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Sudzer

Sudzer

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Sudzer
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  • what does it mean for a non-injured survivor to be broken? If theyre not injured you can’t heal them, no?

  • I don’t hate the idea outright but think the implementation they were working with (that thankfully got canned) wasn’t the right way to go about it.
    I don’t have answers for the actual right way to go about it, but I do think them building a strong foundation will allow them to more effectively balance existing killers around that new baseline - hopefully.

  • I don’t mind slowdown as a player of either end generally although gens getting blocked always annoys me as a survivor. Never sure of what to do or when it’s appropriate to go back.

    I think slowdown as killer typically gives me more time to accomplish what I’m trying to do. Sometimes it takes a little time for me to pick up on how I want to approach the survivors and it allows me to do that. When things blow through too quickly I am kinda forced to settle for weaker forms of pressure that are less under my control, whereas I generally prefer to see huge shifts in momentum after a lot of preparation and lots of intentional micro-wins. If that difference makes sense.

    As survivor it just adds another stressor to consider and I like to balance chase with smart resource management so it just plays into that I guess as an obstacle.

  • Yo the blob would be sick tho, I get that’d be a tough one to implement but there’s a lot of opportunity for weird gameplay there I think

  • Love the light source concept. I would change the Angel Plague a bit as that could be really terrible to manage and very punishing.
    I like it overall though, good stuff

  • @Badq1ay3r said:

    The boon perk is like a better treacherous crow perk, and main character syndrome… perfect for those who like to take chase. Backstory is great. I tend to avoid doing backstories because I can't think of good ones that fit well enough, but you seem to make an entire story, props.

    Appreciate it man! Youre one of the few names I look out for on here for whatever reason. You have

    great ideas. Glad you like the idea and writing

  • I can see why they didn’t publish any numbers in this post - they probably gutted a bunch of stuff and are averse to receiving any feedback on it. It’s really not that hard to contextualize numbers, I think people reading these sorts of things know what 5%, 10%, etc mean in DBD when referring to different aspects of the game. Based on the state of other things I don’t think a PTB in itself will be substantial enough to change their minds about anything.

    Sad to hear about the type of changes being made to Pentimento. Getting more than 2 lit pretty much requires that youre running a dedicated build (like plaything n such) or that a player is running around focusing every dull totem (generally rare imo).

    As for Haste/Hindered changes and the “Quest” system (terrible title for goals in DBD btw, call it Compulsions or something), it seems that the game experience is going to become progressively more standardized, and I don’t know if that is a good thing or not. It removes flavor and that’s really primarily what this game has going for it imo. You worry me, BHVR. Hoping for the best tho

  • This is a fun and unique concept! I think you could consider allowing Stage Fright to be curable starting at Stage 2, and maybe make it take a little longer at that level as a trade off, as the effects of Tier 3 are quite severe (depending on how you define “staring at The Prima Donna”). Good work!

  • I like the idea of a swamp creature w/ a map, something like The Creature from the Black Lagoon would be amazing. I think somebody did a concept for that a while back on here actually with perk art and everything and it was pretty good. Can’t remember who tho.


    Always love seeing The Grudge mentioned, wrote up a pretty detailed concept for it a bit ago actually! Really want to see her in-game someday. One can only hope.
    https://forums.bhvr.com/dead-by-daylight/discussion/439802/the-grudge

  • Love the ideas! One thought: If being Agonised causes a survivor to be Broken, how can another survivor interact with them to cause the status to spread?

  • I can see the map in my head being a very cool and unique location!

    I like the idea of the stingers. They provide a varied way to control survivors that can counter various playstyles. Perhaps you could have one that causes an infected survivor to intermittently scream, revealing their location, although the necrosis one works against stealth builds too. Maybe reduce it to a constant deep wound that will put them into the dying state if they don’t heal it, but not necessarily mori them. Or leave it as is! You have options to deal with stealth, running + looping, and the broken one kind of effects them all but without immediately changing their danger level (aside from the fact they can’t heal.)
    I do think you should streamline it to where all stingers can be countered by survivors in the same way - like you did with the bee venom. This will give survivors a clear objective after getting stung. In exchange you could make the effects more substantial - e.g., only one anticoagulant stinger leaves them broken until they use an anti-venom You could have the anti-venoms slowly develop with a slow respawn rate, or you could make the number limited entirely (with maybe a large number of them per trial, as the effects could be pretty severe)

    I don’t fully understand killer perk 2. Is it essentially designed so that if you catch survivors fully off guard after hitting them three times they go down instantly? I think this has potential but maybe rework it a little bit because your killer doesn’t really have any natural stealth so this doesn’t synergize super well with its abilities which I think is important. The other two killer perks are pretty cool but I would add a cool down to Hex: Ugly Mind. Unstable Body is neat and unique.

    The survivor perks are all quite unique. I think making New Blood an Invocation is quite extreme as that will cause the Broken status effect. Maybe you can give it some other activation condition, kind of like Lara Croft’s Hardened? I do like the idea of denying the killer access to the obsession and think limiting it by tokens is smart.


    Overall very fun stuff and you should continue to come up with creative ideas. I look forward to seeing what you do in the future!

  • @Badq1ay3r said:

    Cool and thought out concept as usual. The power is interesting, i would love to be able to flood certain areas as this character and face against the drowning effect. I love killers who add another objective to the game in order to survive. The perks are cool, pressure gauge and rip current might be my favorites.

    The only thing i would change is reducing the number of oxygen tanks to 4 (like nemesis with antidotes) just so survivor know the importance and risk of using all the oxygen tanks. Otherwise, great concept.

    I appreciate it! I love new objectives as well, interactive gameplay is something we need more of for sure.

    I originally did 4 but wasn’t sure how quickly they’d be used, I think what you’re saying makes sense though. I’ll edit it with that I think. Once I’m off work at least

  • @IzofinChoyzei said:

    Hey, i will soon be posting a chapter concept of my own. when i post it will you reveiw it?

    Absolutely! I’d love to!

  • @IzofinChoyzei said:

    This is what I could imagine an underwater chapter being like.

    Glad you liked it!

  • @Rem_Loves_Horror said:

    Let me just tell you with full honesty… This is absolutely amazing- the way you described everything, your very detailed ideas, your insane creativity. I LOVED this so much! Enjoyed it a lot, very good concept.

    Thank you so much :’) I really like doing stuff like this so that feels really good to hear

  • @Badq1ay3r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890771#Comment_3890771

    Thanks for making that clear. I personally would probably break the mirrors to save a injured survivor during chase... just to be downed myself.

    Lol I feel that. She is reminiscent of Pinhead in that regard, if I get the box then I'm prolly just dead

  • @thefallenloser said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889840#Comment_3889840

    The killer's high lethality is supposed to be balanced out by their lengthy wind-up times/cooldowns, reduced move speed/increased terror radius, and limited power usage. Positioning is key against this killer, encouraging survivors to stay around loops and vaults to deny The Reaper a hit of Reaping, while encouraging the killer to be wary of their power usage, as if they just spam it they'll turn into a basic 115% killer w/ a relatively mediocre power (though they do still have the benefit of Undetectable). Trust, I thought quite hard on how to make sure a killer w/ a power as dangerous as this fair. I think players should be fine as long as they think and don't panic!

    Honestly 2 seconds of charging at an undetectable 4.6 m/s to charge an ability that has a 10 meter, 45 degree area of effect range (huge) that goes over short obstacles and rapidly applies hindrance debuffs, making it even easier to hit the ability, which leads to the dying state in about 16 seconds from start to finish is not in any way shape or form balanced. Ignoring the entire rest of the kit this is already insane. Death could have just this ability and it would already be tremendously overkill. I’m just giving feedback. It’s your concept so have fun with it, I just think it would be more fun with some more thought out limitations.

  • @Dixon123 said:

    That was amazing! Kayako is my favorite horror movie character too and I would love to see her in the game, hope the devs see this because she would be an amazing addition to dbd

    Yay! I’m glad you liked it! She would be so scary as a character and I would love to be able to terrify survivors with her. Thank you for reading, let’s hope someday

  • @Badq1ay3r said:

    This is a cool concept, i would love to be able to go through walls and scare survivors without having a fatigue animation like nurse.

    The mirrors are a nice touch, but i dont see a reason to break them as a survivor. I would understand if it was a teleport for the maiden, similar to that of sadako and tvs, but there is not a lot to gain for breaking them.

    Neat idea, i just don't understand the mirrors.

    The motivation for breaking the mirrors is to prevent the other substantial detrimental effects that the mirrors can have as a result of the add-ons, such as her being permanently Undetectable or survivors suffering from Hindered. Additionally, they can be used to force The Maiden out of a chase with a survivor, or pull her away from an objective that needs to be completed. I’m glad you liked the idea!

  • It would appear I didn't include any rank stuff for Hex: Twisted Reflection. I assume it would just be the cooldown on applying tokens, so let's just say 45/35/25 for that!

  • I really like the artwork you did with this! I’m something of a swamp creature lover myself. Fun stuff

  • Death is a cool idea for a killer, however this sounds pretty insanely broken. The perks are insane, the power is insane, he would destroy every lobby without difficulty because from the sound of it there is absolutely zero counterplay. Maybe think about ways you can limit Death’s abilities, which will enhance the overall quality of your idea and make it a more engaging character