Valeficent
Valeficent
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- Valeficent
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@Frontdoor6 said:
After playing and facing the Artist a few times, i see what people mean when they say she's weak. Mostly because her crows aren't exactly threating without addons, and the addons themselves don't really change much.
Here's what i noticed
- Artist can only shoot crows straight forward: Many maps have a second floor, but the Artist can't shoot up, this makes her crows very ineffective on some maps
- Recharge speed: After shooting a crow or three, you're ability has to fully recharge before you shoot another. The recharge takes longer than it takes for Survivors to shoo crows off themselves, even with the recharge or longer swarm addon
My suggestion would be buff her speed and rework some of her addons. And if people agree, give her the ability to shoot up or down.
Thanks for your time.
If you’re shotgunning recklessly with all three crows, then that’s why you’re not getting survivors injured before the cooldown is over. If you practice and learn to only need one crow to swarm/injure constantly, then you’ll be able to injure/down survivors fast. Furthermore, running the brown ink addon(+0.5 secs to repel) with festering carrion(-0.5 secs to power cooldown) gives you an extra four seconds to hit a survivor with your crows.
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@dugman said:
Just to clarify, her crows do travel up ramps and stairs. For instance, if you aim a crow toward stairs in a house on Hadenfield, the crows will fly up the stairs and hit things on the second floor. So they can move vertically, even if you can’t directly aim them vertically.
To be more specific, the crows travel up/down ramps or stairs when in the non-swarm form. Meanwhile swarms will travel in one singular direction without changes in elevation.
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@GoshJosh said:
I despise killer adept achievements; not only for myself, but for others going for them. Thankfully, I just got my last one (Blight) yesterday. Until the next killer comes out...
A 4k with three unique perks can be bad enough on its own; but throw in the complexity that is the emblem system, and you can all but lose hope. I can't tell you how upset I was to lose mine as Blight yesterday because someone wanted to hide rather than unhook the other remaining survivor in a gen lock situation (one gen left to do with three closely situated generators). After closing the hatch, the two gates were too far/hidden from view to manage, and the last survivor opened the gate and got out.
I lose my killer adept achievement... to that?
I spent seven hours trying to do Plague’s Adept yesterday when I literally finished Demo and Legion’s adepts in one try AND on Midwich.
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It’s called do the totems. Bring stuff like Maps with totem tracking, Detective’s Hunch, Small Game, etc. It isn’t that hard to find totems anyway tbh
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I made a thread on full reworks and changes on his addons a while back but it never got any attention. I do agree that Demo needs some buffs and tweaks to be made more viable with the current meta
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I made a thread a while back that’s as a proposition thread for a full rework and changes to Demo’s addons. Didn’t get much attention though tbh.
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Man, give the perk a chance. It’s not like Undying can bring itself back. Sheesh. Everyone’s calling for nerfs these days.
To go back onto topic, I don’t find Undying a big problem because I’ve memorized all the possible totem spawns for each map(including Midwich, which was painful to memorize but I got it done). Just bring maps or Detective’s Hunch(even small game). Cleanse the totems like you’re supposed to
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A few things.
Leprose Lichen: The exposed effect/anything instadown related is something that shouldn’t be put on every iridescent addon(we already have Slinger’s iridescent Coin, Huntress’s Iridescent Head, and Blight’s Iridescent Blight Tag). The aura reveal for Leprose is decent, but if people now that you’re running the addon then they’ll avoid breaking portals.
Rat Liver and Rat Tail: Might as well make them basekit
Red Moss: Not a bad idea, but the tremendously increased power recovery might not be as good in execution as on paper. Maybe using the any-location-teleport ability should break the portal you teleport to as the downside instead
Life Guard Whistle: Lingering Oblivious after breaking a portal is pretty decent but only after breaking a portal? Well, can’t complain much but maybe it should be applied from coming into contact with the portal instead of only applying after it’s broken(only other downside is that Oblivious makes Object users more powerful).
Vermillion and Violet Caps: Not bad, kinda like apex muffler but without the TR requirements.
Overall, some of your ideas are okay. Some are aren’t as good, but that’s why there’s a thing called refining. Overall, 6.5/10
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@Aneurysm said:
Last time a thread like this was started it descended into demogorgon thirst, you've been warned
Which one? :3
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In all honesty, as both a killer and survivor main, SC isn’t that much of a nuisance. As a survivor, I don’t rely on it letting me know about the killer as I actually use my eyes and ears(I also run SC just to avoid getting dedicated through windows). As a killer, it doesn’t really matter because of the killers that I main(Demo and PH). I believe that SC doesn’t need a bonk with a nuclear bomb, but more like a slight bonk where it has a delay on activating and deactivating
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1565267#Comment_1565267
Looks good unless you have some last minute ideas
I think that it looks good as well! Thanks so much for helping, btw! :)
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So is the list of addon reworks presentable now as a proper suggestion or does it still need some touching up(just asking since you’re the smart person and I’m the average person)?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1564851#Comment_1564851
I think you misunderstand what I mean, and what I was asking about the OG idea.
With shred the distance you gain on a Survivor is a function of the time spent in shred, the speed of the shred, the time spent in fatigue and the speed of the fatigue. If you are chasing a Survivor in a straight line then by shreding you will reduce the distance by some amount after this entire process. Now in basekit or with only 1 CDR addon this distance is less than the distance you travel by just walking, so an attack that misses is losing you ground. WIth 2 CDR addons you travel SLIGHTLY further than if you walked, but it's still a hassle to spam shred everywhere.
Now, if Shred had almost NO cooldown, then the fundamental usage of the shred changes. You can still use it at loops like normal of course but with no cooldown it's a burst of movement speed in a straight line at any time. This drastically speeds up patrol times and similar to the new blight Killer can help you get around some loops better, although not quite like blight due to the way Shred's charging system works and how walls override CDR addons.
The CDR when you hit a Survivor isn't important for this. Once the Survivor is hit the payoff is already secured, no. The utility here is in how it means you can shred without ever having any intention of hitting anything in the first place. It's not about using shred to hit a Survivor, but about using shred to patrol the map, catch up to a Survivor holding W or get a cheeky hit at a straightaway into a sharp turn. Shred down the straight part and then turn to hit the Survivor that just turned.
And for the OG idea it's the same missunderstanding.
Distance is a function of time*speed. In order for the distance to be increased you must be increasing either the duration of the shred or the speed of the shred. It has nothing to do with charge time. The question is (or was anyways) if you were increasing the shred duration or the shred speed. As an example, Myers T3 has an extended duration on his lunge, and not a boosted lunge speed.
Ah okay. Now I get it! ^^”
Yeah, so for the increased shred distance, it would’ve been the duration since T3 Myers’s lunge has increased duration so it can get hits from further away than a normal lunge.
Back to the discussion of the new version of the MF’s Tentacle addon, I do agree that it could help with gaining distance by reducing the cooldown to almost nothing. It could also potentially help with facing SWFs who are always breaking your portals as a means of getting around the map.
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Yeah, I was thinking that maybe successful shred attack recovery for the UR would be better(btw, the older idea for increased range had to do with how long you charged shred depending on how much you range you got so more time added to the total charge time would mean more distance), but I can see where you’re going since there are survivors who can easily bait shreds from even the most experienced Demo mains.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1563192#Comment_1563192
Ok looked it over.
FIrst of all, regardless of anything else I say these are definitely better than both your previous iteration and the live addons. So nice work there.
That said there is something important to note.
Here all of the post your changes addons:
Common:
- Rotten Pumpkin - 1 portal
- Black Heart - on-hit blindness
- Candy Wrapper - 3 seconds aura reading on portal use
Uncommon:
- Viscous Webbing - KI boost and seal speed debuff
- Mews guts - 1 portal and missed shred CDR
Rare:
- Barbs Glasses - Portal MS buff and CDR
- Thorny Vines - On-hit undetectable
- Brass Case Lighter - Portal Obliviousness buff
- Life Guard Whistle - On-hit hindered (what magnitude?)
Very Rare:
- Elevens Soda can - Portal MS buff and CDR
- Upside Down Resin - Portal Apex Muffler
- Unknown egg - One of the 2 above addons?
- Red moss - Increased TP undetectable. Increased TP CD
Ultra Rare:
- Leprose Lichen - On-hit aura reading
- Mind Flayer Tentacle - Shred speed boost or duration boost (please specify which). Missed Shred CD increase
Do you see the problem here?
Common has 3 addons, Uncommon has only 2 and Rare has 4.
It should be 4,5,5,4,2. Meaning you removed more addons than you added.
Now that's not a big deal, especially since most of these addons are fine.
Though you do need to specify some things, like the numbers on Life Guard Whistle and the mechanism behind Mind Flayer Tentacles range increase (because range is not an independent variable you can increase in isolation), they are mostly good.
Some questionable things would be:
- Why rework Black heart? Missed shred CDR is a good effect for newer demo players and if combined with mew's guts the CDR is low enough to boost patrol times, so it's not useless to a vet either.
- Thorny Vines is much weaker than it looks on paper. Basically, the Undetectable status is very heavily based on timing in terms of if you get value out if it. The best timing is where you know where the Survivor is, they don't know where you are, and they don't know that you know. On-hit undetectable is inherently weak as a result of this. Billy's and Nurses addons get around this by being on high mobility Killers that can get out of sight quickly to make up for the bad timing and get value anyways. The perk Dark Devotion makes up for it with both further TR shenanigins to mess with their ability to realize it's active, it's long duration and the fact that it's a perk meaning you can just pair it with a high mobility Killer. This is none of those things, even if you TP it's not giving you value because TP undetectable is basekit. I'd rethink this one.
- Your Leprose Lichen rework is fine I guess? But it's kinda worse than the live one. Not in terms of raw power mind you, this is certainly useful. But in terms of a build around it's a bit worse. A red addon ideally will make you re-think how you play a certain Killer. Billy's new Apex Muffler iri is a great example of this, since it converts him into a psudo stealth Killer. Same goes for hag's iris. Now not every Killers iri is at this, but if we are making a rework for this stuff we may as well do it right. All of this applies to the other iri you suggested as well, although I do love the name.
- Not sure how Upside down raisen would work exactly. You are undetectable while tping, so wouldn't that must make it always silent?
So that said, here's what I suggest. Any addons I do not mention I simply do not think need further changes.
- Black Heart stays the same as live. The effect is put on a new addon instead since on-hit blindness is a perfectly valid effect
- New uncommon that grants on-hit mangled until healed
- New uncommon that has live lifeguard whistles effect
- New rare that makes all portals immediately activated when placed
- Thorny Vines maintains it's live effects but gets higher numbers. 2 addons in the niche is fine it's just that we have 4 right now and that's a bit much.
- New rarethat reduces the SUCCESSFUL on-hit CDR by 20%
- On-hit aura reading moved to the Unidentified egg. It's a cool idea but it's more of a very rare than an ultra rare
- Leprose Lichen keeps its current effect, but the aura reading lingers for 5 seconds and it additionally grants on-shred broken for 60 seconds.
- Mind Flayer Tentacle (such a great name) really should do something else. Like, more range sounds cool and all, but range isn't a big limiting factor when your playing demogorgon anyways? Anyways a addon that sounds this cool should totally do something big. Like imagine if it made him 110% but gave him MASSIVE shred CDR? Like I'm talking 90% kind of massive. Or what if you could teleport to portals without an entrance portal, but once used the portal is removed? Something like that, go nuts.
New list is up. Took some of your suggestions and implemented them too
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@NuclearBurrito said:
Just to go over his existing addons:
The Demogorgon has 7 sets of generic addons, some of which overlap, that is to say there are 8 groups of addons that share an effect niche.
- Portal count (2 addons)
- Shred cooldown (2 addons)
- KI range (2 addons)
- Sealing time (3 addons)
- Upside down MS (2 addons)
- Upside down cooldown (3 addons)
- Status effects (2 addons)
- Undetectable (3 addons)
This leaves only 3 addons total, 2 brown and 1 iridescent, that have wholly unique effects.
Now, while we do want to trim these down a bit so we can have more unique addons like what this thread is about, not all of these are bad.
In particular the Portal Count, Shred cooldown and Status effect addons are all ok (although the status effect addons are the wrong rarities)
Upside down MS and cooldown is valid but has too many addons based around it. I think it should be pared down to be one of each plus a higher tier combo addon for 3 total instead of 5.
Specifically Rat Liver is too big of a powerspike for an addon, but is also pretty much required for a lot of the demogorgons chase tactics. And thus should be basekit.
Undetectable is also overdone rather than useless. I'd remove the green and purple ones and make the iri a purple with a lowered CD penalty.
As for the KI range and Sealing time addons. We don't need Ki range addons at all and Sealing time only needs 2 addons.
So that leaves 7 addons that need reworking. Before you say anything, Leprose needs a buff but doesn't need a rework. Either some kind of anti-heal effect along side it or it just needs the aura reading to linger, or both.
Some unexplored effects:
- Shred on-hit status effects (anti-heal statuses would go here and not with the portals)
- Something to make portals start active (probably a Rat Liver replacement)
- Quieter teleporting (makes the global TP sound not global)
- A handful of different aura reading shenanigans
- Buffs to the portals oblivious effect (imagine a portal giving a Survivor 20 seconds of oblivious when they come near)
Alrighty, the new list is up. Please check it out if you have the chance :)
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Alright, I'm working on a new list of ideas. I'll modify the current list to include them
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@NuclearBurrito said:
You have 2 add-ons here that implicitly injure the Survivor and 2 that explicitly allow for instant downs.
That kind of power spike is what makes 1 ######### Hatchets busted. Do not use add-ons to give Killers instant downs!
Following what you and Truth said, I will make some modifications to my ideas and hope that they will be more "appealing" than the current ones that I have posted.
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I see no problem with Bubba. He still has some of his weaknesses like before and the buff was necessary so he could be more “viable” in more matches. Just because you faced someone who was good with Bubba doesn’t mean that he needs a nerf(not trying to be rude here but the point stands clear).
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Just learn to play against Doc. Drop pallets early. Vault windows ahead of time. Don’t camp them like some people do otherwise it’ll get you killed. That’s all I can offer you in terms of basic survival tips against a Doctor(oh, and try to stay out of Terror Radius as much as possible to avoid getting hit with Static Blast).
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1375508#Comment_1375508
It's not exactly easy to dodge as it is mindgameable, if you predict when & where survivor attempts to evade it you can make them walk into it. If it's aimed directly on you by the center it will hit you unless you're already dodging so predicting where he's using it is essencial to dodging. People like to say that some abilities are easy to dodge when it really boils down to which side made better prediction.
Actually, it's a great design because if they don't want to get tormented ever basically means that for that specific survior your lava actually does damage (since they'll rather take damage from you then getting tormented) like your ranged attack would do. They won't step into it even if it meant getting downed = lava's effect is so dangerous for them that they'll get downed insted of taking torment, in other words lava gives you extremely free hits thus even if it doesn't give you torment on them, it has (debatebly) even stronger effect. That's a great design imao. Also survivor's complains about cages disabling their perks are invalid since they made a decison to step into lava, no one forced them, if they want their perks they need to evade lava at any cost and if they don't care, then they get punished via not having hook perks.
People keep on saying that. I've been hearing that about Deathslinger since he was released how unviable he is, yet I'm doing extemely well with him on rank 1 and if I play really well I can beat even the super sweaty SWF death squads. PH's power has pretty high potencial just like DS so calling him weak without mastering his ability is like calling nurse weak because most players can't do consistent great blinks.
Not trying to sound like one those people who corrects other to look or sound Smart, but PH leaves trenches, not lava :3
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@RisPot said:
The only thing wrong with the cage is that you can't yeet yourself out of it.
The fact that PH doesn't get a notification when someone is pulled out of a cage is a significant negative to the triangle man.
Those are the only 2 changes the cage needs.
I mean... it is a cage that doesn’t have a lock or key on it. The Entity just opens it when you’re getting rescued. As for the notification, only way to know if someone is freed is if they icon no longer has the cage icon. But yeah, you should get some attempts to free yourself and a notification if a caged survivor is rescued
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- People always find a reason to complain when an actually balanced killer comes out
- Survivors can easily avoid the trenches by crouching
- If you see PH leave a trail at a loop while he’s chasing you then just leave the area to avoid getting tormented and downed
- The cages are just like hooks but negate usage of hook perks(I would like to see only perks like BT and Off the Record work with cages, not all hook perks though).
- Theres a reason why they’re cages. They’re meant to slow down the game, let you get back to chasing someone else if you down one person and there’s a second person nearby, and get you points for using your power.
- If you don’t like getting moried after being downed while Tormented, once again, avoid the trenches when you can and you won’t get moried. Either way, you have to die eventually in some matches. And if you complain about Final Judgement then it isn’t the devs or the killer’s fault for you getting to struggle phase during a match while tormented.
- While the cages are good, I would like it so that they don’t transfer their sacrifice progress to hooks and vice versa.
And that’s the end of my rant. If you want to obliterate me for what I said, then by all means, go right on ahead. I don’t have anything to lose
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It might in some ways but gotta get those extra Bloodpoints. Otherwise, I’d probably just stick something like Corrupt Intervention to snowball (and get everybody tormented and judgmentable).
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I will most likely go with StBfL, BBQ, and then either I’m All Ears and Devour Hope or Nemesis with Dark Devotion. Either way, I’m gonna use either a stealth build, a wall-hacking build, or a build that will make it hard for them to lose me in a chase