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TheNamedStranger

TheNamedStranger

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TheNamedStranger
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  • @JAWS_BDSM said:

    https://forum.deadbydaylight.com/en/discussion/comment/396567#Comment_396567

    How exactly does the Feast sacrifice work? - it works just like an ordinary hook sacrifice, but you don`t need to transfer survivor to the hook. I think this could be a bit broken, if killer succeeds to start sacrificing survivor in some hidden spot with Knock Out so other wouldn`t find him, but i think this is okay.

    Once it begins, are you stationary until the survivor is fully sacrificed, or are they left on the ground or something? - you have to stay still for 10 seconds while starting the sacrifice, after that you can leave survivor on the ground, as the ritual begins.

    is any of the artwork an original depiction of the killer or are they just some relevant images to give a general idea of what he could look like? - I took all these images from the internet, so it`s not an original artwork.

    Got it, got it, and got it! Thank you! Great idea, anyways! A suggestion for the appearance, I think a bit of a tribal look would be neat for this killer. A big bird skull as a mask, maybe a hooded cloak made of black feathers and some big clawed hands/gloves, the feet could be clawed too, or maybe they're just boots. I don't know, there's a lot of potential all around.

  • @Mcfred said:

    @TheNamedStranger They have to be within a certain range to hit them but once attached they stay on for as long as the survivor is within fov. It's like Freddy but they have to be infront and within range for the ability to be able to come on for use. Once looking at the survivor just hold the ability button and let the hooks fly. They can't "miss" you just hold it until all 10 hooks are on but can stop the hook flying whenever by letting go. I made it so you can't press it whenever because if you go into a chase you Wouldn't know what it would be hitting. So I made it that you can only use it when it can be used.

    I got it now! Thanks, then yes I enjoy this idea!!

  • @Hoodied said:

    @Peasant I knew someone was gonna say that, but I thought of having the killer designed like a rubber hose animation, but not move like it

    Perhaps there could be one level designed as a cartoon, a real dark rubber hose style? Or somehow live-action rubber hose, like it's obvious what the style is but it's realistic and terrifying, I don't know haha! It's a fun idea, good perks, it would be interesting to see a cartoon style incorporated into the game but I don't think it could be impossible. Maybe The Entity thought it would be real great if he dropped a bunch of survivors into a horrifying cartoon. Pretty sure I'd lose it, so. It's somethin! Great job!

  • I love the idea of utilizing the crows! I've always thought there should be something done with them. Rapt Attention has the potential to be brutal, but it's difficult to reach that potential it seems and I enjoy that, a good balance. How exactly does the Feast sacrifice work? Once it begins, are you stationary until the survivor is fully sacrificed, or are they left on the ground or something? And is there potential for the sacrifice to be broken still, since it's not using hooks? A little clarification here and I think we're all set! Also, is any of the artwork an original depiction of the killer or are they just some relevant images to give a general idea of what he could look like?

  • Honestly this is very solid! I truthfully can't think of anything wrong here. That may be out of ignorance, for I'm not familiar with every single perk, you know, but I enjoy both the killer and survivor here. Pinhead would be a great licensed killer, I think, and something about the hooks feel like he should already be in the game. Question, do the hooks automatically hit the survivor, thus the need for them to be in a such and such range and in front and etc? Or do they fly freely and have the capability to miss? Other than that I dig this. The survivor perks feel pretty useful as well. Nicely done, here's hoping they try to pick this up!

  • I actually really dig this! I'm a sucker for plays on stacked survivor effects, sadness, madness, they're great. But yes, good stuff so far, the perks could affect her movement speed, attack speed perhaps. Umm, I'm not too sure. Perks are hard, they're generally pretty general you know, not just specific to killers (gotta be teachable y'know), not that I've noticed anyhow. I honestly can't think of any at the moment. However, this is a great start! Keep it up!

  • For what it's worth, not everyone's an A-1 writer, and don't worry about your English, I understood the perk well enough. The only thing I wasn't too clear on, appearances (not insanely important perhaps), and, how does she hit with the nails? Are they thrown? Does she have to switch from her knife to the nails? Just a little unsure is all. Overall, like I said not everyone's the best writer, the story did come off a little cliche and plain, but alas that could be fixed. Thank you for putting your ideas out here for us all to see!

  • Perhaps I'm a bit confused, but even if the fuse boxes are only a 3 second action, if they're both within the same area couldn't it still remain campable? Other than that I enjoy the idea here, makes things a little more interesting!

  • @Kaalaxi said:

    Thanks, I did think of having range but I wanted it to be a little bit more unique. I thought about having bamboo poison dart blower that applied the poison too. Maybe have a crouch like pigs that allows you to use the dart instead of spear so when you sneak up on someone you can stack poison fast.

    Cheers @TheNamedStranger

    That's a sweet idea!!! Definitely worth considering!

  • It seems like it could be a fun, different way to play! Worth a try, I think

  • Brutal! This character sounds fairly simple to play, but devasting without being overpowered. I think it would be cool if the spear could be thrown, perhaps this could be exchanged with the lunge...or both could be there! A smaller, weaker character with speed and range on its side sounds like a fun play style! I love it!

  • @Magnus13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/360776#Comment_360776

    The scent was designed so it wouldn’t be OP, but if it‘s near a Generator you could use it to determine. Also, although I didn’t specify, music would play to the killer, the louder the more recent the survivor was there.

    Sore Eyes is perhaps a bad perk, but the environmental disturbance was there intentionally. Maybe I’ll make it so at Lvl3 it tracks survivors exclusively.

    Desperation is not able to be used once there is one survivor. It can be used as soon as the hatch becomes visible.

    I totally understand! They were good perks, and they do make sense from an intentionally difficult perspective. I was just curious about that very thing! Also, the Desperation perk was my bad understanding, thanks for the clarification. I enjoy this nonetheless! Keep it up!

  • First of all, great concept! A werewolf killer would be sweet! Some suggestions: one, for the scent thing, I think 60 seconds is a huge a window for where a survivor was. That's a lot of time to move completely on the other side of the map or something, you know? It feels a little pointless at that circumstance. Unless of course if was meant to be confusing for the killer! Just my thoughts! Two, for Sore Eyes, I think it could track exclusively moving Survivors if one was concerned about environmental interference. Unless, once again, it was fully intentional to have room for such confusion. With Desperation, if it's only accessible when the hatch is available, doesn't that mean there'd only be one player left? I love this perk I just think it should be able to be activated sooner, with more players. Perhaps after the exit gates are ready to be opened, they could opt for the hatch! Again, great work! That Moonlight perk and the knife element sounds really cool!

  • Are these all general perks or part of a chapter you've thought of that I missed? Either way I enjoy these perks, they're simple but efficient. I particularly enjoy A Merciful Lie, though I don't doubt some would view it as encouraging tunneling. However if no one gets caught no one has to be revealed, yes? ;) Big Boned is also a good one! It would fit nicely with the token system some perks already have, so the mechanical itself wouldn't be terribly hard to fit I don't think. It does add incentive to destroying hex totems, a nice one at that. An instant 16 sec action? That's awesome!

  • I love this! Honestly the only thing that keeps crossing my mind is trying to imagine Entity arms coming out of his back 😂 That Void perk is neat!

  • Great idea! Definitely sounds like a complex character to play, but he has a lot of potential to be a problem for survivors! He's doesn't sound terribly overpowered either. He's powerful but it's slow. I love the idea of a pocket dimension! Seems very avoidable, so if you get put through the dimension, you definitely had to have messed up. Nice work!

  • Pretty solid idea so far! I like it a lot! Love the simple tale of stubbornness with the dark twist. Feels like a lot of potential!