SolarFoxVB
SolarFoxVB
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- SolarFoxVB
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Now I'm just thinking about Bubba and the Hag sitting in the swamp and playing a card game. Then Bubba has a tantrum when he loses. Like always. Then the Hag just facepalms.
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I know it's more of an easter egg to have Alex in the name Alex's Toolbox, but I was hoping that, since the name was used, that Alex could be an unused or maybe even used character. I'd just like to hear more about Alex in the game.
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Poor Adam. He should get more for being a trained pebble thrower. He's got 2 pretty okay perks, but that pebble though. MMMM. I love throwing pebbles at killers as they stare at me.
(Not dissing Adam, I just think his perks are a little on the meh side)
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Maybe you could give the survivor using it some bonus at the start of the game, like action or movement speed
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I'm confused about one part. At half power, do basic attacks burn AND injure survivors or just burn them?
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There is only one way to live
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@asergioam said:
I would ratter have chuck norris as a survivor with a perk that can be used once per match were you would kick the killer to the farthest corner. HEHE (i'm joking obviously... but it would have to be something like that if we had chuck norris as survivor.
That's just bad. Would be preferable to prevent bubba or hillbilly to use chainsaw near a hooked survivor. Because other than the chainsaw, a camping killer only requires good team work. And no, it's not a swf thing, I've done it some times with people I wasn't in comunication with. It's easier in swf but it's very doable with random people if their up for it. But against a chainsaw... impossible.
I agree wholeheartedly. What you said about a save from a chainsaw did remind me of a swf save a friend of mine did.
It was the end of the game with all but one of the gens done. I was being chainsaw camped by a Bubba and everyone else was still alive. My friend, who was working on the last gen with a random, decided to time the gen's completion to just after I was unhooked. He ran over, unhooked me, and we both went down. Then we proceeded to run like the mad lads we were when our Adrenalines popped. That Bubba DC'd. Good times.
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This is a very interesting power. Of course, the survivor that the Puppeteer is chasing will always know where the killer is during the chase, but a survivor not knowing where he or she is going is very detrimental. I'm still not sure how I feel about not being able to see where one is going, but I have to admit that it is a bit interesting.
Also, I'm worried that the timer for Cloak and Stagger is a bit long for how easy it is for some killers to become undetectable. It may be better to have shorter timers such as about 15/20/25 seconds long, and the same time for perks, but also with a cooldown that starts after the effect ends, which could be about 60/50/40 seconds. This would give survivors the possibility of recovering from their status effects and cooldowns rather than suffering an inability to use one or some of their perks.
I hope you look this over and agree with it.
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"Say hello to my medium-sized friend!"
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How about Smite? I only started playing it recently because of the new crossover with RWBY, and I started rewatching that series because of it. Fantastic show.
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That is the only reason Legion is low tier. TOTALLY not because people don't like the way his ability works.
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Oni is such a Chad
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Nevermind. Just a big dummy. I found it.
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These are some pretty nice ideas. I only have 2 bits of criticism for you.
The only problem I can see is that Echolocation would be used less in higher tiers due to survivors' skills at locating the killer. I know myself that I can usually distinguish what area the killer is in, so I would probably not use it.
However, I would definitely use Precision, especially with Stake Out. Good job on balancing that one by the way, but I think it should have at least a 5 to 10 second cooldown on the progression bonus from the perk.
Overall, I like the ideas for both of these and think that they would be nice additions to the game.
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I like the idea. You obviously put a lot of hard work and thought into this. Though I'm quite sure this won't make it into the game (and I'm sure you are too by the (Joke) part of the title), I think we could use a killer that can change to different people/forms from an intractable object in the same game. Now for some criticism on your perks tho.
Overall Criticism: What are the differences between tiers 1 through 3 of all of the perks?
Killer Perks
- Witches Brew: It's nice to have a perk that can do this, but what are the slow percentages? They can't be too high of course, since that would make some killers too strong.
- Explosive Personality: I really like this perk. You balanced this one fairly well and it gives a good advantage similar to Spirit Fury.
- Enshacked Loyalty: I like this perk as well, but I feel that the most progress that should be taken at once is 40%, so maybe it would work in tiers 1 - 3 like 3%/4%/5% per token.
Survivor Perks
- Reassemblage: I like the idea of only being able to get great skill checks (if that's what you meant), and this seems like a nice way to balance out bringing this perk for it.
- Mad Creation: This perk looks fairly good, but would be a nightmare for killers without a max amount of tokens, a longer time, and/or a higher token requirement.
- Reawaken: I like the idea that you were going for with this perk, but it seems far too iffy for it to happen, especially since it's only for mories.
Overall, I really enjoyed reading through this. Though I wasn't a big fan of the movie growing up, my parents got me multiple articles of clothing based on Jack Skellington, so I've begun to grow fond of it.
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Great job coming up with all of this! it sounds very thought out and organized and fairly balanced.
I was going to mention a critique I thought of while looking at the percent for bloodlust-gain speed paired with Gaias Wreath, but after looking back at how long it takes to get bloodlust, the bloodlust move speed bonuses, and how long an average chase is, I would say you did a very good job balancing your perks.
Lastly, I would say that, instead of no limit for BPs in a category from a perk, maybe it could just be a new set of offerings like this:
(Name Placeholder for Each Offering)
There is no limit to BPs gained in the (Category Placeholder) category. You earn (50-100%) bonus BPs in the (Same Category) category.
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In my time that I've played DbD, I've found that I only ever keep 2 perks on every build and I have to search for SOMETHING for the other 2. This would fill up that something perfectly if I only wanted to deal with chases (The 2 perks are Adrenaline and Self-Care. I've gotten used to not using exhaustion perks). I think it's just a matter of what teams are willing to do with their perks that might make it a bit op.
And about the UTA amount, I guess my eyes have never focused on the other part of every other survivor in the description.
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Just found out today that Left Behind was changed. I probably shouldn't make posts about changing perks while I've been grounded for long enough for an update or two
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Welp, I should probably not post on stuff when I'm grounded then. Completely in the dark on perk changes
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Also, just thought this.
This would make a great cover-up perk for Bill's Left Behind, because it's basically useless now. Gen speed when last alive? Just close the hatch.
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Maybe you could reduce how much speed you lose and the amount of blood, but only be able to carry somebody when you are healthy. If injured, you have to drag them, which would be loud, slower, and leave the same amount of blood as crawling.
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From my perspective, I believe Gambler's luck is far too overpowered. All you need to have a 100% chance of a great skill check is 3 people with Up the Ante 3 and Gambler's Luck 2, because 3 Up the Ante 3's is 36% luck, which, multiplied by 2 then added to the 30%, leads to the 100% chance. There would need to be a cap or a change to the perk for this to be okay.
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I actually really like this perk idea, though I would not recommend it on higher-level matches. It is very easy to notice once one has 2 tokens, because of the effects that it gives being more unique. This balances the totem fairly well, allowing for decent use of it on either side.
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I think that maybe instead of stalking, there should be a way to refill the bombs, such as going to a highlighted box on the map.
Also, I have a question about the different colored skill checks. If you just let them pass, does nothing happen, or is it a failed skill check no matter what you do? I believe that there should still be a way for the survivor to not have any failed skill checks if they know which color is the right one.
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These sound pretty good to me, but the movement speed increase for Determined Warrior sounds a little too strong. Maybe 2/3.5/5?
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I just had a neat idea. The arm should not be able to point to survivors you have already hooked before, and the second arm could come out after all the survivors have been hooked once. There could be some buff to take the place of the 2 hook increase.
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True, I just don't think that he would be out of chases very often when he has the first arm out.
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Also, about the perks, shouldn't they be mostly geared towards the killer they were made for? It seems like Fear of the Void would be a bit counteracted by the first arm.
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Yay! I did a thing!
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I really like what you were going for with this killer, but I'm a little turned off by the arm that points to the nearest survivor. From my point of view, it seems a little broken for it to lead you to survivors AND upgrade later on. Maybe you could have the arm evolve into the second arm when the second one would usually come out?
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I think that the bloodlust speed would be okay if the effect were something other than an instadown, like maybe a hindered effect with a small timer. Cool art by the way.
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I'd change the "FACT:I made this..." spot a spoiler warning and be sure to say that it is a Dying Light spoiler. I've already completed the games, but other readers may have not.
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I like this idea, but it would require a lot of thought and make balancing more difficult
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AWESOME
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This is interesting, but it cannot be used well or even at all until good A.I. is developed for the game. I really like this idea though, so if good A.I. actually does show up, I'd like to see this.
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I think that the killer should probably be able to move at 50-75% his normal movement using the ability without he ultra rare add-on. Otherwise, the survivors could just run and hide around a tree or something. Also, horse power's speed bonus is too big. Even with both of the speed perks in the game, the killer can only get a bonus of 19% movement speed, and those are very special conditions where the killer can't attack or will lose 5% movement speed and the exits have to be powered. Even so, a killer can still run close to the pace of a sprint burst. That being said, horsepower is just too overpowered. I would say that you should probably stick with a set number 2, since breaking only 2 pallets would even you out to the movement speed bonus of tier 3 NOED.
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The man, the myth, the legend: Mochael Myors
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From my own experience, you just need to know how to play Freddy right to beat the high ranks. I made it to rank 1 using Freddy when I got the hang of him, so I think the only thing stopping people is the skill needed to use Freddy. I'm not saying that Freddy is incredibly hard to use like the nurse, but I would not say that he is easier than the huntress or the spirit.
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This looks really nice! I don't know much about Resident Evil, but I at least know Chris and Jill, so this would be amazing to have!
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My poor Freddy is getting talked about behind his back. This is a sad day for Freddy mains everywhere.
(Although I am good at Freddy, he has not surpassed my Michael Myers main, and is therefore not worthy of my profile picture)
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Just wondering, what was the inspiration to use Dark Sense and Devour Hope?
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@Patmosphere said:
You're, by the way, not considering the fact that this perk is highly abused by players who already know how to "survive", which means timing the loops and vaults, make the generators as first target and bodyblock in case of need of one of the teammates (swf case mostly the last point). It makes the whole "last attempt to escape" a literal joke to the killer's situation, since he gets usually backstabbed even before he can hook the survivor for the first time and others just do the objectives undisturbed.I am actually considering that. I just know what I should do to avoid being backstabbed or how to chase someone effectively after said backstab.
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Maybe the survivor could fall off of the hook at the end of each stage, pulling the hook down with them, therefore sabotaging the hook as well.
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I think that the perk Professor's Knowledge would actually work better as a new add-on for the map that lets you see the auras of survivors within the map's radius. This is mainly because the perk is specific to one item. This could be said about saboteur, but that perk can be used without a toolbox as well.
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Amazeballs
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I feel like Decisive Strike is fine as it is, since the killer rarely leaves the decisive user alone after they used the perk. This Decisive update is just ensuring that the Decisive user will not escape from the killer.
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By god, it's beautiful. I think I'm gonna cry...
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Then I'd say that I have to agree with alivebydeadlight with how situational it is. Only Kindred, Alert, Dark Sense, the killer key stone, and Rancor will allow this to work (it already happens with Object of Obsession, so I felt it was meaningless to mention), so that's 4 of the 107 perks in the game, and only 1 add-on. I understand that sometimes it's nice to have this situational stuff, but unless the situation actually arises, a perk slot is wasted, like with Calm Spirit.
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@AgentTalon said:
Weeeeird it almost seems like you did it to showcase how viable the strategy was. Which surprise, surprise turned out several 3k and 4k rounds and lots of survivor hate.My takeaway is that when a survivor dies in the game they feel empowered to harass the killer in postgame chat because they have no fear of any serious ban. Seems like the issue is simply that toxic chat should be insta bans.
Buuuuut that means less players to buy DLC, hell almost no one would be left since 50% of games as a killer result in toxic chat.
Okay, Raccoon implemented the word "Experiment" in the title for a reason: He was testing how viable camping was. Sure, he got his own results, but he can't just say he got a 4k, can he? He's got to give evidence. The way that I feel about camping is that, although it is a viable strategy, it ruins the fun of the game for whoever has the misfortune to get camped. Also, on the topic of the toxic chat, two ideas popped into my head:
- "Why not just report people for communications abuse and they get in-game com banned?"
- "Who the hell cares?"
Lastly, the killer has nothing to do with the problem of camping as a whole. I hate camping as both survivor and killer, so when I play Leatherface, I do so without camping (Yes, Leatherfaces that don't camp actually do exist). As a matter of fact, I get camped by the Doctor the most out of any killer, so Leatherface himself is not the issue, and therefore sales should not go down hardly as much as you'd expect.
That's about it for my rant.

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@Peanits said:
It's literally a thread made with the intent of being toxic and posting people's reactions.I really shouldn't have to say more.
From what I have seen of the comments of @Raccoon I think I can tell that they were doing this as an actual experiment. Raccoon's main intent was not that of being toxic and posting reactions, but using a different-than-usual playstyle and posting the results of the game. The reason it was a good thing for the thread to be closed was the harassment of the players who enjoy the toxic behavior. Sure, most of them can't see what was going on in that thread, but that's no reason to say stuff such as when a cancer outbreak happens, they will be the ones to get it. Honestly, I hate the way toxic people act, but I'm a kind person, so I don't wish anything bad towards them, only towards their accounts. Please take this message into consideration and possibly find a way to ban specific people from threads if it is obvious that they are the source of the problem.