Mockingbird_X
Mockingbird_X
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@CashelP14 said:
I think you've put a lot of thought into how this killer would work. It's hard to know if they could do the survivor swapping thing but we'll see. I would say that what's the point in swapping places with a survivor if they are teleported away. I think the survivor tagged should show auras of other survivors within 8m to make this worth while.
Leaked Intel is the sort of perk I think would work well in this game. It's not strong but can play well with other perks, such as Play With Your Food or Save The Best For Last.
Supporting Actor is interesting because it would work well with discordance. It work also work well with Dying Light since it could help get you closer to your obsession. The perk should light up when it's in affect (Like NOED or Dying Light).
Deathbed Confession I like because it's Exposed status is lower but also the other survivors may face it 3 times. I think the obsession should have something to let them know he has this perk but otherwise I think another well rounded killer perk.
I think you've got the idea of an obsession perk done correctly. There is a good thing and a bad thing which is what an obsession perk should be. I also like the fact that I haven't herd any other ideas like this before.
Planted Resources I'm finding really hard to understand. Maybe rework it please and I'll re-edit this post
Obviously Disposable is a bit strong. That could be an additional 4% for all 3 survivors or 8% for 2 survivors (not including the double for the obsession). The exposed status is way too short and not much of a risk for the survivor.
Paid In Life I personally don't think they'll add anything that will make survivors ignore a hit, there would be an uproar if there was.About **Paid in life** - the recent leaks shows a planned perk to be included in the game that actually in fact DOES allow to ignore a hit. It's way more restricted than my idea, of course
link to leak: https://www.resetera.com/threads/rumor-evil-dead-dlc-potentially-leaked-for-dead-by-daylight.106346/
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I would not be surprised if the devs are anonymously posting here as well, throwing their ideas around under unknown names before trying them ingame. (nah)
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@Snikers thank you so much for the detailed feedback - I really appreciate the insights.
When I said 'obese' I probably didn't mean 'morbidly obese', just very fat. And the guy can be portrayed sweating extensively, like the Clown and Leatherface are. It's a run or die situation - I think anyone would do their best. At the worst of it - this could be a comedic relief thing: killers being so bad that even a fat guy can get away unscathed.
As for the killer power, I was frantically trying to go with something that would screw not with the characters, but with the players themselves. My initial thought was to make the power accumulative: 0.5s delay in tier 1, 1s delay on tier 2 and switching the left and right buttons at tier 3. But I thought that it would just aggravate players and lead to disconnects.
I think I've managed to make a good power, but failed to explain it. The way I envisioned it - the delays are applied to button presses. Example: a player presses 'w' to go forward - the game waits 0.5s before doing so. When the player releases 'w' - the game wait 0.5 before stopping the character. This screws directly with the players, and yet it's absolutely possible to counter it by being an experienced player.
Thus, on the power, I still think it's good, except maybe it could be strengthened by allowing the fumes to dissipate slower and increasing intoxication time. However I think you might be right in giving the full 115% speed.
Since the power already has a hinderd while inside the fumes part - it can be also used to block stairs in the basement while going down, cut off vaulting points and pallets etc. What I wanted is to create a basic power that would allow to build upon in with power addons that would inflict additional effects.
Agreed on the Executioner's mercy - thing is at first I wanted to count all hits, but then thought against it and switched to hits per survivor, but did not remove the Hex property.
Cooking the books should not inform the Killer explicitly, but it must also not stack - I have not thought of stacking before. I think it may be changed to something like:
Cooking the books
All it takes is a bit of imagination and the numbers start adding up. When inside the Killer’s Terror radius and for 3s after exiting it - all of Killers’s abilities, perks and effects that have a duration expire 10/20/30% faster and cooldowns on Killer’s abilities expire that much slower.- Does not affect permanent effects
- Does not affect Survivors' Status effects
- Killer can be affected by one "Cooking the book" at a time
- Killer is not directly informed of the effect
As for the Fine Print I think I understand what you mean. Can't think of a clean solution to this yet.
Again, thanks for the feedback!
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All of this is VERY good, but I think you're trying to squeeze too many powers into a single entity
KIller's power
The way you describe Lunge is a power of its' own.
Loa’s Favor
This sound more like a perk than a part of power.Patchwork Dolls
This is very creative, I love it. The only caveat is that it does not help you until you've injured or hook somebody. Also I'm not a fan of this power being limitless (allowing you to stab and injure a Survivor remotely from anywhere on the map)Perks
Hex - On Death’s Wings
Unusual and interesting. Will probably be overlooked just like the Monstrous Shrine is at the moment.Hex - Light of the Loa
Super interesting! Love it.Righteous Fury
Strange, but good.I'm impressed - all of the ideas are really good. Great work! Thank you for sharing this.
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Killer power
Cleansing Fire
Basically you create a homefield where the stakes are in your favour. Not bad, I like it. I would increase the Arsonist's movement speed in the firestorm and decrease the base movement speed.Killer Perks
Disparity
Like it. Would probably make it a Hex, though.Vendetta
Good. Maybe less of a bonus?Impending Violence
I think it's a bit too exploitable. If you want to instadown Survivors, you might want to increase the time it takes to gain Bloodlust, not decrease it. -
Power
I like this twist on the mimic/disguise ability - it's incredibly good and allows survivors to have agency still. It has lots of limitations, but seems to have a lot of uses and can be used with SWF teams, hopefully.
- However I do not fully understand how Survivors are supposed to find the Killer's body - by opening a locker?
- Also, while rematerializing - are you pulled back to the original position as well?
Perks
Tormented Empathy
Interesting, but people don't usually flock together in a chase other than to bodyblock and take a hit for someone - and in that case you're already guaranteed a hit, you don't really need additional lunge.Foul Stench
Good idea. And people don't usually vault over the same pallet too much, so it's not going to break the game.HEX: Stuck in Their Ways
Basically, turn a Survivor into a sitting duck. Well, sounds great on paper, but I don't think this Perk can be used without getting 4 disconnects right after the start. It's just too imposing, I'm afraid, even for a Hex.Survivor perks
Incognito
Monitor&Abuse for the Survivor. Solid idea. I like it.Desperate Strength
I don't know, overall it's good, but the part about deactivating the Killer's power ... there are Killers this will not affect at all or will affect minimally: Trapper, Pig, Shape, Nightmare...Self Preservation
I'm pretty sure you already get a noise indicator when a fellow survivor fails a Skill Check. I don't think this perk is worth the perk slot. -
The power is interesting, I like how predictable it is, and in fact very helpful in an anti-loop chase.
Killer Perks
Perks are somewhat OP though.
All seeing eye
This is too powerful for a perk - effect like these are mostly reserved for power addons i.e. expandable items.Rewind
Probably a good idea, but should be balanced by it being a HEX.Stuck in the past
This screwes with the player a lot. I like the idea, but with this one I also think it should be an expendable power addon since the ffect is a bit too powerful for a perk.Survivor Perks
Gossip
This needs to be reworded. It's not that easy to understand. "Unlimited" range is also OP for chain-aura-reading perk like this. Note that a general rule is to show other survivors what you see, not the other way around. If you take a look at map's addon Crystal Bead which allows ALL survivors to see the map aura - it's a "very rare" expendable addon.Come with me
Again, you are trying to affect all Survivors with one powerful perk. This is just broken.Flirt
What do you exactly mean by "both actions"? Also existing perk "We'll Make It" already overs the healing speed. -
@HatCreature said:
I love the map, gosh I was thinking about this today, someone made a rework for Legion and was trying out the mimic thing again I thought of this. I'm tagging @not_Queen in this because I heard that the Devs were interested in the mimic ability for a Killer and damn if this isn't perfect.Thank you. Your feedback means a lot, man. I'm so happy my idea is so well liked.
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I'm thinking about switching Pain in life along the lines of something like this:
Paid in life
When another Survivor is hit within 4/6/8m from you - if you are Injured or Dying - gain 30% bonus progression to your own healing gauge. If healthy - gain a speed boost as if you were hit instead.- Paid in life can heal you one state up if the added bonus is enough to do that;
- Extra progression is carried over to the next state if applicable;
“You are doing everything he asks, it’s in his interests to keep you alive as long as possible.”
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First with the power...what good is taking the imposters place if the imposter was alone with no one else around?
It stops them from progressing. In a usual situation it would be up to the Killer to put pressure on the map and herd Survivors. But for example at the end switching places with a survivor on a generator stops that generator progress. What about switching with a survivor who is opening the exit gates? Stops exit gates AND you now know where the Survivor is - you got the aura of the locker.
Iron Maiden could be fun. ^__^
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The power is pretty cool and unique. I am a bit tired right now so I can't give a full review but you got a like from me ^^
Thank you so much. Like I mentioned - I wanted to make a viable mechanic of this popular "disguise" idea. I don't think I've seen anyone take this approach before and I'm actually really happy at how it turned out.
I think the Deathbed confession (killer) and Paid in life (survivor) might be a bit op, but I'm not sure if they can be fixed.
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@Shad03 said:
I mean, show me your proudest chapter and I could give it a read. I hope someone could give mine a read, though I did get like... One or two actual feedback to it? I'm too lazy to check.My proudest would probably be "A study in victimology"
https://forum.deadbydaylight.com/en/discussion/41619/fan-killer-survivor-a-study-in-victimologyI've took this very popular idea of a killer disguising as a survivor and stood it on it's head, trying to make it into a viable mechanic, that doesn't break the game and is not so easily counterable as most of similar ideas are.
It has it's issues (the surv perk is OP), but I think it's the best one I have.
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You weren't kidding - these are very detailed ideas.
I'm loving how you're playing off other killers, but I'm not sure what the Hatchet Heads do? Do they allow you to actually get a ranged attack? That's kind of ... too much I think.
I'm also having trouble understanding what is an "advanced curse" is.The issues I see with power is that it's random. It doesn't guarantee you anything really. Randomness means you will probably get things you don't want in a certain situation: like getting blind or hemorrhage on a looping survivor - both are kinda useless at that moment.
Basically, the power is very situational, and doesn't provide enough control, I think.
As for the perks - the issue I have is that your perks do A LOT: each one of them has multiple effects, which should be a rarity rather than a rule. And survivor perks are borderline godlike, each one containing enough effects for three comarable in-game perks.
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It's a bit explicit, yes! But I figure, a game where you can stick a chainsaw through someone's chest is probably okay with it! xD
You're probably right. It's gorgeous, though ^__^
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@JoyfulLeader said:
Is there any point at all? I spend awhile trying to make my own fan made chapters, they always receive little to no attention and I don't see how they benefit the community. It feels like a real time waster to me. Any answers?It's fun , interesting and a very good mental exercise:
1. FUN simply because creating something is always fun (even when the creation is a child of pain and misery);
2. Interesting - Throwing two pieces of mud together is boring, so you're trying to come up with a concept and a mechanic that would fit the game: sorting and filtering ideas.
3. Mental exercise - not everyone is doing it, but balancing your power\perk idea is not easy and you need to be sure you're not overpowering or underpowering them. And then you must remember about 59 Survivor perks and 54 Killer perks already existing in-game and think of how your powers and perks could synergize: would they compliment each other, would they break the game?Of course, devs will not take any of fan ideas, mostly due to legal issues: the idea needs to be purchased to be used in the actual game, unless the devs want a court suit in their face. I don't even think anyone from the designer or dev team is reading these. BUT it's not for them - it's for you.
Reading other people's ideas is interesting as well, provided they are good, original and thought-through. Admittedly most of the fan killers/survivors/chapters are horrible: pieced together, not optimised and not well-thought at all - many of them are just power fantasies about pwning and being the king of the hill.
Still, there are gems that I love, once I've read them. And hopefully someone likes my fan ideas that's i've posted in this forum. Oh, yeah, there's that bit of narcissism, where everyone wants to be praised for something they've done ^___^
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These are good. I'm not sure about the one with pubic hair showing - isn't that kinda explicit?
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Already been posted with great detail by a different member
https://forum.deadbydaylight.com/en/discussion/42485/the-puppet-creation-from-mutilation-chapter#latest -
adding a map
Location map
Kappa Kappa Delta main frat house
The map is a large two-storied wood-laden frat house with a large hall and multiple rooms on the second floor. Outside in the back is the pool, poolside chairs and grills. In the front cars are parked in disarray.
The whole house and the yard paint a picture of a party abandoned: the house is in disarray, there are abandoned drinks, empty plastic cups and beek kegs everywhere. The common room is lit by light organ with strobe lights, music is playing - albeit distorted. Party streamers are hanging from ceiling, lamps, from trees and cars outside. Confetti is everywhere. However the whole location is covered in blood splatter.
Several dead bodies can be found around: one slumped in the kitchen, head in the kitchen sink, another is bolted upside down to a wall along the main stairwell, third is floating in the pool, and one run over by a car that is crashed into the living room of the house, the last one is hanging off the fence not far from the Exit Gates.
The killer’s basement has plans, photos and profiles pinned to walls, all interconnected with threads.
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adding a map
Location map
The Saint Basilla Monastery chapel
The map has a single-storey chapel, all in disarray and charred inside out. Right next to the chapel is a cemetery with huge ancient tombstones and monuments. It’s also filled with crypts: some can be entered, some are interconnected with underground passages.
The chapel has a bell tower. Top of the tower contains a generator that rings the bell once fully repaired.
The other side of the chapel has a blackened area with a large burnt-out yet smoldering bonfire. Charred body parts can be seen sticking out of the bonfire.
The Killer’s basement can spawn either behind the altar on in one of the crypts.
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@AokiiSenpaii said:
Diversion merely is to draw the killer to another location. I think that Over Here is a good idea but only if the notification is only 5/8/10 meters from your location.0m can already be done by fast-vaulting a window or a pallet. Putting something in between that and Diversion... I dunno.
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I wouldn't call it "Punishment" Mode though, since we already have that for Doctor, or even a Mode really
The Doctor's ability is the one I got the name from, really, since I didn't know how to name it and didn't want to introduce new terms too much.
Crows, Scared Crows would only work if the crows were still close
Okay, I think I got it. It's interesting, making you goat the Survivor into the parts where crows are. Might be an interesting source of new plays.
With your thought right here, Freddy wouldn't be a fair Killer, since Survivors wouldn't be able to see him in their field of vision
Not exactly. Freddy's power has a transition period, which allows Surivivors to take action, the sleep can be countered easily by Skill Checks and awake Survivors. Moreso Freddy's power makes him severely handicapped - he's the only Killer that is unable to use a simple hit without using his power first. Well, this is not a discussion about him, though

If it were a mode, THEN it would be broken to the game itself. It has to be charged
Mode switches are not instant either. And this would allow for additional time the Scarecrow would have to waste before he can hit after instilling fear.
If not mode - to restrict it as an ability - it must have a meter of sorts, that is quickly depleted when walking with Fear of Sight, probably...?I've played a TON as Survivor in this game, and we as Survivor mains learned to adapt our gamestyle for each killer, in every situation
The Scarecrow's power would negate the ability of Survivors to get visual information. But here's the point: they don't need it!I...don't know, really. I main Killers and I horrible at being a Survivor. When playing Killer, though, I can see the Survivors act according to points you're making, however I'm still on the fence about the 7s stun and the fact that stun is not removed after a hit. You imply high skill Survivors, but it's my impression that countering Scarecrow would require way more skill than countering Trapper or Huntress due to the fact both of them actually "aim" their attacks manually. I'm not sure how Scarecrow would aim and if it's possible to evade the fright?
I'm afraid at this time I just cannot bring myself to agree with you on this concept not being OP.
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Killer power
I love it. Very creative and detailed.
What I would add is that puppets cannot be left behind the Exit gates.
The other thing I would change is that the puppets don't spawn by themselves at the start of the game - they need to be prepared by the Killer, similar to how the Hag and Trapper prepare their traps. This would prevent the killer to insta-teleport around the map at the beginning of the game.Killer perks
No Strings Attached
I feel this is somewhat undefined. How about it triggers always after the first sacrifice and only once per match.Entity's Creation
I think it does too much: both hiding the totems, spawning more totems and revealing auras. I still feel like extra totems should either have an active function (like Haunted Grounds), or be a result of an Offering rather that a Perk. The Totem cleansing indicator is already done by Hex: Thrill Of The Hunt Perk, so auras are out as well. As for the cloaking of Totems - I dunno. I'm not sure if that's a good idea in the first place. This reminds me of Pigs boxes - you need to finish one to know if it was the one you needed or not - and that's a part of power, not a Perk.Hex: Heart Attack Overpowered simply because it affects ALL totems in a match. One totem would be alright, I think.
Survivor perks
Calling In A Favour
I'm not a fan of changing the map during mid-match. Maybe just have the Survivor search an already-searched box and have a speed bonus for this? I don't think it actually needs to be restricted by doing gens, though.Special Treatment
Vastly underpowered. A mid-vault is 0.9s - shaving 25% off would make it 0.7s. For a fast-vault the change would be from 0.5 to 0.4. I don't think this is beneficial enough, but I'm afraid I don't have any suggestions either.Pain and Gain
Interesting idea, but instead of injury I would suggest the Exposed status for 30s. -
Killer power
Interacting with generators as a part of power is not a good idea simple because generators are not permanent
- changing the game map mid-match is just nasty
- your power is absolutely useless in the endgame, when all generators are started up: once the exit gates are powered - all you can do with your power is look at the icon
- being able to curse 2 generators at a time means that the last generator will almost never be finished unless the killer player is hoplessly bad: when only 1 generator is left to be started up, the total number of dormant gens is 3, you can curse two and then guard the third one. The match becomes a stalemate until either you or Survivors quit the game. And survivors will make sure it's you just to punish you for such a tactic.
Using generators to your advantage is already available through perks:
- Bitter Murmur
- Brutal Strength
- Discordance
- Fire Up
- HEX: Ruin
- Overcharge
- Pop Goes The Weasel
- Rancor
- Surveillance
- Tinkerer
All of these allow for a high number of plays.
Killer perks
Revenge with cunning
Interesting idea. I would put a time limit on that, though or make it a HEX perk.The lost density
Again, interesting. However if your goal is to prevent camping - there are perks which do it much better, such as- HEX: Devour Hope
- Make Your Choice
- Barbecue & Chilli
All of these prevent camping better, while not imposing a quicker timer onto the Survivor, leaving them with no agency to counter it.
The cursed place
Not too bad of an idea, but again - a time limit and one-time use would balance this.Survivor perks
Protection guard
Borrowed Time perk already does this - and you need to work for it (unhook a survivor). Getting a free hit immunity for just being there is overkill.The lost density
Not bad, but needs a balancing effect, for example "you can't move while this perk is in effect"Spiritual Session
Time limit required. Gathering together is too easy for such a benefit. For example: "When you are within 6m of other 2 survivors - all survivors in this radius will be able to see the aura of the killer for 4s. Provided that the killer is more than 55/47/39 meters. This effect can trigger only once every 120s - this cooldown is shared among all of the survivors." -
Killer power
Pallets and Vault points are already covered by in-game perks like Bamboozle, Enduring etc. Not to mention the 3-vault rule of the core game.
Lockers are kind of debatable.
Generally speaking, I'm not sure this should be a power rather than a set of perks.Killer perks
Drive For Violence - it's both overpowered and underpowered in my opinion: Exposed status for failing a regular Skill check is somewhat an overkill, especially since failing a Skill Check on a Generator gives the Killer a noise indicator - and yet the 10s is so low the Killer won't have time to react. It's kinda...bad.
Fear in Headlight - hm, I dunno. Not bad, but again not sure if it can be used effectively.
Breaking Point - hitting the chest is just extra work. I would probably rework it along the lines of "As long as there are unsearched treasure chests left - each time you land a hit on a Survivor - this damages the item in the closest chest for 5% durability up to 80/65/50% durability."
Survivor perks
Over Here - Diversion perk is already in the game. Also 40 meters is way too much - standing on the edge of the KIller's Terror radius you would create a diversion on the opposite side of him.
Shroud of Shadows - 8 seconds is way too long. Also leaves a lot of questions:
- what if it's the last generator?
- how would Bitter Murmur perk interact with this?
- what if the killer is right next to the gen and can actually see it get done?
Inner Struggle - what exactly is "blindness" in this context?
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Power
Legion with instadown. Legion is already overpowered, with way less skill required than the similarly overpowered Nurse. Wolf is just instawin.
Killer Perks
Easy Prey
Fun stuff, really.Pack hunter
The distance is way too large. In probably should be in single digits. 4/6/8 meters.Dedicated to the chase
Gamebreaking. Gaining bloodlust faster is counterplay to any skill the opposing player might have. Getting bloodlust 3 in under 10 seconds is instawin. The part where only one stack of bloodlust is lost on a stun is a good idea, though.Survivor perks
Modern Medicine - Botany Knowledge already does this and does it better.
It's Not Voodoo - it takes 14s to cleanse a Totem. 30% faster is 9.8s. You are using a perk slot for 4 seconds gain once or twice in a match.
Shoulder The Pain - needs a time limit and a distance limit. I think the concept is already covered by Borrowed Time, maybe?
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Hi, welcome to the land of critique ^___^
Firstly, the way you describe the power is somewhat complicated. I would try to make it more simple in terms of description.
If you would allow my take:
KILLER ABILITY (FEAR OF SIGHT)
Grants the ability to switch between Punishment and Fear modes.
While in Fear mode:- No attacks can be made
- Speed drops slightly (10%)
- Survivors looking at the Scarecrow in Fear mode create a Fear noise indicator
- Fear noise indicator gives a chance to Fright the Survivor remotely by clicking the M2, stunning them for up to 7s (depends on Survivor's angle of view at the Scarecrow)
- Fright stuns the killer for 1.5s
Hitting a Survivor while in the state of Fear will not remove them from that state.
This is just nasty. Literally robs the Survivor of any agency they might have.
KIller perks
Malicious Harvest
Great idea. Way too long aura reveals. I would argue those should be in single digits; starting from 1s to 4s max.Crows, Scared Crows
I do not understand this. How does this work? Imagine you are in a chase and the survivor is running ahead (obviously) - the Survivor will trigger any crows before you ever could. Also there is a speed increase mechanic - bloodlust.Hex: Rotten Field
It's okay. I kinda like it, really.Overall thoughts
I don't like the power due to the fact that it counters the core balancing mechanic of the game - Survivors' field of vision. Survivors are in third-person view exactly so that would have more agency and more intel on the Killer - they cannot hurt the Killer, so they need to evade. Respectively, the Killer is restricted to a first-person view due to being extremely dangerous to Survivors.
Your suggested Killer Power counters it and breaks the balance. With this power there is no longer any skill or mindgames involved - the Survivors are literally blind and paralyzed, saying stunned and waiting for the Killer to slaughter them. It breaks the competition.
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you took that mimic thing everyone has been wanting and just went all the way with it
Yes, I've seen that idea many times, but every time people are suggesting for the Killer to actually disguise as survivor, which is in my opinion is way too easy to spot and wouldn't be able to fool anyone. So I thought why not use an actual survivor?
Ok that perk makes sense now, so your TR shrinks the closer your Obsession is to you.
Exactly.
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The Killer power is simple, too simple for me to have an opinion
That's the way I wanted it to be. I feel a lot of people are trying to think up overelaborate and very confusing powers. If you look at core game killers, their powers are quite simple, like "places traps", "teleports forward", "becomes invisible, can't attack in that state", "starts a chainsaw, runs straight with it" etc.
The Fanatic's main power is simply an AOE hit. Which could be an asset, especially to counterplay some of the bodyblocking situations, or disrupt healing etc. And the bloodlust is a little nice bonus to that.
Hell, you could use Haunted Grounds with this and Expose everyone twice, that's magic right there.
That would be too overpowered, I think. I though of it and since the beginning I've added that small part:
The Hex remains in power and is not counted as cleansed for the effect of that Hex.
The Hex is not counted as cleansed, so the Hunting Grounds do not trigger.
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But I am confusing, the killer terror radius is never larger than the distance between killer and obsession, let's say the killer with a 32 meters terror radius, and the distance between kill and obsession is 48 meters, is it still 32 meters terror radius or 48 meters?
I've tried to word it the way that the Terror radius maximum range is limited by the distance to the Obsession.
If the normal radius is 32m, and the Obsession is 48m far - the radius is 32m since, but if the obsession is 26m away - the radius is lowered to 26m.
This is a bit of a stealth perk.Hold on now, lets say you tagged a Survivor and let them go for when you're ready. You chase someone and hook them and then suddenly you get that noise indicator that your viable imposter is ready, bam switch to that Survivor and you're all ready for another chase.
That is exactly the case. However this doesn't mean that every time you'd be in a chase. You'd have to combine the power with aura perks or crowd control to make sure that Survivors are flocking together. Only then Revealing is very beneficial.
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The problem I had with the power was that it doesn't exactly help you during to catch a survivor
Yes, you are correct. I don't really have a solution to that: even though I added hitting and grabbing a survivor to be another way of gaining intel - the Impostor's power indeed doesn't provide immediate benefits without high skill in crowd control. Maybe this could be remedied by a weak secondary power, but I'm not sure what it might be at the moment.
I might be wrong about this but I think they said the next chapter is a fan created one?
Wow, really? That's something I'd never really expect. I'll research the info, thank you

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he turns survivors into No Mither mains without No Mither benefits.
That's not true though - your post explicitly states that "Cursed survivors, however, can fully recover from the dying state." which is the No Mither benefit.
Overall I can say I like the "placing a totem" idea but I'm not so sure about the way you're doing this. You're essentially imposing broken effect on to the Survivors, but what if a Survivor is already running No Mither? What if several do? What if it's a No Mither SWF team? They are pretty popular on youtube these days. So the Curse power is useless in these situations.
Also there is a Survivor perk Deliverance that causes Broken effect after a guaranteed hook escape. When playing against the Curse the Suvivors will have no reasons to doubt if they shoudl use it at the moment, or later - the killer power is already there, making them Broken, making the 100% chance of hook escape have no drawbacks.
The other thing I'm not fully comfortable with is that you're not using the Doll's totem radius for anything other than telegraphing the relative position of the curse totem. Why not have addons that apply debuff in the Doll's radius?
The last thing is this:
The Curse can detect cursed survivors within 28 meters and strongly detect cursed survivors within 16 meters.
What exactly is "strongly detect" ?
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Hello, you should not worry about people being hard on you - I don't think it's anyone's goal to be a jerk.
Killer power
That said, I really struggle with understanding the game mechanics concept of this killer's power. It's a buildup killer made for endgame, obviously, but I have a few issues:
1. The power is very similar to the Shape's in terms of it building up, but it's building up slower: while the Shape gets both the increased speed, the lunge etc. - your Nobleman has to choose. I think you wanted more versatility, but it's a limitation.
2. The way of building the power is not very effective. By the time you get enough "upgrades" - most of the survivors are pretty much dead. 14 hits till maximum upgrade is three survivors hit four times, which means they are most likely dead. So your full power in most cases will be used to hunt the single last survivor. Which is also a limitation (this time in useability).
3. Even with the limitations I mentioned - the tier 3 upgrades are simply overkill: one is an indefinite Exposed status for the Survivors with no way for them to counter it; the other is a similarly indefinite haste with no ways for the Survivors to counter it.But I must admit that selecting upgrades is a uniqe and interesting idea. I like it.
Perks
Undying Hatred
This looks like a cross between Myers' Save the Best for Freddy's Last and Fire Up. It's solid.Hex: In Your Memory
Wa-ay too overpowered, I'm afraid. 20 seconds reveal is godlike high. I would argue that even a 2 second reveal every 60 seconds would have been too overpowered. It's borderline clairvoyance, and it has zero drawbacks for such a powerful perk. I think it needs to be reworked pretty heavily, or even replaced.Business First
This is very like the BBQ&Chili, but I guess the purpose is to prevent saves. Basically, it promotes camping at a larger distance, or I'm reading it wrong. Again, the aura reveals are too long. Also I don't think you need a time limit on the bonus bloodpoints - or is the limit there to discourage camping and encourage looking for non-hooked guys? In that case this perk is rewarding both camping and not camping and I'm really struggling to understand what it really is for, I'm sorry. If possible, could you please explain in more detail?Mori animation
Actually awesome. Kudos.
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Hrm, lots of critique, I'm afraid.
Killer's power
Pallets can be scarce, other Survivors could be already dead. The Survivor needs additional ways of getting rid - maybe replacing the pallets with the Struggle action (and bonuses to struggle from existing perks apply).
Also Terror Radius is way too small. The only other killer with a small radius is Shape in Evil Within I. And he's severely slowed (105%). Next is 16 meters - again the Shape. Normal radius is 24-32.
Killer perks
Related by blood
How does "Blood line increases deviousness bloodpoints by 25/50/75%" - did you change the perk name, but not the description?
In-game perk Distressing already increases the Deviousness gains even higher. The blood splatter turning into a line is not that beneficial.Hex: babies cries
I don't get it. You already get a noise indicator when a Survivor fails a Skill Check. Do you mean - that ALL survivors scream when one of them fails a check? Looks OP.
How would you know the direction of the scream if you hear two or three survivors at the same time? (this is possible, since your max scream range is 56 meters) If you mean these should be noise indicators - I'm afraid it would be too overpoweredMothers love
Movement speed bonuses are too high. Also this perk seems to work backwards - you lose speed for hitting the obsession? And you would need TEN hits to lose the bonus?
This looks like a backwards version of Save the Best For Last. The bonus you get with Mothers Love is too arbitrary and does not require you to do anything other than NOT hit the Obsession until it's the last one standing. I don't know if this perk can be fixed.Survivor perks
Momentum
Not bad, I like it.Common knowledge
Needs to have time restrictions, for example: if you are looking directly at the Killer who is within 12/20/28 meters away from you - the Killer's aura is revealed to other Survivors for 3 seconds. This effect can be triggered only once every 90 seconds.Predator becomes prey
The time for footsteps is very long. When a survivor runs - they leave Scratch Marks for 10 seconds. Those become faint and barely visible at about 7 seconds.
20 seconds you propose is too long - the survivor can easily get lost in the footprints: the longer they stay -the easier it is.
Also, what is exactly the use of this perk? If the Killer is close - you probably already know where they are approximately. If they are away - you know the Killer is away due to not hearing the Heartbeat.
I get the feeling this perk exists to counter the Infant's small Terror Radius, meaning it will be useful to pick about in 6% of all matches you have. -
Killers powers
Two powers on one killer is overkill.
Killer's call
There is no reason for a skill check after the fist ring. Survivors would fail it intentionally - there is no big difference for the killer if there is only a single noise indicator, or two in quick succession.The problem about this power is that it does not take Survivor actions and skill into account. The closest power is Doctor's - but even that is not instant and it reles on Survivors staying in the terror radius (which can be avoided) for way too long and/or being actively hit by the secondary attack (which can be avoided).
This power needs restrictions: maximum range, a sound effect that comes before the survivor's phone rings, skill checks before the ring comes etc. Even then this power sounds more like an aura-reading perk than a full power.
Watching... Waiting
This idea has potential, but I wonder what would make a Survivor walk close to the locker? If your Terror Radius is zero - no survivor is hearing it, meaning they know the killer is elsewhere, so they can focus on objectives.Thus they will be repairing generators and cleansing totems, not wandering around your specific locker. Also, since killer power is publicly known - the Survivors would know to stay away from lockers, when playing against your Ghost.Perks
Hex: Rampage
Overpowered even for a Hex. There are several Perks in game that increase Killer's movement speed:- Play with your food - max is 15%, it's not permanent and is restricted by the Obsession mechanic;
- Agitation - max is 18% but active only when carrying Survivor;
- Hex: No one escapes death - max is 4% and a Hex and works after Exit Gates are powered;
- Hex: Devour Hope - max is 5%, time limit is 10 seconds after hooking and it's a Hex.
Basically, you've created the maximum speed permanent all-time perk, and the only restriction is a Hex.
Well, this is so overpowered it's in fact broken.
Disappointing chase
Okay but exploitable.Merciless Hunt
Overpowered, might be a Hex or should provide substantial bonuses to the Obsession along with the penalties.First problem with Merciless Hunt is that these effects are already covered by better perks except for the movement speed:
- the movement speed itself is way too much - 10% penalty means the obsession will NEVER escape a chase;
- action speed is better hindered with thanatophobia;
- aura reveal is better handled by BBQ&Chili
Second problem with Merciless hunt is the fact it's directed at Obsession only. This means you are using up a whole perk slot to help you kill ONE survivor. Please review existing Obsession perks - they provide a more varying benefit that would help in hunting more survivors than one.
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Thanks for the good-formatted post. It's a pleasure to read. But i'm afraid I'm too cynical and have lots of critique.
Survivor perks
Replacement
To be honest I don't think that magically turning items is a good idea: it's too exploitable. Four Survivors go into the game holding items, the Killer expects one game - but then one survivor has Replacement perk. All they need to do is to drop their items, have the Replacement guy pick them up and then drop them again - voila! Four-man flashlight team.I'm think of a perk called Pharmacy in game. It provides a 100% of finding a med-kit. I believe that Replacement could work as a variation of that. For example; if you have an item, searching the chest guarantees you a flashlight with that item's rarity or higher. Just a thought.
That variant would probably need buffing though.
Animation
Not a bad idea, but it probably should have a time limit on how long the "gimmick" is on the pallet before it's useless.Dancing on the blades
The bonus is a bit too high, I think. 15% is overkill. Also I would argue the tokens to be lost if hit in any way. (this includes Huntress' hatchets, Clown's tonic etc.)Killer power
The mimic mechanic is by your definition random, which places a very low skill cop on it - meaning that no matter how skilled you are - there will be times that you fail for no reason. If you look at other killers' powers - none of them include randomness in the core power, allowing the players to hone their skill. I think the players playing Mirage would be very annoyed with the randomness.
The disguise part is questionable as well. The problem in disguise lies in the fact that it's very easy to spot: disguised killer will not act as a survivor should. Not to mention SWF teams who can easily communicate their positions to each other and will spend no time at all figuring Mirage out.
Please excuse me for shameless self-advertisement, but I also amde a shot at figuring out disguise-based power and I think I've done it well (that is - the mechanic does not involve disguise at all, instead revealing an actiual survivor to be the killer) the link to my post is here: https://forum.deadbydaylight.com/en/discussion/41619/fan-killer-survivor-a-study-in-victimology
Killer perks
Synesthesia
An interesting idea. This perk would discourage tunneling. Would work well with Make Your Choice and Devour Hope. The speed buff might be making this perk too strong, but it would be okay if it's a Hex perk.Hex: Envy
Not sure how this would work, since failed Skill Checks essentially stop or pause the interaction. Also, what is really the point of having more failed Skill Checks? You already get a noise indicator when a Skill Check is failed - receiving two in a row with less than a second in between is not beneficial. I don't get it, I'm afraid.Malice
Awesome. I love it. To make sure it's not overpowered, I'd advise the pallet break to still lose 1 (one) tier of bloodlust (instead of all as would be without the perk). But that's just me. I still think this is a great perk.I'm sorry, but I didn't read addon descriptions. Since I'm having issues with the power itself, I don't think I should be criticizing the addons.
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I think the Boogeyman is overpowered since you gave him 2 powers: debuffs (gun) and ambush (sprint).
16m Terror Radius is exceptionally small. The only other killer that can boast such a small Radius is Michael Myers in his Evil WIthin II stage and he is at normal speed at the stage.
I only assume the gun does not actually injure the Survivors, providing debuffs only. If it injures - this would be way too overpowered. A play on this idea would probably be the gun to provide a small insignificant debuff, which can be changed and/or strengthened via power addons.
Perks:
Begoner - not bad actually, but very exploitable. Think Wraith using it and cloaking three times in a chase, effectively breaking the chase every time. And then using that bonus to cloak/uncloak faster through the game.Revenge - overpowered. Maybe it could work as a Hex, so that the Survivors would have a chance of destroying it.
Second Amendment - already exists in game. It's called Thanatophobia in the game.
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Hello, thank you for sharing your idea.
First, I believe the killer to be overpowered. Both traps and ranged weapons at once are a bit of an overkill.
I also do not understand the reason for FIVE traps and FIVE knives. If both get stuck on a survivor and there are four survivors - you would want the number to be 4 or less - think Pig's reverse beartraps. I would argue that three or two would be better than four - unlike the Pig's reverse traps - your Ripper has the ability to recover their traps, and unlike the Trapper who has no ranged ability - your Ripper does, meaning she must have more restrictions: lower traps, lower ammunition, slower speed etc.
Knifes' trackers sound like they would work well as an addon, rather than base power.
As I've been writing this comment, I realised that I do not understand how the traps would be laid in game mechanics? Would there be a maximum tripwire length? Would you need to perform two separate actions to set each end of the tripwire?
Time bomb addon: does it KILL the survivor or just down them?
The perk with gaining a bloodlust level after a stun is great. Though there are already other perks in game that deal with missed/hit stuns.
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Thank you so much for reading this. You're right - I'm trying to think things over: creating fan ideas like these is not only to feel closer to the fandom and all the fame it brings (lol), but it's also a very interesting mental exercise, where you need to make sure you're not copying others' work and still staying true to game lore and mechanics.
For the killer power, I believe aura reveal should be more of an addon thing, not a basic part of the power. In my opinion, this kind of power is about crowd control - the killer should put pressure on the map to make sure the Survivors are cooperating. And once the killer knows where the bulk of them is - it's high time to reveal-teleport. Perks like discordance and other aura-revealing ones would help in determining if the Survivors are flocking together.
Secondary, non-obvious effects of the power are:
1. Since the Killer gets noise indicators when the survivor is in an interaction - the killer knows the direction the tagged survivor is;
2. When you do the reveal - the corresponding locker aura is revealed - the killer knows the direction where the previously tagged survivor is.
Thinking about it - there probably must be a way to time-limit the "viable impostor" tag.Thank you for your praise on the killer perks. I really appreciate it.
As for the survivor perks, the thoughts are:
Planted Resources literally resets a treasure chest to hold an additional item, but the perk holder cannot search the chest the second time - only other Survivors can benefit from the additional item.Your Obviously Disposable Critique is on spot. I too think the numbers should be tweaked.
Paid In Life is result of a runoff imagination, really. You are absolutely correct the devs would never allow this. Then again - the fan creations are not going to be really considered for implementation anyway
P.S> I've also uploaded a different idea at (shameless self-ad) https://forum.deadbydaylight.com/en/discussion/41527/fan-killer-survivor-the-witchhunt
