI, but think and many other aspects should be tested and balanced ofcourse.
Dont get me wrong I think its a good idea but I do not see the added value of the passive twin. Maybe you can explain it to me?
Its a regular m1 killer but with strong antiloop and backtracking ability, that does not require an active preparation like setting traps.
Antiloop
Checking for something (is gen being repaired?) then quickly get back
Ability basically forces survivors to always run forward and avoiding getting back
Twin can confuse players (was that the real one or a copy?)
Tracking perks interactions (Surveillance for example)
And everything else.
Great work, I love to see posts which are made with much effort. Thank you for publishing your idaes! :)
Thanks for feedback, much appreciated!
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Added Perks:
Old Scars
After hitting a healthy survivor 2 times with basic attack, further basic attack hits will apply Deep Wound Status Effect. The Survivor has 20 seconds to mend themselves.
Old Scars can only be triggered once every 50/40/30 seconds.
Shared Weakness
You become obsessed with one Survivor.
When your Obsession become Exhausted cause the Exhausted status effect for 30 seconds for all other survivors. Putting your Obsession in dying state cause the Exhausted status effect for 40 seconds.
Your Obsession recover from Exhaustion Status Effect 35/30/25% faster.
You can only be obsessed with one Survivor at a time.
Twin Strike
Missing non lunge basic attack makes your next lunge basic attack within 3 seconds longer.
Twin Strike can only be triggered once every 20/15/10 seconds.
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The only thing that could make it better is showing a hatch even after being closed, so you can open it with a key. Great for easy hatch escape challenges.
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Any thoughts?
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It can also trigger only on protection hits so it requires some setup, or hits taken close to another survivors, so it's more stable to trigger.
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Also was thinking about perk like this awhile ago.
+3 seconds is clearly too op, like 1.5-2 sec. at max
And the drawback of the perk can be increased attack recover of a basic attack that triggered it.
Making it exhaustion perk makes it quite useless.
So as for my suggestion perk reads as:
Elusiveness
Bonus movement speed after being hit while healthy is extended by 2 seconds. If caused by basic attack it cool-down is reduced by 40/35/30%.
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If it's too strong can have some downsides also (one of following):
1) Requires you to be hooked once
2) Applies hindered for 30 seconds
3) You can not do any actions other than vaulting or pallet dropping
4) Applies Haemorrhage and Mangled until you fully healed. Perk activates again only after fully healed.
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@Redhawk_uk2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145844#Comment_1145844
For the endgame escape issue you brought up, the perk cpuld also not stack with deep wound so bt would counter a survivor perk making the low risk high reward of bt a bit more risky.
+
Also it's an exhausted perk, meaning you can't use other exhausted perks with it, Dead Hard for example, that also can help you rush exit.
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I think it's already strong enough, as it can almost guarantee trigger 3 times even if you are tunneled and wastes much time of a killer with also giving you good opportunities to escape without being hooked. But if buff is really needed death timer can be increased to 5 seconds with sprint left at 3.
@Raptorrotas said:
While i am against second chance or "lok that didnt count" perks, 3 seconds is way too short.
Try deep wounds instead of the 3 second instant down.
Giving this perk a deep wounds effect will make it infinetely op and broken.