TheReyGamez_ZX
TheReyGamez_ZX
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- Username
- TheReyGamez_ZX
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Comments
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@Sandt21 said:
You put A LOT of thought into this, and this is easily the best FNAF fan made chapter by a mile. Its very original, yet still keeping to the original games. I especially love the add ons, I wouldn'y change a thing about them. Two things though...
1) You need to explain better that the four animatronics have a speed of 4.6 while springtrap has a speed of 4.4. I had to go to the add ons to figure that out
2) You two non-hex perks should really be hex perks. They are two powerful otherwise. And Hex: Regiment needs a slight nerf. I like the idea, but its current form is a bit much.
I do agree, Thank you so much for your feedback! There is something I totally missed while writing it
After 20/30/40 seconds, the totem is revealed to all survivors (Rejuvenation)
And on another note, I think you're very right about Technical Difficulties being a totem.
Beast of Burden was my take on adding a game-breaking unique perk. I feel like a dull totem should spawn and be lit during endgame thats blocked to the survivor and the killer cannot see it (to avoid camping). If its cleansed all effects are removed, including your immunity.
On a side note, I plan on doing this again. Any ideas for characters I could do?
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@Jarol said:
I like the concept, but at the same time I feel that it would seem strange to see Slenderman walk, since it always surprised you by being still and it made you more and more crazy while you watched it and I also think that it should have a low terror radius or reach be undetectable since it always appears out of nowhere and that's the terrifying thing. Obviously either way, I'd like to have Slenderman here under the name The Myth.
I was thinking about making him a 4.4 m/s, but that would make him rely on his tendril which i dont think he should. Its also kind of hard to design a stealth killer that isnt just a copy and paste of the other 2. However, I do think him having a smaller tr could be incorporated.
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@Ethofrasty said:
Oh my God I love this idea, honestly. But I think the power without any add-ons by itself is very powerful, and I'm a killer main. Being broken if injured is wild, but I presume depending on how large the map is it could be balanced. Either way a very interesting idea
I am also a killer main. I feel that the broken status effect can compensate for such a low speed. Pallets will be an absolute pain to him.
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@Dabihwow said:
eh I don't know its cool but I don't think DBD allow a child to be murdered and sacrificed, a bit too far.
But she's a teen, and well, legion...
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@chase131119 said:
The fact that you said a killer gets a 15 minute penalty shows that you have no clue what you're talking about. You have to DC at least three times to get a 15 minute penalty.
Maybe stop DCing?
Disconnect a game of killer than reply to my thread :)
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@NekoGamerX said:
are you saying survivor dc ones get 5 min but killer dc 1 one get 15 min?that don't sound right.
Oh I wish I was joking :)
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@Mikeasaurus said:
You can't force people to play or not DC. If someone wants out of the match, that's there choice. They're aware of the DC penalty so why should they not recieve it? Just because they're getting beat? They don't like X killer/Survivors? Sorry, but theres just no good reason to do it, unless your literally stuck inside the match from a bug. Survivors can suicide and move on. Killers can just go AFK and let survivors get on with it. I do it plenty when I get SWF Gen rushing. They try to run around for my attention but they get bored pretty fast when they realise nobody is reacting to them. End of the day, the DC penalty works fine as is. People need to stop DC'ing if they don't like the penalty.
But the thing is that the dc penalty has no purpose if a survivor just kills themself on hook, and there's still no logical reason to give killers such a long penalty if you arent having fun and want to just leave the game. Sometimes you just have to go do something or the ping is terrible and just not fun. Also, it still counts if you crash, which is even worse.
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Killer main here.
We all float would basically be a worse infectious. Maybe change it to where "When survivors scream, their aura is revealed to you for ?/?/?.
Fear me is almost completely useless. I'd buff it to be chased for to be 20/15/10 seconds. Then, it would work for killers who would really need it like nurse, and as well as aura revealing, make them scream.
Sudden Surprise is very similar to tinkerer, and people would rather get the status BEFORE the gen is popped instead of after.
His power does seem decent, it requires skill on both sides.
Ready to go should be nerfed to 110% for 5 seconds so it is a genuine decision between it and sprint burst.
Everything else seems nice and is overall a good concept.
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@ad19970 said:
I don't think No pain, No gain is a good idea. When using that perk, every other survivor will just hate your guts for handicapping the team because you are making gens take longer.
Also, One-Way sounds pretty useless. It doesn't do anything outside of the endgame, and I'd rather have the hatch open than exit gates get completed by 50% once all 5 generators are repaired.
Hex: Synthesis sounds fine, though I think the devs favor stalling perks that don't just give flat action speed debuffs to survivors.
Regarding No pain, No gain, I purposefully said that co-op actions disable the perk. With One-way, its like Adrenaline. It can clutch, but there's no guarantee it will activate.

