LucaDuca11
LucaDuca11
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- LucaDuca11
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Love the concept. A solid power and perks. I really like the idea of murky silhouette swapping the auras to cause confusion! I'm curious what you mean by slightly blinded by the mud? Does it just remove auras within a certain radius or do you just mean it only lasts for a few seconds?
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@Badq1ay3r said:
This concept is great. I love how the power uses a full moon mechanic, and not just a transform from one form to another.
I also think we need a survivor perk to extend the stun duration to counter things like enduring, and having it tied to the amount of hits that you recieve makes it balanced in my opinion so that its not a hard counter.
One thing i would change is the amount of haste, because 1% isn't much even paired with perks and I feel like if you start the game as a basic m1, you'll need more leeway and power when you do eventually transform. So more haste would let you catch up better.
Otherwise great concept, and if it isn't too much i would like some feedback on my concepts to improve.
Thanks, glad you like it. I agree with you about the numbers. The more I think about it the more I'm thinking it should be 2 or 3 percent haste and maybe even 10 or 15 percent for other actions since it is a temporary form anyway and is supposed to be powerful. Do you have some concepts too? I'd love to give them a read and help with any feedback aswell :)
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Thank you, I'm glad you like it, Cheapslurpiee. I totally get what you mean, the fact that dracula can turn into a wolf makes it seem somewhat similar. It's about making them distinct enough that they feel different even if they share some thematic elements. Like how Hillbilly and Bubba are quite similar in the sense that they're both just guys with chainsaws that insta-down, but the tweaks in mechanics make them feel much more distinct to play, so in practice i don't think this would be a major obstacle. As far as the tokens go, all of these values would be tested in the PTB obviously were something like this ever to come to the game. I agree that an extra 3 seconds of stun could be too strong in some cases depending on the killer and how well the survivors use it
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YES! The pic on the right is basically exactly what I was imagining
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I've developed a chapter concept around the idea of a werewolf as a killer. I've come up with some solid ideas for a new killer, new survivor, 3 new perks for each of them, as well as a map and backstory for the lore. I've put quite a lot of thought into this so would love to know what you think. It's a bit of a long one so I've divided it into sections that I've highlighted :).
Killer Power: Unholy Transformation.
The killer has two forms, human and werewolf, that they will be swapping between over the course of the match, similar to how Oni goes in and out of his rage state. At the start of the match the killer starts in human form. Whilst in human form the killer has two abilities: The first is a short lunge attack like Demogorgon's shred except cannot break pallets and walls and is only about the length of two lunges, with a short cooldown. The second is a passive ability where the killer makes the map slightly darker while they're in human form (like dredges nightfall except not as intense. This is because the full moon is not out yet which makes the map darker, we will get to the full moon in a bit). I thought making the human form just a basic M1 killer would have made him feel weak and boring outside of his werewolf mode, so the idea is that the slight darkness adds some minor passive stealth, and the short lunge attack adds some additional lethality during chase, allowing for a more effective and interactive playstyle in this form.
The second part of his power is Full Moon. Every second you gain one charge passively towards Full Moon. In addition, for every second you stay in chase with a survivor, you gain an extra two charges. When you reach 300 charges total, you will be given a prompt to activate your transformation into werewolf form at will. When you activate it, you transform with a short animation and howl and trade your abilities in human form for new ones. Firstly, a full moon will appear in the sky, notifying survivors that you have transformed into your werewolf form, and brightening the map back to regular levels with its moonlight. Werewolf form lasts for 60 seconds, during which time you are granted a 5% increase in attack speed, missed attack cooldown recovery, break actions and vaulting, as well as a 1% haste effect. You also gain the ability to sniff the ground and then howl. when you sniff the ground you remain stationary for 3 seconds, afterwards survivors within 48m are revealed by killer instinct for 3 seconds, then this goes on cooldown for 45 seconds. The howl is to let survivors know you've used this ability and that the killer might know where you are if you were in range.
Killer Perks:
Hex: Predatory Instincts. Your innate senses alert you of your preys presence closeby. This Hex perk is activated at the start of the match and grants you the ability to see survivor auras within 0.5/1/1.5m of your location. After 60 seconds the totems location is revealed to survivors within 16m. this perk allows for easy tracking around loops, making mindgames less effective, but for this reason it is a Hex and can be easily found by survivors.
Lone Wolf: You have learned to do what would otherwise need a whole pack to accomplish. when you initiate chase with a survivor, after 9/7/5 seconds this perk activates for the next 30 seconds. During this time, any vault locations and upright pallets within 16-32m will be blocked. This perk has a 60 second cooldown. The idea of this perk is that if you are chasing a survivor and they are far away from you, you can more effectively corral them into the open of a less safe area, but once you get closer, the perk has no effect.
Panicked Prey. The fear you induce in your prey can cause them to panic. you will use this to your advantage. Whenever you loose chase with a survivor, you become undetectable for 5/6/7 seconds. the survivor you were chasing will hear your terror radius as if you were right behind them for this duration also. The idea here is that you can leave chase with a survivor and go elsewhere without them immediately knowing, meaning you could get the jump on their teammates, or just continue to chase them and they don't know.
The Survivor and their perks: The survivor is a big game hunter named Alexander Bogan, who heard tell of the carnage the werewolf and left in its path, and decided to hunt it down and claim its head as the ultimate trophy.
Adaptive Camouflage: hunting animals in the woods has taught you how to conceal yourself perfectly with relatively little. So long as you are not in chase with the killer and are within 12m, your breathing sounds are reduced by 50% and your aura concealed.
Brawl With The Beast: The bigger the prize, the bigger the thrill. And if they put up a fight, even better. Everytime the killer hits you with a basic attack you gain a token up to a max of 6. The next time you stun the killer with a pallet, all tokens are consumed. For every token consumed, extend the stun duration by 0.5 seconds.
Prey Tracker: as you follow the trail of your prey, you are able to predict where it's likely headed. While you are within the killer's terror radius, for every 10/9/8 seconds you spend within 32m of the killer while not in chase, gain a token up to a maximum of 6. When you leave the killer's terror radius, all tokens are consumed. For every token consumed, the killer's aura will be revealed to all survivors for 1 second. this perk then goes on cooldown for 60 seconds.
Lore and Backstory:
In Germany, from the 15th to 18th century, much like how people held witch trials in medieval times, people also held trials where they would accuse and hunt down those suspected of being a werewolf. Johann Wald was a bit of an outsider. he didn't live in the town with the rest of the villagers, but instead he grew up with his mother and sister in a cabin deep in the woods. He didn't have many friends and so he grew quite close to his dog, Jäger, who he would take out hunting with him almost every day. Over the years, his mother passed away and he would spend his days hunting and taking care of his sister who had fallen quite ill. one night, the villagers were leading a party of men into the woods to hunt for werewolves and other nasty creatures of the night who might threaten the safety of the village. Johann was out that night with his dog when suddenly he hears a commotion with angry screaming and a loud bang. he rushes over and what he sees makes his heart sink. the men, mistaking his dog for a werewolf in the bushes, have shot Jäger. Johann kneels down, cradling his beloved friend, dying in his arms, as a small stream runs red with his blood. As he sits with the body of his childhood companion, and the thought of the men's senseless and cruel violence brews in his mind, his sadness boils over into a seething rage. He makes a promise to God, that he will take revenge on those who wronged him. And God listens, only it wasn't the god he thought. The entity, hearing the man's words, merges him with his dying dog and grants him the power to ennact his vengeance on the men by turning him into a werewolf. ( turning him into the very thing that made the men kill his dog as a sick, twisted joke. Johann made the villagers pay that night. When he came to the next morning he was back home, unable to remember what had happened. But to his dismay, the first thing he sees is the body of his sister, torn in two and ravaged by the claws and some great beast. His blind rage had made him kill the only other family he had left. In his grief he fled into the woods, were a thick fog descended upon him. now he serves the entity, driven only by his human desire for vengeance, and his beastly desire for blood.
The Map: The map can be the ravaged remains of the village on the edge of the woods. that way you can play around the houses and streets, but also dip into the dense woodland for two completely different environments in one. And you could have the small stream in the woods as a callback to the lore, and when you walk through the stream it splashes as an added fun detail.
I think it would be so cool to have a werewolf as a killer in Dead By daylight and it would also be a nice way to introduce some Germans into the lore as I don't believe we've had any survivors of killers from Germany in the game before. I'm really proud of how all of this has turned out. Let me know what you guys think :).
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I'm a little disappointed to not see any changes to doctors hallucinations. I think it's such a cool and underutilised aspect of his power that needs a polish. Maybe if you make them chase survivors and try to attack them like knights guards, but then when they try to attack the hallucination disappears. I think this would make doctor a lot more fun to play as and against and would make his hallucinations feel more relevant. even if this is only achievable by using an add on and not basekit.
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@Raconteurminator said:
Well, if there's one thing this board loves, it's giant spider monsters.
What's the counter-play to the Killer just webbing off a 3-gen?
webs can be destroyed and take time for the killer to replace. the counterplay is you can just run through them all in like five seconds if they're all in one area but it'll take longer for the killer to place them back
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@LucaDuca11 said:
Here's a list of possible perks for killers I think could be in the game, let me know your thoughts below
ruin for exit gates: when survivors let go of an exit gate the progress slowly regresses: this stops survivors being able to 99 both exits without the threat of the entity in the endgame collapse, could help killers extend the endgame, can be hex if too strong.
Hex blocker: something like no way out to protect hex totems so if survivors try and cleanse they're blocked for a minute, prevents hex perks from being cleansed right at the start and helps to guarantee some value from your hex perks
risk reward gen kick: kick a gen and it starts to regress at 300% speed for 30 seconds, but during those 30 second any survivors that work on it repair faster, this means that you can get massive slowdown on a generator, but you have to commit time to it as if you just kick and leave the survivors could actually repair it faster than if you just did nothing, could be hex perk or on cooldown if too strong.
another one, Futile effort: downing a survivor withing a certain vicinity of a hooked survivor causes the survivor on the hook to progress faster
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@StarLost said:
I'll start.
Nemesis:
- Empty Rocket Launcher (Uncommon). You now have 4 zombies active on the map, but you no longer gain mutation from killing zombies.
- Poisonous Hunter Claws (Uncommon). Infecting a survivor with your tentacle strike also injures them.
- Purified Virus (Common). Any survivor that is killed while infected spawns a zombie at their location.
Hag:
- Human Effigy (Uncommon). The illusionary Hags spawned by traps will now pursue survivors for 3 seconds after spawning. Teleporting to your traps incurs a 20 second cooldown.
- Rare Swampland Fish (Ultra Rare). Instead of summoning traps, you raise a clone of yourself that actively seeks out and attacks the closest survivor. This clone moves at 80% of your movement speed, is destroyed if stunned or blinded and lasts for 20 seconds. Summoning a clone takes 3 seconds, and you may have 3 clones active at any time.
Wraith:
- Diamond Dust (Ultra Rare). You can no longer decloak. Instead, you can attack while cloaked, but you move at your base uncloaked movement speed. Your terror radius is no longer suppressed while cloaked.
Pig:
- Hoffman's Final Trap (Rare). Jigsaw boxes no longer spawn. Instead, the trap must be disarmed by another survivor, and imposes several difficult skill checks. Failing any of these will place the trapped survivor into the dying state. You can only have one active trap at a time.
Doctor:
- Bloodstained Paddles (Uncommon). Your illusions now turn to follow survivors, and have a terror radius and stain identical to yours.
Xenomorph: reinforced turrets
turrets now take two hits to destroy, however survivors will take 15 seconds to set them up and will be severely hindered whilst carrying them
think of it like a risk reward, its much easier for xeno to catch/interupt survivors setting up turrets, but if they manage to pull it off they're alot more to deal with
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@FreddyVoorhees said:
Double the map size , two killers , 8 survivors and 14 gens (10 to complete).
As stated in the title which killer duos would be something you would not wish to face and on which map most ?
Which two would have the worst synergy ?
Which two would make the game very funny ?
Post your opinions below.
Trapper and Hag on MacMillan would be a minefield :P , two blights on Midwich would be the train hallways .
Doctor and freddy to do the fake doctor build but better. Freddy makes them oblivious and then the doctor just stands still and blends in with the illusions to get free hits
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@DragonMasterDarren said:
For funny, I feel like Singularity and Blight would be pretty hysterical
Use the biopods for cross map surveillance, tell the Blight "Hey there's someone on the gen here", and watch your bud run at mach 6 towards them
😂😂😂
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@JollyStrangler said:
For the first bi-weekly community question, we are starting simple!
Who is your favourite Killer and why?
Do you enjoy The Legion's outfits options? The power and perks of The Cenobite? Or maybe you love Wesker's chase music as much as I do?
Regardless of the reason why The Killer is your favourite, share it with the community!
I look forward to reading your responses!
~JollyStrangler
This thread will be pinned until the next question is posted in two weeks.
If you have any ideas for more Community Questions, please post them within THIS THREAD HERE.
I've always loved doctor, His lore is disturbing and dark as all killer's should be. His chase music and his laugh is really fitting for the insanity aspect of his character. But most of all I love how he lends himself to a chaotic playstyle. My favourite way to play the game is to throw so much at the survivors that they just get overwhelmed and panic and then during the panic take some easy kills or get the drop on them. That's why I've always wished they did more with his illusions, like imagine how fun and terrifying it would be for survivors if there were a couple fake doctors running around chasing them and then just before they land a hit, poof, they vanish because they were never there, and sure you could just ignore it, but what if this one's real. If they made this small tweak to doctor then he would be the most fun killer in the game period.
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@dbdthegame said:
No MFT changes at all? In the midchapter? Really? I hope the dev blog is just a shortened version, and there is a fat MFT nerf awaiting us all in tomorrow morning's PTB.
i think they've brought a lot of good changes in this update, but i agree that i was surprised to hear nothing about MFT.