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QnQ

QnQ

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QnQ
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  • This is one from a chapter concept I'm working on (https://forum.deadbydaylight.com/en/discussion/174316/chapter-concept-deadly-bloom)

    Survivor perk:

    Blank Canvas (the survivor is a hipster artist, who loves to paint)

    • After unhooking a survivor Blank Canvas activates. Once Blank Canvas is activated press the active ability button while running to create a trail of scratch marks and blood trails too if you're injured, in the direction you're looking at, the trail travels 8/10/12 meters from you, within 3 seconds. When this is activated you leave no scratch marks and blood trails until the illusionary trail reaches its maximum distance.

    (Also gonna include one killer perk from the same concept cause why not ๐Ÿ˜‹)

    Killer perk:

    Hex: Evil Takes Root (killers theme is a parasitic plant monster)

    • The root of all evil bears bittersweet fruit. Whenever a survivor finishes repairing a generator the next time they begin repairing a generator the entity will block the generator for 40/50/60 seconds and survivors near the generator have their aura revealed for 10 seconds.
    • Every time this effect triggers all other generators in the trial instantly lose 15% of their progress.
    • When the exit gates switches are powered the entity blocks them for 40/50/60 seconds.


  • @SadCyclops said:

    I want to start with the good things:

    The Killers power is well designed and seems balanced. I do love nature themed things and this could fit into dbd pretty well. I love the flowers and the details you put into the mechanics like fertilization. I think the seedlings should be able to be placed everywhere (a trap from the Trapper also can block pathways) but maybe they could be taken out on an alternative way than just flashlights (hags traps dont trigger when you croutch).

    The second perk needs a timer eg. when a survivor is longer than X seconds in your Terror Radius the next time he comes close to vegetation it triggers, otherwise it would be op. Additionally the gate blocking perk is okay-ish but i wouldnt play it as you can see that a killer has this hex on and you just dont cleanse everything as survivors.

    The old guy survivor thing was always funny but really doesnt fit into the game. Just imagine the granny using sprint burst or falling off a high building with balanced landing. It would just be a joke instead or horror survival.

    The survivors perks are not that cool imo (i guess you put all your effort into the killer), so i think you should rework the survivor or cut it.

    Also, dude I love the map idea!!! Greenhouse with the corn maze would be awesome af.

    I really hope the devs have a look at your killer and the map.

    See you in the fog

    @SadCyclops thank you for your feedback!

    Yeah I did neglect the survivor for my chapter concept but I just made some changes to it.

    With the whole seeds concepts the Shamblings when they mature become quite large that they can potentially block doorways so having them not be able to be planted in tight/narrow spots I thought would negate such a strong/op factor.

    I feel having a constant active threat/zone control from the Shamblings opts for a drastically different play style for the survivors. Especially since the kit opts for a late game design the pay off should be worth these constant active threats. (Solo's might struggle vsing it but SWF would most definitely be a struggle for The Shambler)

    Perhaps when a shambling is reeling in a survivor in the dying state and another survivor can run up and begin to rip off the vines which dazes the shambling when they free the survivor. but they would need to still heal the survivor from the dying state.

    I also made some adjustments to the killers second perk.

    The first perk is going to be adjusted too.