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KuroTheOwl

KuroTheOwl

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KuroTheOwl
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  • Yeah I guess you could add a limit to it to prevent any server meltdowns (since we all know how good BHVR's servers are), but I think 10 minutes is a little.. Excessive... Considering games, especially high rank vs low rank ones (of wich we have a lot because BHVR apparently doesn't have the ability to create a somewhat viable ranking system in 6 years of development) sometimes last around 5.. I wasnt thinking about people intentionally spawning in as many bodies as possible to test the limits. Also thanks for telling me about the copied part, I didn't notice that at all.. Removed it though. I also applied the suggested changes to the perks and added smth new to Abyssal presence bc I needed something to apply the perk levels to ๐Ÿ˜… Oh yeah, by the way, thanks for the compliment on the drawing.. I actually started the concept with that. I just drew a character, slapped my online avatar on it (yeah the face is actually my avatar xD) and then I was like "hey this kinda looks like Nea.. This could be a killer who can posess survivors"...

  • Oh Mind flayer was the name I originally had in mind, I changed it later to soul prison because I didn't wanna copy the name of a stranger things monster xD. messed that up. Gonna change it right away. And no, not mind cast, I intentionally put the timer on soul prison, because if I didnt, you could just walk around putting people into the spirit realm back to back leaving tons of bodies on the map, wich would ruin the entire concept.

    I thought about adding another state called "heavily injured", instead of deep wound, but that'd just create more chaos.. Like "what happens when youre heavy injured and youve got endurance" etc. So it just seemed to me like deep wound was the best idea. I also tried to kind of nullify the effects of the new (in my oninion ABSOLUTELY dumbfoundingly stupid) survivor base kit borrowed time, so it can't put you at an even bigger disadvantage than you already are when you're a ghost.

    About the dreamworld. That was actually the part I thought about the least, I just imagined survivors being trapped there and a portal spawning at fixed minimum distance so it cant spawn right next to them, they can see its aura after like.. 10 seconds let's say.. So it takes one survivor out of the game for lets say 30-40 seconds wich is half a gen, and with dbd killers, "too much" map pressure is good map pressure if you get what I mean.

    About the bodies.. I didnt put a cap to the amount of bodies, but what I couldve done is that survivors see the auras of bodies that've been idle for too long so they can go ahead and break them. I'd have left them stood up normally , but I'd say they get "pushed to the ground" when a survivor breaks them or stuns them, so when the player gets back into the body, they have to recover from a stun first. That'd make loop chases more interesting since the curse actually has a good reason to stop survivors from breaking the body or stunning it with a pallet, aside from the debuffs. And they can't take resources (by wich I'm assuming you mean blocking off things like gens, totems, chests etc.) because survivors can break them. it takes 20 seconds in total, but it works, and since I put an 80 second time recovery on the ability to trap a survivor soul, it's not worth using a body to block a gen for 20 seconds. The debuffs are only applied to the single body, for example, the animation's supposed to be like, first you break the arms as a survivor, then the legs, thats why I gave it a lunge debuff and then a movement one. Plus the movement debuff to 110% wouldnt work since its base movement as a ghost is 110%. I was trying to make him very weak but sneaky in his ghost form but really strong and alerting in human form to make the game more intense, because as long as you dont know wether the killer has a body rn or not you're always looking out for it so you dont give him the opportunity to capitalize massively off of you.

    Transitioning THAT to the last perk, I intended for the main playstyle of the curse to be WITH a body, wich is why I gave him untedetectable in his ghost form, because that allows him to more easily get a body, giving him a massive terror radius and speed, since he just has to injure them and get within range to claim them. From that point on you have 80 seconds where you need to pressure and hook, but at the same time try to keep your body as "unbroken" as possible. The killer's supposed to be about "sneaking up to survivors and then blowing them into confusion and disarray with your power buff, terror radius, and the perks. And in that way I think Abyssal Presence would work well on him.

    I do agree that The perk could be a bit too strong on some killer and occasions, so I agree with you on adding a condition to it. I could change it so the closer you are to the killer the more difficult the noise notifications become to react to, and the level of the perk increases the max distance, maybe 24/28/32 meters.


    About Shared Suffering. I dont play DBD nearly as much as I used to (got 2k hours and maybe 150 in the past 6 months), but I see a LOT of people healing under hooks when I do and I do it myself fairly often when I think the killer isn't close. And the perk is supposed to synergize with Void Valker AND the curse. Void walker removes the terror radius in case you're in your body, since the massive terror radius would ruin Shared suffering's use, and it makes you faster, while Shared suffering reveals the survivors to you and debuffs them slightly so you get a little more time to approach them. On the other hand, I do agree that you could increase the hook distance. I even started off with 8/10/12 meters, and then lowered it later.

    Hope I could sort out some questions for ya. If you've got any more, do tell, I love talking to creative and likeminded people.

  • TBH I kind of feel like they did actually look into this... Like... The lore and the killer of course are different but... Knive throwing with a uniqe status effect.. asian killer.. the trixter/the jester.. For the first time in DBD history, I feel heard by behaviour. Lets hope they keep that up and start listening to the people that actually know this game instead of listening to 3 playhour claudettes who thought *BiLlY's OvErPoWeReD* after making it their prime mission to outposition themselves in the corner of backwater swamp and getting a chainsaw rammed up their *ss along the way.

  • Hey, thanks for the comment :3...I didn't actually think anyone was really going to read it, let alone give me feedback. I like the changes you made for the perks! You have a hand for game balance, wich is something the DBD team could really have use for xD

  • I made an entire set of perks.

    Hex: All seeing

    As long as Hex: All seeing is active, any totem being touched will notify you of its location and show you the hex perk it contains. This has a cooldown of 50 seconds. However, it also allows survivors to cleanse totems 30/25/20% faster for as long as Hex: All seeing remains active.


    Hex: Hellfire

    Two trapped hex totems will spawn on the map. When a survivor cleanses a Hellfire totem, they will bleed and start wining as if they were injured (they aren't though). Cleansing one of the trapped totems will also add one token to any perk that uses them. After the first cleanse, the second totem will remain active until cleansed aswell. (Yes, the downside is that we'd need 6 totems bc of haunted grounds)


    Traitor

    You become obsessed with one survivor. Each time you hit your obsession, gain one token up to a maximum of 5/4/3 (yes, 3 max totems on the max level). When you have the maximum amount of tokens, the next survivor that comes within 4m of the obsession will be stabbed by the entity, applying the deep wound status effect to healthy survivors and downing injured ones. It also causes the hit survivor to scream, revealing their location. This consumes all of your tokens. Traitor will not activate if the obsession is hooked.


    Now, the killer for these perks could be like an Entity monster... It's child perhaps.. You could actually call it *The Child*, or *The Legacy*