YukonBlue
YukonBlue
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- Username
- YukonBlue
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I really like being able to trap vault locations, you could trap an entire corner and chase all survivors into your web kind of like hag and trapper.
Rigged Game as well is really nice if used with STBFL because if they get in your way, you can just kick a generator harder.
Pretty solid, well thought out. I feel the RBTs are a little too much, if they were removed from the power and added to the mori or a special mori, say triggering too many vault traps, I could see it being less clunky to use.
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@Z0mbiv0r said:
I really like the concept, but there are some issues I would give attention to.
Starting with the Special Ability: Surge, while the power itself is cool, having it be token based seems OP to me, specially with them recharching every 6 seconds. I would either make it a one time use ability with a 10 second cooldown or give it more uses but make it recharge slowlier, with an extended cooldown timer if you run out of uses. Even more so if the power Rising Tide is tied to it with no specification on it being necessary to be successful uses of the ability. I mean, as explained right now, I could spam Surge 20 times (which would take less than 2 minutes) to get the High Tide effect, and once it goes back to Low Tide I would need less than a minute to cause it again.
Now to the Power itself. While Low Tide sounds extremely cool to me, High Tide seems like it would be broken. Taking into consideration what I stated before, it would be easily abusable. So, why not make the uses required for both to happen something like 6 for Low Tide and 8 for High Tide, while reducing High Tide duration to 30 seconds AND making it go back to no water after it? Also, I would severely reduce the speed boost and surge range when in High Tide, and maybe make it so that
1) Cooldown for Surge is slightly reduced while in High Tide.
2) Injured survivors in your terror radius activate Killer Instinct on them.
3) Stun duration for the killer when in High Tide is slightly increased.
All of the above would make for a necessary rework on Add-Ons, but as of now, the ones I think need special attention are:
Very Rare
Broken Pahi Kaua - NEW effect: High Tide is disabled.
Dead Triggerfish - NEW effect: Killer's base speed is reduced
Ultra Rare
Fish-Out-Of-Water: NEW effect: Surge uses are reduced to one. Cooldown is increased. EDITED effect: Exposed applies for 20 seconds.
Iridiscent Leiomano: I would rework this one completely. Having it cause a permanent High Tide effect seems extremely OP.
On to the perks:
Hex: Scent of Blood - Cool idea but since this killer concept kind of incentivizes having various survies injured, I would make it so the auras are revealed every 30/24/18 seconds.
Capsize: Again, cool idea but it needs a timer. As of now, it is basically applying exposed to every survivor until they are hit. Either make it so any survivor within a certain radius is exposed until one of them is hit and increase the cooldown or apply a number of maximum uses, or just make it apply to every survivor but for a limited time. I would like the second better since the first one is still pretty OP, but it still could be doable.
Unhinge: I don't think I understand clearly what you meant by 'face towards you' for 2 seconds. Like, are they unable to move and just stand there looking at you for 2 seconds? This would completely nullify the option to use pallets, which is, again, too OP. And it would look silly too, imo. I'm not saying is bad, just that I don't really think it's the best you could do. What about making it so the nearest survivor drops the item held, if any? That would work well with other concepts in this killer while not making pallets unusable.
Thank you for the feedback! I used Wesker for a basis by just spamming his bound, and in every match (against bots) they finished all gens and ledt before I could reach High Tide which used to be 40 total uses. (1:09:98 for 10 uses, 4:46:83 was the closest I got at 37 before the game ended). Originally I had High Tide permanent but then reduced the total to 20 uses and made it temporary.
The Tides are kinda OP but I wanted to buff Survivors a bit with it like baseline tenacity and quick&quiet, maybe buff them a bit more?
Scent of Blood is just more thematic than anything, Id see it more useful on wesker blight and nurse than maneater
Capsize Originally, and I know lol, was down a survivor and it damages generators. And then I realized it was literally just Jolt, so I wanted to reverse it but still keep the 'sinking ship' idea so it applies exposed but with a cooldown. Its more of an anti-gen-tapping perk but pairs too well with Nowhere To Hide.
Unhinge is kinda cool, so in keeping theme with sharks, apparently they can unhinge their jaws to create a vacuum that pulls prey in. Which sounds super weird but really cool, but forced survivor movement isn't fair so the counter is to just stop moving if the killer breaks a pallet otherwise you risk losing distance by running back towards the killer. It doesn't force your camera to face the killer, but your character changes direction and will keep running if you were moving in any direction. Hard to explain.
Bail is kinda like the old Dead Hard for distance rather than a new DH. The immunity is just to allow you to run through the killer without collision.
Lull is meant to give everyone Lucky Break even if the killer starts chasing someone right away. You could make clutch plays with adrenaline or finishing a heal just before the killer comes back to hook etc. Originally it was going to give you calm spirit in the boon area but that didn't seem useful enough.
Double Up is a mettle of man on demand, it just gives you another health state to body block, but should require the Survivor to be healthy before the cooldown even starts.
Thank you again, I hope these explain the perks better!
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@ILEECHIPS said:
Love the concept really well thought out. The one thing i would suggest is maybe not the permanent grunt and pain reduction but instead mayne make it 50% quieter while only working on the gen thats durable
Thank you! True about the grunts of pain but I wanted it to have a lasting impact for completing it, if youre able to. Killers scourge hooks (which these were based off) seem more suited for in-the-moment advantages and survivors better for the longer lasting ones
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@Z0mbiv0r said:
The killer itself sounds like fun, I would definitely play as him. The concept of his power being somewhat like Doom in FF games, in which being affected by it means certain death if left unchecked, though no real harm is done to the character is something original and interesting. It does seem a bit confusing to me at first, but surely it can be easily learnt just by playing one round.
Still, I'd like to point out a few things that came to my mind. Though being hit by the power alone doesn't hurt anyone instantly, it does put a lot of pressure on survivors, because they absolutely need to attend to their 'wounds', so if in hands of a skilled player I guess it could potentially be a very OP killer. Does Wicked Blade have a cooldown? Using it consumes 1 token, I presume? What is the width of the projectile? Is it like a Huntress' hatchet, easily evaded? Can it hit more than one character at the same time?
Despite Wicked Blade being his only power and, potentially, easily avoidable, I think it can be a powerful asset, so powerful that having the killer's base speed be 115% of the average, I guess, seems quite a lot. But that is something directly related to the details of the power mentioned before (cooldown, width, etc). Also, Stabilizing is cool but it would complicate things for survivors way too much, so maybe just make it so failed test will simply give away their location?
Regarding the perks, Contagious Malaise sounds great, though maybe I would set a fix radius of 6 meters and a variable duration of 35/50/65%. Having a bigger radius, I think, would put survivors at a severe disadvantage. By reducing it but making it last potentially longer, you can isolate a survivor unless the others are trying to help him, which seems fairer to me than the other way.
I'm torn about Alone in the Dark. It looks cool, original and helpful while note being OP at all, but there's something... I don't know, I think it's just different from many perks so I can't really picture it in-game.
Bleed for Me seems interesting too, but maybe it would need a bit adjusting. That is something veteran players should be able to tell, I don't think I have enough insight on the game to say one way or another.
Overall, I really like your killer! I'd like to see him get in the game somehow. Here's hoping. Thanks for sharing!
Thank you! Im glad to hear. I was worried about the power description being too long but if I left anything out or simplified it too much it would be too confusing. If you have healing speed perks you're essentially trading a yellow glyph for a heal later. I like to think of it as not having to drop chase to pressure someone else, but the brunt of the power is more for using it in chase when they're just too far for an M1.
Wicked Blade is meant to be as slow if not slower than Huntress hatchets, the wounded-critical states are to counter not needing to aim with a curve, its more of a snipe or barrel stuff. They are meant to be easily evaded if you move from the trajectory within 1.5 seconds because Rev will hurl a blade, it vanishes into nothing and then pops up wherever it was aimed at so a survivor couldn't intercept it like a hatchet. They can only hit one at a time unless a piercing addon doesnt sound too OP.
I uh may have used a Killer template and forgot to change 115% movement speed, it should be 110 next edit. I actually wanted survivors to hide a bit because its not healing or mending so failing it won't give you away, it just restarts the Stabilizing process or continues the bleeding timer. I agree on the fixed radius for CM, maybe 8 meters or so. It actually reduces the exhausted times on survivors by spreading it around to keep survivors separated, but exhausted if you want them clumped up. The idea of not being safe even in a group.
AITD is more of a thematic fear factor perk, could be more useful on teleporting killers.
BFM is a weird one, basically its meant to reward you for toying with the Obsession and keeping them injured but eventually letting them go or killing them last. I wanted it to have a powerful impact like jolt does but concentrated on 1 generator, yet punish the killer as a trade off for letting the obsession escape and heal.
Thank you a lot for the feedback! My other killer idea's power somewhat got added in with the dredge so heres hoping a damage over time killer will too!
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2451682#Comment_2451682
Hooking alternatives is fine, but if they complete their games, then they don't get a hook state.
So you've essentially traded a hook stage for, 3 or 4 pallets. I don't think that's a good trade imo.
True but it’s entirely dependent on the abducted survivor, others wouldn’t be able to interfere in the games at all
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@Rezblaze said:
I like the idea, but I'm afraid the power seems lackluster.
Why would I abduct a survivor and not hook them? The effect is largely the same except one has an exposed status to it, but Make Your Choice does it for longer, and is reliably inflicted on Healthy survivors. If I knew I was going to become inflicted potentially I wouldn't heal against a Pig while under a Game.
It also seems to cannibalize a bit into the Executioner's power of having alternative hook states.
I like the idea of an abduction, though. I think it should force the team to work together to deactivate Games, so that it keeps multiple people busy or stunting their own progress, rather than just the person you decided to play around with instead of hooking. Pugs worst nightmare.
I wanted her to have an alternate to hooking and then the whole thing about jigsaw’s games, not that she played by them anyway, is to follow the rules. Adding the exposed was more of an after thought because abducting survivors is easier than getting them to step in executioner’s trails.
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@Hurdled said:
This is amazing! Super in depth, and all of the perks actually sound fun!
I feel like bull rush could be broken, but it actually sounds like a decent counter, and a good way to force killers to break pallets. Maybe a short cooldown after dropping or jumping one, so they cant stun then stun?
I really love this whole concept though!
It was going to be an exhaustion perk but I gave ledge grabber the exhaustion status and bull rush should have a 60/50/40 second cooldown, maybe increase the cooldown?
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*Fixed Always On Edge*
*Fixed Bull Rush*
*Nerfed Trip Wire Tech*
*Reworded Ledge-Grabber*
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*Reworded Incognito power.
*Reworked Disheveled Package add-on.
*Added base stats to The Animal killer.