Immersion
Immersion
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1374665#Comment_1374665
I think he has all the good stuff Killers really enjoy, but it's too much in one Killer for survivors.
- He has ultimate stealth, since he can become a survivor without a survivor getting really any indication
- He is as fast as the typical M1 Killer, but also has a ranged ability in his Killer form (which is stronger than other ranged killers with no other special ability other than their range)
- The perk to bring back all totems on the map is OP in itself. Having to deal with all the hex totems in order to progress, just to get to the last dull to avoid NOED and have it not only bring back all the totems, but resume all the hex totems, would be too strong.
- The Intense Focus perk seems to nullify his reduction of speed while in human form
IMO, you would have to make a choice between him having the super immersive stealth by assuming the identity of a survivor -or- having the ranged ability (which, of course I think you would forego the ranged ability because its cooler). The two together make him extremely strong, no matter what form he takes and both are, in their own right, a special ability.
I think the stealth ability would need some limitations. It's not particularly fair for a Killer to be able to, completely undetected, get face to face with a survivor and them have no idea. This would be super problematic when, say, a survivor is injured and seeking heals. If the Killer can then just down them immediately, and the survivor has no idea until they are literally in dying state, that would be a little nuts. Maybe if the Killer could only inflict deep wounds on an injured survivor in this state or injured status on a healthy survivor.
This is MUCH stronger than any other stealth killer in the game. At least with other stealth killers, you can identify them visually - even if you cant hear them - before they get close to you and to get close to you silently, they only travel a 90-92% speed rate (3.6ms - 3.69ms respectively). So a Killer that can get close enough to touch you, with a walk speed of 107% is kinda crazy...enter in the Intense Focus perk...and they're even more bananas. There would need to be something to tell you from a reasonable distance that the survivor was actually the Killer...even if it was something smaller...a different face, a seeping from the skin.
Maybe instead of it having to be something where the Killer assumes a dead player...it's that the Killer compromises and existing player. So they look just like the survivor, but the survivor has an icon on their player avatar...so other survivors know one of them is compromised, but you're not sure which one. And make it easier to change between survivors to keep the anonymity going. This would dissuade people from wanting to work cooperatively.
And maybe you even make it possible for the Killer to regress generators in human form. In most situations this would waste time, right? So it wouldn't be a Killer's go-to over pursuing survivors, but it might buy some extra time in some situations, and it certainly would be devious if when you hopped on a gen with a survivor and started 'helping' them the gen actually began to regress...I wonder how long it would take a survivor to realize it and run? LOL
As for the hex perk, I think bringing back one hex perk vs. all the totems would allow the Killer to get more use out of their hex totems without being too crazy for survivors. Maybe it brings back 1 hex totem at green and 2 hex totems at purple...so you can get your ruin/dh/etc. back...but survivors aren't stuck with 10 totems per match when it's hard enough to randoms to do 5. Bringing back just the pertinent totems to the Killer in a limited amount seems helpful/reasonable, IMO.
I have long since thought it would be awesome to have a Killer who could take on a survivor form. So I do love this idea. :)
I left a rather lengthy post replying to this but somehow deleted it when going in to edit the spelling.
In short, thank you, for taking the time to give detailed feedback. I decided that I would make ballance changes to some things in order to make him more bearable for survivors. It is my aim to make an B - A tier killer, not and S.
Movement Speed as survivor Thing 107.5 > 105.
Blood tendrills has a 2 seconds start up and range 10 > 8 metres
Imitate: can imitate any previously injured survivor > can imitate any currently injured survivor.
To add some outplay potential and some further jump scare potential, a Survivor Thing will always appear injured. Using an injured survivors animations. This means that if all survivors are healthy on the hood, an injured survivor is a Thing survivor. And as he can only imitate injured survivors, The Thing has a greater need to hit multiple survivors and not tunnel, to give more chances of blending in and more targets for imitate.
Due to a Survivor Things injured appearance, a survivor can attempt a heal on it, at this point, the survivor thing can use Assimilate for an instant down.
Personal Perks. I like Hex Regeneration as it gives full hex perks a chance at being viable, and on its own it is useless as it can only recycle dull totems.
I also like a stalker perk, like Intense Focus however a speed boost is sloppy and not very creative, whilst also being quite powerful. So, anew perk to replace it.
Just the two of us
After being within 14 metres of a survivor for 18/14/10 seconds without being in a chace, your next attack or ability causes the survivor to become undetectable to other survivors for 30/45/60 seconds.
This perk trumps any other aura reading abilities.
Counter play for survivors playing again the thing.
Hug corners to avoid his blood tendrils attack.
Keep an eye on the hood early. If no one's been injured no one can be imitated.
Be weary of injured survivors mid game.
The Thing has no gen pressure, and is slow when imitating a survivor. Keep Your distance and work on gens whilst he wastes time.
If you see a body on the ground thst means The Thing can now always be a Survivor Thing. Be vigilant late game.
Hope these ballance changes help.
I love the idea too, The Thing is one of the best horror movies ever made. And to get a character like this would be fun for both killer and survivor.
If we got the thing a survivor would have to be MacReady.
Anymore ideas welcome
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1374665#Comment_1374665
I think he has all the good stuff Killers really enjoy, but it's too much in one Killer for survivors.
- He has ultimate stealth, since he can become a survivor without a survivor getting really any indication
- He is as fast as the typical M1 Killer, but also has a ranged ability in his Killer form (which is stronger than other ranged killers with no other special ability other than their range)
- The perk to bring back all totems on the map is OP in itself. Having to deal with all the hex totems in order to progress, just to get to the last dull to avoid NOED and have it not only bring back all the totems, but resume all the hex totems, would be too strong.
- The Intense Focus perk seems to nullify his reduction of speed while in human form
IMO, you would have to make a choice between him having the super immersive stealth by assuming the identity of a survivor -or- having the ranged ability (which, of course I think you would forego the ranged ability because its cooler). The two together make him extremely strong, no matter what form he takes and both are, in their own right, a special ability.
I think the stealth ability would need some limitations. It's not particularly fair for a Killer to be able to, completely undetected, get face to face with a survivor and them have no idea. This would be super problematic when, say, a survivor is injured and seeking heals. If the Killer can then just down them immediately, and the survivor has no idea until they are literally in dying state, that would be a little nuts. Maybe if the Killer could only inflict deep wounds on an injured survivor in this state or injured status on a healthy survivor.
This is MUCH stronger than any other stealth killer in the game. At least with other stealth killers, you can identify them visually - even if you cant hear them - before they get close to you and to get close to you silently, they only travel a 90-92% speed rate (3.6ms - 3.69ms respectively). So a Killer that can get close enough to touch you, with a walk speed of 107% is kinda crazy...enter in the Intense Focus perk...and they're even more bananas. There would need to be something to tell you from a reasonable distance that the survivor was actually the Killer...even if it was something smaller...a different face, a seeping from the skin.
Maybe instead of it having to be something where the Killer assumes a dead player...it's that the Killer compromises and existing player. So they look just like the survivor, but the survivor has an icon on their player avatar...so other survivors know one of them is compromised, but you're not sure which one. And make it easier to change between survivors to keep the anonymity going. This would dissuade people from wanting to work cooperatively.
And maybe you even make it possible for the Killer to regress generators in human form. In most situations this would waste time, right? So it wouldn't be a Killer's go-to over pursuing survivors, but it might buy some extra time in some situations, and it certainly would be devious if when you hopped on a gen with a survivor and started 'helping' them the gen actually began to regress...I wonder how long it would take a survivor to realize it and run? LOL
As for the hex perk, I think bringing back one hex perk vs. all the totems would allow the Killer to get more use out of their hex totems without being too crazy for survivors. Maybe it brings back 1 hex totem at green and 2 hex totems at purple...so you can get your ruin/dh/etc. back...but survivors aren't stuck with 10 totems per match when it's hard enough to randoms to do 5. Bringing back just the pertinent totems to the Killer in a limited amount seems helpful/reasonable, IMO.
I have long since thought it would be awesome to have a Killer who could take on a survivor form. So I do love this idea. :)
Thank you so much for taking the time to give the feedback. I really appreciate it and will take a lot fo what you have said into mind.
So, firstly I'll talk about his personal perks. The idea of Hex Regeneration was to give people the option of using full hex builds. Having to destroy the totems again would be balanced in that without another perk it basically does nothing, which is in itself its own limitation. So, I'm Fairly happy with that.
The intense focus perk was admittedly, a perk designed for Stealth killers and not very creative.
It would be nice to come up with a perk for myers, ghostface, the pig, thst gives them an advantage for stalking however. This may be a more balanced perk...
Eye for an Eye
After being within 12 metres of a survivor and not in a chance for 10 secondz, your next damaging attack or power will blind the survivor and cause the survivors aura to not be detectable by other survivors for 30/45/ 60 seconds. (This perk trumps all aura reading affects for its duration).
As for the abilities and being overpowered. I honest think whilst having an overloaded kit, he's not overpowered, not compared to spirit and nurse. His steal is stronger than ghost face, bit he has 7. 5% less movement speed. But I take on what your saying.
So, nerfs.
Survivor movement speed 107.5 > 105.
Blood tendrils 10 metres > 8 metres. (This is now only slightly longer than a basic lunge attack)
Imitation
Can be activated to change into any previously injured survivor > can only be activated to change into a currently injured survivor.
Menaing who ever the injured survivor is, the thing can mimic, that gives counter play as with 1 injured survivor you can just stay away from that survivor. It also encourages The Thing to not tunnel and injure multiple survivors in order to be able to change into more people.
I would be relextant to pitch a change on his base movement speed 115 > 110 as he can still be pallet looped, and whilst a survivor, very easily escaped from. And still needs to be viable in his base form.
As a survivor, again the thing I would now know 4 things.
1, He can only be anyone that's injured.
2, Hug corners to avoid his tendrils (like hillbilly)
3, he has no map pressure. So whilst he's a survivor trying to bait an instant down. I can be on the other side of the map doing gens.
4, treat anyone coming to help as a threat the long the game goes on. Early, there safe, mid, (injured = unsafe), late, when characters are all injured or dead, he can be anyone.
It think the survivor movement seed nerf was justified as he can theoretically slide of pallets too and slowly gain ground. But I think with these ch angles he would never be better than B tier (which is healthy) but would be a fun killer with unique game play, good jump scare potential and a anti tunnel condition built into his kit.
Hope These are better, not like they would make him. But, as one of the best hooror films. Ever made, this would be a great addition to the game..
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@DBD_Pinhead said:
I thought of a similar idea months ago and while it's a great idea on paper, it would be extremely difficult to pull off. Because coms still exist. It would be cool if you could assimilate a survivor where they're placed in a hold status like being caged and would last until either they passed a series of difficult skill checks for a certain amount of time or the Thing missed a skill check. But it's a well thought out idea and would be pretty great to have either the destroyed Outpost or the alien crash site as the level.
Thanks man, I feel like it's got legs. But team speak does mess it up a bit. That said he would still be a 107.5 moove speed killer with 0 terror radio us so not terrible. I'm happy he wouldn't be to tier but not useless either.
I'll have to check out yours
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@LALYTHIA said:
Its a very cool idea.
It is also incredibly over powered and wouldn't work without significant changes.
But really great creativity.
Thanks man, any suggestions? Ballance is hard first time. I think maybe making Blood tebdril an 7 metre attack & him a 110 movement speed killer would help. Then he's basically a 110 /107.5 Ms killer with a medium range attack.
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@DrBrain said:
How would The Thing be able to turn off playstation party or Discord? 🤔
Thought it was team speak within the game... Discord would be ab issue. Probably doable but might need to be reworked.
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I love the design but not the power. The balloon should indeed have some interaction and use. But the become. Other characters idea needs to be a little more thought out and potentially saved for a different characte.
I would potentially use lockers as his power, having him be able to concentral and teleport to them, like freddy does for gens.
Maybe use his balloons as an loop stopper, having them float and explode via proximity to a survivor, slowing them and covering them with blood.
These powers are simple but useful.
Maybe have his passive power that he always takes the appearance of a dead survivor (except they move in that twitchy way he does in the remake) just for added novelty.
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DBD "we have the most toxic player base"
League of legends "hold my beer"
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This is not an issue, and also, if you are lucky you can sometimes get one before they get out with NOED and a good lunge.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/114797/lets-do-a-deal-hardcore-mode
You want a killer perk (Self-care cuz wastes 32 seconds of the survivors to a bad reward) to be removed?
Yeah, not because I thinks it's op. Because it's cheap. Red stain, scratch marks self healing? These make the game less survival and more gimmicky, without them, it's harder and more realistic *I Relaise deamon samurai are not realistic*
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Hi, been a while. After reading all the comments I still stand by my original post. Its not because self care is OP, (gen rush is OP) it's because it ruins immersion. And, it's also cheap as F.
Remove the cheap perk, make players have to weigh up if taking that hit is worth it knowing that it will take a team or med kit to get that HP back.
Also, if its so bad, why would you care if it was nerfed or removed??? Is it because it secretly justifies making poor plays k owing you need 30 seconds alone to get away with it?