Klomlong1
Klomlong1
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For anyone who may struggle to read everything in the screen shot, here it is listed here:
The main course:
The main cause occurs when there 2 or more generators left. During this, killer and survivors can go to the dining cart and collect a one of the four morsels being the stuffed totters, creamy pasta, smokey camember, and smokey ribs. The stuffed totters will grant a dash forward effect when eaten by the killer or survivor. The creamy pasta will grant the killer or survivor increase vault speeds (15%) and reveal all nearby pallets and windows (within 24 meters) for 12 seconds when eaten. The baked camembert gives survivors the invulnerable status effect for 4 seconds, while killer gets 50% unstackable stun reduction for 4 seconds after use. The smokey ribs reveals every aura on the map for 10 seconds when eaten by the killer or survivor. Only one main course can be held at a time. If a killer or survivor has a main course in ther inventory when main course ends, it instantly dissapears.
Global effect:
Global effects occur when a banquet table has 3 main courses added to it. While a global effect is in place, no main courses can be placed on the banquet table (prevent the global effect from ending early). The global effect can be activated during the main course duration. Global effects lasts for 60 seconds each, unless aid otherwise.There are a total of 8 global effects that can occur, which cycles between a different one when one global effect has ended. These global effects are party time, main course for all, heal you expose you, peekaboo, wait where, gateways, Tryked, and basement party. Party time causes every totem and chest to become party themed. party totems grants killers and survivors 10% haste for 10 seconds and 2000 blood points when consumed. Party chests allows survivors to instantly open a chest and grant an anniversary themed item plus 1500 blood points, while for killers they can poison the chest and grant 1500 blood points. These chests stay poisoned until the global effect ends and will inflict any survivor who touches it poison for 30 seconds. Party time effect ends when all party totems and chests has been collected, or when the effect duration ends. Main course for all grants everyone a main course meal. Heal you expose you heals any injured survivor but inflicts everyone with the expose status effect for 60 seconds. Peekaboo reveals every objective and persons aura to everyone for 30 seconds, rather than the usual 60 seconds. Wait where grants survivors hidden scratch marks and grunts of pain sounds silenced, while killer gains undetectable and 8% haste. Gateways will spawn 6 portals across the map until the global effect ends (60 seconds). Tryked will randomly spawn the killer terror radius on survivors within the global effect time while killers will see a random noise notification where a survivor is not at. Basement party causes basement to be a safe area (survivors cant be injured/ downed, killers cant be stunned / blinded), spawns 5 limited time party chests, 5 limited time party totems, and a bunch of cake that can be eaten for 2500 blood points each.
Dessert:
Desert starts when there is one generator left and stays activated for the remainder of the trial. There are a total of 5 desserts being the coconut scream pie, the terrormisue, screeching cooler, frightful flan, and toothy torte. The coconut scream pie causes survivors within the killer (32 meters) to scream and reveal their aura for 3 seconds while for survivor it reveals the killer aura for 5 seconds. The terrormissue grants survivors and killers 7% unstackable haste for 15 seconds when eaten. The screeching cobler increases your blood point gain for the remainder of the trial by 8% up to a stackable 40% when eaten. Frightful flan grants killer and survivors poison trap effect. After eating the flan, for the next 30 seconds, the killer can attatch it to a generator, upright pallet or window, while the survivor can attatch it to a downed pallet, a hook or a window. Killers donβt get affected by their own poison, and survivor doesnt get affected by their own poison. The killer or survuvir who interacts with a poison object becomes poisoned for 20 seconds. Poison stays on objects for 45 seconds before disapearing. Toothy torte allows survivors to repair a broken pallet within 20 seconds of eating the torte, while killers will be able to destroy an upright pallet (or a downed pallet instantly) for 20 seconds after eating. Note only one pallet can be rebuilt / destroyed with this effect.
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@Brimp said:
Full addon pass. There's 5 addons worth running on Nemesis imo because buffing zombies in ways other than speed simply is not good. Like you could do some weird things with Serotonin Injector but that usually requires a build.
Maybe a small rework to the zombies to where the Nemesis could infect them with the NE-Alpha parasite at the cost of some mutation points to make them slightly faster or maybe even have a small whip attack like they do in RE3 remake to make them more of a threat. Of course, if a pallet were used to kill them, they would respawn as normal zombies.Ooo I like this. So rather than the zombies dying from nemesis whipp, they instead become mutated.π
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The difference with 2 vs 8 is that there are 2 killers so having 4 zombies on top of that is a nightmare. If there are 3 zombies with 1 killer I think it'll be fine. Even if they only do 3 zombies on the bigger maps and 2 on medium and small id be happy with that. Zombiws getting stuck is a whole other issue that needs fixing in general. Had a zombie get stuck on the bus in autohaven earlier so I had to go over and kill it. Something they could do with 3 zombies is the lunge mechanic so if they grab you, you have to hit continuous skill checks to get them off you else they'd injure you. If you hit all skill checks, you could kill that zombie for 20 seconds or something. There are alot of work around and balancing that can add 3 zombies into the kit.
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@Wezqu said:
As other said here third zombie and maybe little bit faster zombies too. I am also been saying would be nice to give the zombies a lunge attack that can happen randomly sometimes instead of their normal swipe. This would make it at least more risky run next to them on loops. To balance it I would make it stagger the zombie so they fall over when doing so they need to get up again.
Omg a lunge attack and when the zombie grabs you, you have to hit continuous skill checks and if you miss one you become injured/downed π. Honestly I love this idea about zombies it would make them feel more like an actual threat and feel like the actual zombies.
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@100PercentBPMain said:
I'm just really bored of the current roster, and I feel the additions come too slowly. this 2v8 we got Chuck and...that's it. that just replaced the killer we lost, Legion.
I don't even care if they add Ghoul.
There needs to be big changes every time 2 vs 8 returns honestly. Like this 2 vs 8 added alot and is what every 2 vs 8 should be looking like.
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@ShanoaLegendaryPlz said:
The reason this works in marvel rivals, is they are all Marvel, being in a game run by Marvel. Dbd however has many characters from many licenses, all of which require permissions and contract rewrites/renewals everytime they want to get something new out of each license. And if any 1 license says no to the new things they want, they cannot apply the same thing to all the other licenses and go "well capcom didnt want to so they are the only ones without rewards" as that would be disrespectful towards the license holders and people would dislike the license. So its either everyone is onboard, or noone. And theyd have to go through this entire process for each thing they want to add.
As for resident evil characters mandy mentioned their prestige rewards are on hold until the chapter launch
Thats a good point. They could still do banners for the characters since they can still reuse old art from the characters like they did with the badges as extra rewards and can add in game currency to it. Maybe the licenses who agrees with other cosmetics being apart of it can have other cosmetics added whilst the others who dont doesnt then maybe in the future those who said no may say yes π€. Is a good point you brought ip though.
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Ok so soo many people are overlooking these changes and saying "pig changes are nerf" or are just not reading them properly so I'll break them down. For the pig, I stated these 2 changes: "Reduce the amount of jig saw boxes needed to be searched to 2-3 rather than being between 1-4 jig saw box searches but increase the time it takes to search a jigsaw saw box by 25%". Now people are overlooking this and calling this a nerf which it isnt. You can not remove the reverse bear trap on your first try, meaning that survivors has to go to multiple of boxes to remove the head trap. This is already a pretty good buff since it creates much more map pressure to the survivors and would mean they're spending less time on gens and more on jig saw boxes. However, setting the limit to 2-3 jigsaw boxes is a noticeable nerf since there isn't a chance of a survivor having to search all 4 boxes so in compensation, making each jigsaw box search time 25% longer kinda counteract that. Sure it means survivors spends less time running accross the map but at the same time, the changes are suppose to make the survivor experience better so making it 2-3 jigsaw boxes 25% longer to search makes this more enjoyable for survivors whilst not having a big impact on the pig.
Now the Ghoul changes I can understand the hate since hes already a hated killer so let me explain. The Ghoul having 15 meters range was what it was originally like and personally it being 15 meters was perfectly fine. The main issue people has with Ghoul (without realising) is his bugs and exploits. Ghoul has soo many bugs and exploits now that it makes it very difficult to know what is and isnt an exploit. E.g a Ghoul making much more distance after first kagune leap tends to be players on PC abusing the F11 bug to make that distance. Fixing all of his bugs and exploits would make a very noticeable difference going agaisnt the Ghoul and would be a much enjoyable time.
Now for nemesis, I've seen people say "removing the haste means they wont make distance when injured" which is you reading the post wrong. The haste and hinder from "contaminating" a survivor has been removed. In compensation, I made the cool down of tentacle strike .25 seconds longer to ensure that the survivor still makes distance but not too much distance so it becomes easier for nemesis to get a quicker hit than before. Now I think the other nemesis changes doesnt need addressing but if you want then addressed, then I can do.
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DBD community loves calling every post bait at this point π
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@ShanoaLegendaryPlz said:
Ngl the nemisis buff would make him capable of double tapping survivors since they dont get a damage sprint. Unless you just ment the first strike that doesnt deal damage
Contamiting a survivor by any means removes the hinder and speed boost. If the survivor gets injured, they still get the speed boost. Removing the haste and hinder makes the survivor lose distance so in compensation, making the cool down of the tentacle strike .25 seconds longer should give the survivors a good amount of distance.
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@Rogue11 said:
You unironically asked them to nerf Pig and buff Ghoul?
The pig changes are more of a side grade. It is very frustrating being that person who has to search all 4 boxes and makes it fairly boring to go against. Making it 2-3 boxes but 25% slower will be equivalent to almost 4 jigsaw boxes without needing to search 4 jig saw boxes. Furthermore, not being able to remove the besr trap first try is a massive buff since it means the survivors has to spend much more time searching boxes, giving pig some better map pressure. For ghoul, I believe his range should never have been nerfed so reverting that is more of a QOL change. Reducing his enrage timer is small but a noticable nerf. Personally, ghoul is fine to go up against however his bugs and exploits is what makes him insufferable. I believe that if his bugs and exploits are fully fixed, he will be enjoyed by most of the community (or atleast more welcomed). So fixing ghoul bugs snd exploits would theoretically nerf him by a decent amount especially the big bugs.
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@bnork said:
hello again! its me bnork once again id like to have a discussion about kaneki, after the QNA today it was mentioned that kaneki is indeed on the horizon for an update after more feedback is gathered, which is perfect! and we really appreciate you not rushing this one. and because of this id like to once again post my kaneki update suggestion, after talking to several kaneki players, especially those who are well known on the character, and even discussing these changes with people who adamantly do not like the character, and after the conversation we all came to the conclusion that this version of the character would be better for almost everyone, drastically increasing his skill-floor, rewarding his skill ceiling much more, and increasing counter play across the board, aswell as adding quality of life for both sides! the goal here is really to help everyone enjoy the character more and i know alot of people are very, very passionate about this, so id love to share our ideas with you! lets get into it!
- Completely removed the ability to vault using Kagune Leap
i know this might come as a bit of a shock to some players, but after vetting it with a lot of kaneki players, AND people who adamantly dislike him, the vault is the single biggest thing stopping kaneki from being enjoyed across both sides. the vault offers far to much lethality for how easy it is to use, it can occasionally feel like a constant 50/50 that's significantly easier to do, then to counter. i'd also like to mention that i simply don't think the high skill expression the character offers can ever be fully realized so long as you have the option to forgo risk and simply opt to vault. its a flawed game-play loop for both sides, as ironically when survivors are very confident countering the vault, the strength switches hands quite heavily, so kaneki's power budget is all placed into a vault that severely punishes newer and less confident players, and becomes almost powerless against better players. this mechanic simply cannot be balanced and i think the healthiest version of the character would simply not have this mechanic at all.
- Reduced the maximum Range a Grab-attack can be triggered to 8 meters
once again lowering the ease of use of the other part of kaneki's power, i don't think the Grab-attack injury would be as obnoxiously strong as it is now, if the Range the attack could be triggered was lowered, a hit-scan attack with 14 meters of range is simply overkill. this allows the system to remain intact, keeping enraged, prevents extreme cases where your sniped completely around walls or obstacles because he triggered the attack before you rounded the corner. and increases the skill component exponentially. this would simply require kaneki players to position far more intentionally to get this attack off, without significantly lowering the strength of the ability!
- Reworked the forced cool-down system into a "power disable"
this change might seem a little bit random but allow me to explain, kaneki's token drain system(the system that forces him into a cool-down upon a broken pallet) seems to be rather buggy, and becomes consistent through the recent patches, on release it drained one token consistently, which worked but dis proportionally effected non-enraged mode as enraged mode has a 2.5 second recharge for a single token recharge, so shortly after the drain was made to drain 2 tokens. making enraged mode a 5 second penalty. this worked nearly perfectly, but now non-enraged was an 8 second penalty, completely overkill. so. finally, i was made so that one token is drained when not enraged, and two are drained when you are enraged, perfect! almost. the problem is that it was also made so that when you were actively recharging, the system wouldn't effect you. nullifying its existence entirely. in the current patch we've also made a completely reversion to the first iteration of the system through a bug. history lesson aside, i think implementing a power disable(much like the trickster after using main event) would be the perfect way to make this system work flawlessly, and be a consistent balancing number, so if needs be, it can be adjusted in the future, aswell as giving survivors a consistent number of seconds before they need to worry about your power. the current system is far to inconsistent to counter, as the system varies drastically.
- Reworked the following add-ons - Yamori's mask, Red headed centipede, iridescent Eye-patch
because we removed the vault as a mechanic, centipede and eye-patch would need reworked as they system they hinge upon no longer exists. Yamori's mask however, is a terribly overtuned addon in its current state, kaneki is almost always enraged, so the information is constant, screams are a unique form of information as they cant be countered with iron will, or even off the record, the only counter is calm spirit, which doesnt get used. and even more unhealthy then the constant information, the screaming mechanic also interrupts actions, meaning dead mans switch will always activate, blocking a gen, or totem builds with thrill of the hunt, will almost always force unfun situations where the killer is given free, unreasonable lethality throughout a game because of ONE addon, that is incredibly easy to trigger. my friend beerey came up with this rework, which im personally very fond of!
Yamori's Mask
-Decreases Enraged Mode duration by 50% of its current amount.
-After hooking a survivor, the following effects are granted to The Ghoul for 25 seconds after going outside a 48 meter range from the hooked survivor:
- Increases terror radius to 48 meters.
- Increases maximum Kagune Leap range to 20 meters.
- Increases maximum Kagune Leap movement speed by +4 m/s.
- Decreases recharge time for Kagune Leap tokens by 30%.
- 4 seconds are added back to the timer every time The Ghoul performs a grab-attack, but this bonus will never let the unique timer go above its initial amount.
-These effects automatically end once The Ghoul downs another survivor.
alright, so this concludes the nerfs and reworks section, naturally these changes alone would leave him alot weaker then he deserves to be, so lets compensate him with a handful of well deserved buffs! aiming for rewarding his skill-expression, lowering his reliance on certain add-ons, and making the killer feel alot smoother to play!
- Increase Kagune Leaps range to 16 meters(was 14)
I'm sure no one is surprised to see this, as even people who supported this change early into kaneki's balance direction have grown to regret this nerf. for those that don't know, on release kaneki had this range base-kit, but it was shortly nerfed down to what we have now, at 14. to be blunt 14 meters just feels incredibly sluggish and unresponsive, things that should clearly be within your ability to grapple onto are just slightly to far from you, making chases feel very unresponsive and bad, ironically though, this had NO effect on kaneki's map presence and control, which im positive was the intention. as this change has aged poorly, and as we've given him more then a few nerfs to compensate, i feel its a good time to revert this change, and return the range to 16 meters.
- Decrease Kagune Leaps minimum leap range to 3 meters(was 5)
for those unaware, the Kagune Leap also has a minimum leap range, which is a range you have to be AWAY from something to latch onto it, in practical terms this means you have to back away from certain parts of the environment in order to begin leaping. once again this feels incredibly clunky from the killers perspective, and somewhat confusing from the survivors perspective as well because its not very clear why the ghoul would be backing away from an obstacle it would seem perfectly reasonable to grapple onto though. the number being 5 meters is simply too much. i can acknowledge the reason this system exists though, so decreasing this number would add some fluidity to his kit, and decrease alot of frustration.
- Added the effects of "fresh coffee" and "kaneki's satchel to the basekit"
in his current form, kaneki is very reliant on the extra 14% movement speed to consistently outplay tiles, the base speed is very slow, aswell as the majority of kaneki players running this addon anyway, i see no reason it shouldn't be added to the basekit. as for satchel, the ghouls final leap will never slide, meaning its useful-fullness for mobility is significantly lower then any leap that does, meaning its main use-case is for bodyblocks, i feel the extra speed given from satchel would increase his chase potency and once again relieve some add-on reliance.
- Decrease the additional fatigue from a "Kagune swipe" to 2.25 seconds(was 2.5) and Decrease the movement speed penalty to 1.15 meters(was 0.92 meters)
so, this change might seem a little random, but id actually like to explain this! if you grapple directly onto a survivor, with your first leap, or any leap onto a marked survivor, causes them to scream, and become interrupted, if timed well you can actually deny a survivor a vault prompt, and get a down. the problem however is that grappling onto a survivor this way creates a much, much more steep recovery time then normal. i feel a 2.5 ontop of a 0.92 movement speed penalty is massively overkill. increasing these numbers slightly, while still keeping them higher then an average fatigue time keeps the counter-play rewarded, punishes improper plays, and makes proper plays still feel all the more better.
this does it for my updated change log! i hope i was indepth enough and explained all my points fairly. and clearly. im very passionate about this character and would love to see these changes implemented. i truly think kaneki is a diamond in the rough, and if balanced properly he could be as fun to verse as he is to play. i once again thank you all for taking the time to read through these! please upvote if you can so the devs have a higher chance to see these, and too show support! thanks again!
So I like the idea of these changes but I think these would kill the character. As a ghoul hater myself, I believe the changes that should happen is make vaulting in enrage the same speed as vaulting when not enraged, fix his bugs, remove the kidnap tech (which isnt a bug weirdly), make the manual canceling longer and make his power projectile rather than hit scan.
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@Klomlong1 said:
After playing the Ghoul yesterday for three hours, I have to say that he is one beat designed killers in the game to play as that it. Being able to swing around the map quickly is very fun and chasing survivors with the power is even funner. Having the three dashes increases this fun and being able to learn him mechanically if very interesting. However, he is a bit too strong and is boring to verse as the survivor side which I understand. To resolve this, I believe that the hit box for his power should be lowered. This Will mean that the Ghoul players Will need to be more accurate with the power rather than not needing to do much. The enraged ability should also be reduced to 30 seconds due to how easy it is to get. I believe these two changes are the main problems people have with the Ghoul and fixing these will makes people experience against him much popular.
Ok so I think more changes are needed to the Ghoul which are:
.Make the enrage only last for 30 seconds.
.Reduce the hit box of the attack to be roughly align to slinger.
.Reduce the sliding by 20%.
.Reduce the distance to hit a survivor slightly. (Was 24 meters now 18-20 meters)
.Reduce the time period that the killer has to hit a survivor by.
I feel like this would keep ken a strong and fun killer to play as whilst also having counter play on the survivor side, making this killer fun for both sides.
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They removed the hated aspects and kept the liked aspect which is a good direction. Parts of the old design such as claw traps and stuff should return though. Skull merchant on her current state though is just awful for the player base and Skull merchant players. For most people, Skull merchant is a boring killer that doesn't have anything going with her. For Skull merchant players, she's a fun killer with a few cool aspects such as drone tapping. If they were to Buff merchant, people complain. If they nerf her, people complain. Reworking her has less complaints and will make the dbd community like her more. Is the design shown in the preview perfect? No because it doesn't incorporate as much of her old design. Is it a step in the right direction? Yes because behaviour will gather this feed back and will incorporate more of her current design and the rework draft together to make her a more likeable character to play and verse whilst also making her stronger in the tier lists.