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CashelP14

CashelP14

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CashelP14
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  • I would love to see a pyramid head killer in this game. I can see you've put a lot of work into this so fair play. Even with his other abilities I think he still is a bit weak since a survivor can tun in a straight run since he is only 3.85m/s. Nightmare needs to have a time limit and allow survivors to enter the area. This is to stop the killer holding the basement hostage.

    Rage Of The Beast: Makes the perk brutal strength pretty pointless. Would make spirit fury and enduring even stronger so I'd say it shouldn't be able to work with spirit fury.

    Shared Pain: I think the perk is good enough without the extra healing downed survivors condition. It's a bit much with the extra part. I also dont think they'll add a perk that injures survivors for helping others.

    Unchained Beast: This would be a good perk to punish flashlight users who just blind at pallets. I don't think however it should affect all survivors and shouldn't last that long. I think it should only affect the survivor who last stunned or flashlight you. It shouldn't last 45 seconds, maybe 10/20/30 seconds.

    Also a side note, I really like how all of your perks have help your killer in particular. I don't usually see people create perks which suit their killer so its pleasing to see you've done this.

    Hope this was helpful. I can tell, especially with the ability how much thought you put into this.

  • This is only good for points but a waste of time for your team. 15 seconds can make a massive difference in this game and I think we have some very good information perks already. Alert in particular is very good for showing where the killer.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/842329#Comment_842329

    Oh, I was thinking about something different with the 60 90 seconds thing, 60 seconds and with the stated condition of not closing the hatch would be perfect.

    Or maybe the regression stops after 50% of the progression has, well, regressed..? I just thought of that.

    If there was a negative terror radius how would it work tho-

    Now that sounds pretty fair. I'll add that later on tonight. Takes a bit of effort editing the photos.

    If a gen regressed 50% from a survivor being on hook they should be nearly dead. I don't know exactly how long each phase lasts but I would hope a survivor wouldn't be left on the hook that long. I imagine a survivor on average being on the hook for about 20 seconds so that's 20% regressed.

    If you play a killer with 24m or less terror radius and run Hex: Silent Night it'll be pretty scary. If a killer gets to the negative terror radius stage then it would be horrible, even a simple nerf couldn't stop this.. your killer would turn into prenerfed legion with franks mixtape equipped.. It would be the end of the world as we know it 😂😂

  • @JSL18 said:

    The Drummer

    Name: Azakka

    Gender: Male

    Nationality: Haitian

    Realm: BackWater Swamp

    Power: Drum of Azakka

    Weapon: The DrumBeat

    Speed: 115% | 4.6 m/s

    Terror Radius: 32 Meters

    Height: Normal

    Appearance: A voodoo styled killer with a human skull mask and lots of bones around the costume, he will be carrying a large ancestrial drum in his left hand and a bloody drumstick with feathers attached to the handle.

    Lore:

    Azakka was on the verge of reaching out to the after life using his newly discovered Voodoo when something went wrong, he meant to reach out to his past relatives but ended up reaching out to something much different.. some kind of Entity he could not explain. Once the fog cleared from his hut he didnt recognize where he was, everything looked the same but something was off.

    Power: Using the drum of Azakka he has the ability to call upon the spirits of his ancestors to create a ghost of himself to cut off survivors. When he plays the drum Azakka has 8 seconds to create a path that his ghost will travel on. The ghost moves at 120% movement speed on a repeating cycle along the created path, the ghost will have collision and will damage any survivor that comes into contact with it. The ghost will remain active until either Azakka creates a new ghost, or the active ghosts puts a survivor into the dying state. While playing Azakkas drum the survivors within his terror radius will suffer from the deafening status effect. Azakka will move at 110% when playing his drum and can only create a new ghost every 20 seconds.

    Add ons:

    Iridescent:

    Ancient Feather: Grant's the ability to create 1 extra clone at all times

    Ancestrial Drum stick: Azakkas power has no cool down, allows him to create ghosts without recharging power.

    Perks:

    Drown them out: Any survivor that remains in the basement for 15/12/10 Seconds will begin to have a bleed out timer and will not be able to mend in the basement.

    Ancestrial Memory: Anytime you swing and miss a survivor during a chase gain a 10/15/20% speed boost for 8 seconds

    Cursed Blow: When you down a survivor any survivor within 12/14/16 Meters of the downed survivor will not be able to use their items.

    Ability: I can't tell how strong this is because I don't know a few details. How many ghosts are on the map at any given time? I'm assuming only one. Does the ghost have collision with the killer as well? This could create really cool mind games.

    Drown Them Out: Don't think this is that strong. I don't know how you would buff it. I don't think it should work while the killer is in the basement incase the killer is camping.

    Ancestrial Memory: Extremely strong. Bring unrelenting and deliberately miss your first hit, you'll destroy teams with ease. Maybe 2/3/4% speed for 8 seconds after missing a hit. Has a 60 second cooldown.

    Cursed Blow: Really good against flashlight survivors and would have been good against instaheal survivors before the nerf. Survivors shouldn't be able to use their item for 10/20/30 seconds.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/842162#Comment_842162

    Pretty good system, hope more people respond to your idea. It's really good

    Same to you mate. There is a perk or two in particular I'd like to see in the game.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/841719#Comment_841719

    The collision could be really useful, and at least they have more then Pig, Ghostface, etc.

    But let's be honest here, as a good killer finding a lone Survivor at the end of a game with little to no pallets left is easy, and catching them is even easier. Puppet Master with a 90 second block is incredibly generous to the Killer, and is currently acting as a type of instant win during the late game.

    The regression probably wouldn't be too bad, but the half regression is just an idea so it isn't acting as a secondary Pop Goes the Weasel or something. It is a cool idea though, and kinda rewards hooking nearby a hex totem in some scenarios.

    Rethinking it, I think 8 tokens would definitely be perfect. Though I think the perk should gain tokens until the killer has no terror radius, since a lot of Killers have a smaller terror radius. What would happen if a Killer had a negative terror radius?

    I didn't read the add-ons, since they are hard to talk about without seeing them in action most of the time, so yeah. I also don't really make add-ons myself, but sometimes mention red add-ons because they're actually cool.

    It's only 60 seconds, 90 seconds would be way too much. I could add a condition where the hatch cannot be closed after the time is up. It's a make or break end game chase before the hatch opens. If your team used all the pallets then it's their fault for causing this scenario.

    Yea I'll definitely consider halfing the regression. Wouldn't want a killer camping the hook next to a gen. It's mainly for the hex totem example but just incase your panicking when a gen is nearly done at the hook. At least you could now would leave it and not panic about it being completed.

    No it won't be negative terror radius lol it's just 8 tokens so it'll reach the 32m terror radius most killers have. If the killer has a 24m terror radius then after the 6th token it'll just stay at 0.

    Don't worry about reading the add-ons lad. I just wanted to say that there is one add-on that helped with chases. I was inspired by freddy and his dream snares/pallets so I added one very rare add-on which changed the Pulse ability.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/841724#Comment_841724

    I understand, yeah. But sometimes people will look at your stuff if you comment on theirs. You do give an insane amount of feedback compared to me, though.

    Very rarely they do lol I treat chapters on this like what I would if they were real. If I find the chapter easy to read then I'll give it a go

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/840160#Comment_840160

    I'll take a look at it. It really sucks to have no responses, which is the reason my ideas have slowed since most of my favorite creations aren't really popular and have had little to no feedback.

    I don't really like it when people expect feedback on their stuff but don't give any feedback to anyone else. I've spent over an hour on some chapters giving feedback, yet they never do the same in return which is really annoying.

  • @Critical_Fish said:

    The power is amazing, and a very unique way for good map pressure. Pulse should only show the aura for 3-5 seconds. 10 is incredibly long. This killer is pretty meh in a chase, though. It could catch Survivors off guard by teleporting, but that won't work well often.

    Puppet Master should be for 10/15/20 seconds, and show the aura for 5 seconds, and this starts after that timer (^) is up.

    Locked Away is really cool! I think the regression should be halved, but still there, and that's the only thing I have a problem with regarding the actual effect. Though the Entity should rarely help the Killer, if ever. The flavor text could probably be "Sacrificing and breaking just takes too much time." or something of the sort.

    For Hex: Silent Night the max amount of counters should be 6 or 7, but other than that Silent Night is a terrifying perk that would have the ability to cause a similar amount of panic to Devour Hope.

    I won't comment on backstories or the Survivor, since I'm better at dealing with the Killer and all if you can't tell by me never making a Survivor for my chapters.

    Thank you for reading my response!

    Thank you for your feedback mate. Yea he doesn't have anything in particular to help with chases. The pulse ability was also meant to help with chases since you can see their aura on loops with walls. With the puppets all having collision you can also place them infront of pallets or windows to block them, but i don't think it is as practical. I will lower the pulse aura time by a few seconds anyway.

    Puppet Master starts after the second last survivor is sacrificed. I think 20 seconds is too low bearing in mind the survivor may have a key and it isn't enough time to down the survivor. I want the survivor to earn their escape by lasting a decent bit of time.

    I will change the flavour text relating to the Locked Away perk. I don't think the regression is too bad but if someone else brings this up then I'll definitely give it a slight change.

    Hex: Silent Night I want it to completely remove the terror radius if survivors don't destroy the totem. Your right when you say it'll cause panic similar to Devour hope which is what I want. I want the second survivors realise he has the perk then everyone will go made looking for the totem, which will slow down the game a bit.

    Thanks again for the feedback. I never give feedback on back stories either so your alright lol I think back stories aren't important at all in these chapters but I felt I needed to add one.

    Oh btw I almost forgot that in the add-ons section their is a way to change the pulse ability to an ability called block. The intention was to help with chases rather than find locations.

  • That's no problem mate. I try my best to give as much helpful feedback as I can.

    Btw can you do me a favour and give me some feedback on my chapter? I made a lot of changes recently and never got any feedback towards it. I've never asked this before but it's just that I put a lot of effort into this last update and I gave some very good feedback on your last 2 chapters.

  • Ability: I think the ability is very good and quite cool. Seems like a different version of trapper but I don't know how strong it will be till properly tested. The only thing I disagree with is the aura being shown while a golem is attached to the survivor. The hindred status already makes looping tough but the killer being able to see your aura through walls in a chase is way too strong. The auras should only be shown every 15 seconds for 3 seconds so survivors can loop fairly.

    Force Of Nature: I like the idea behind this perk. Think it's good for gen rushing survivors and having only 1 crow give the killer a notification will help find survivors easier.

    Survival Of The Strongest: This is a pretty good idea. Couple very well with bamboozle and brutal strength.

    Inorganic Rebirth: Its a good perk and would help with ruin getting destroyed early. The only problem I have is that its useless without a hex totem perk. It is worthless when doing adept Golem. If one of the other perks were weaker I would have said create a hex totem perk to help this one but I really like the other 2 perks.

    Bird Lover: This isn't a great perk in my opinion. If I want a perk to show where the killer is I'd use alert. It provides a 5 second aura and no cooldown.

    Granny Knows Best: Might be good for new to rank 15 survivors but it's not good for green rank survivor and above. It isn't hard to hit skill checks and needing to complete a gen with a particular survivor first makes it tedious.

    Old Tricks: I think the time is way too long, shorten it to 30/45/60 seconds. Otherwise I think it's a very good perk.

    Hope this feedback was helpful. Some very good perk ideas and a good ability.

  • Maybe I'd say change his terror radius to 24m but allow him to change stance (like doctor to treatment) to increase his terror radius to 36m. Maybe allow him to teleport to lockers for his map pressure? Best I can think of in short notice.

    When it comes to selfish greed I used the example of camping but I still don't like the core idea of the perk. Its very frustrating to work on a gen and for it to make no progress. Maybe increase the time to 15 seconds and keep the regression the same.

  • I think your ability is cool but its weak by itself. He's very good at finding survivors which is very good, especially against immersed survivors. The healing part could be coupled very well with coulrophobia.

    The problem is he has no map pressure or anything to help him in a chase. Yes you'll find survivors but you have nothing to help win those chases. Also higher rank survivors won't miss many skill checks, probably won't even heal near you. Since he has an increased terror radius survivors will get to a pallet a lot earlier.

    Shared Empathy: I like the idea but the aura needs to be shown for longer, maybe 3 seconds.

    Selfish Greed: I think this is very strong mate. We already have to face PGTW and Ruin basically ever game at rank 1 and I think this is a bit much. The gen making no progress as your working on it is very harsh, especially if the killer camps the survivor on the hook.

    Never Ending Altruism: I think this is quite an interesting perk. I think it would couple really well with your ability since it gives more time for survivors to make a mistake. Usually the obsession gets a bonus for obsession perks but I don't know what that could be for your perk.

    Hope this was helpful. Personally really like the idea of Shared Empathy and Never Ending Altruism. I think if your killer isn't going to get something that either helps him in chases or gen pressure then I think his terror radius needs decreased to 24m.

  • This is the same with many other battle passes. Simple example is fortnite since I know it fairly well. Challenges are released every thursday and for that full day people are just doing challenges, but by Friday most people are back to playing normal again.

    Now add the same idea to dead by daylight. They release the tome yesterday meaning people are just going mad to do their challenges, but by Thursday or Friday most people will be done. Don't play for a day or two and it'll be back to normal.

    Lastly dead by daylight won't die to something as stupid as the challenges lol

  • Sacrificing 13 survivors to the entity. Why make me play that last game as killer?! Just make me play those 3 games, get the 4K in each and be happy.

    Same with killing 5 survivors. Just make me play an extra game for nothing.

    Funniest is getting the Agitation challenge done by playing basement Nurse lol

  • Vodka and diet coke. Though having 3/4 in a hour is never the best idea lol

  • @CashelP14 said:

    Lore:

    Marc Richards was a family man who owned his own puppet store. He ran the stop during the week and at the weekends did puppet shows to help advertise his business. He created some puppets for children, life size ones for others. The store never made tons of money but he didn't mind because he loved his job. That was until he got drunk one night and had an affair. Full of guilt he told his wife and she was furious. She told him that she was leaving him and she was taking the kids with her. He thought she would forgive him due to his honestly and noticeable remorse but she was having none of it. After seeing the divorce papers in the letterbox and that bills were beginning to pile up, he began drinking. He had hit rock bottom.

    All of a sudden he began to become more angry, upset with his wife wondering how she could leave him, even though he did the right thing by being honest with her. "Everyone makes mistakes" he thought, making himself more angry with every passing thought. He looked at a puppet he was creating for his wife for their anniversary and snapped. He chucked this puppet on the ground and began to rip it to pieces. He promised himself he was going to create a more realistic puppet of her, one that shown how he sees her now.

    He would go out to bars and stalk women. Anyone who looked like his wife was a target. He would watch them go home and when the moment was right he would attack them, strangling them outside. He took something from all of his victims to add to his creation. The hair from the first victim was jet black and long, just like his wife's. The second victim he took her teeth because her smile reminded him of his wife. He gave the puppet one hand, the other being a sharp, wooden spike. The spike was used to represent how she broke his heart. He didn't care about covering his tracks, he never cared about hiding any evidence. After being made a suspect the police went to confront him at his stop. After a few questions about where he was the night of the murders, he began to become nervous. The voice in his head told him the end was near and he must act now. He then grabbed his pistol from under the counter but took 2 shots to the chest, dying almost immediately. The police began to collect evidence from his shop but never found his puppet, the master piece he had been working on.

    Marc wakes up in a dark forest. He begins to stand up but feels weird, he feels light headed and believes he is taller. He looks down to his hands, they are made of wood and one now being a sharp, wooden spike. He then remembers what happened, how he died in his shop and begins to realise that his new body is one of his own creation. He knows he should be dead but has been spared. He has been given a greater purpose in life, he will now serve his new master and do as he wishes.

    Weapon:

    Arm is sharpened into a wooden spike.

    Terror Radius:

    32 metres

    Speed:

    4.6 m/s

    Ability & Killer Perks

    https://us.v-cdn.net/6030815/uploads/560/VJZI35EE7ZUK.png

    https://us.v-cdn.net/6030815/uploads/725/FLY5YQLDWSV2.jpg

    https://us.v-cdn.net/6030815/uploads/648/JYJAD7TDJJK6.jpg

    https://us.v-cdn.net/6030815/uploads/990/D8EAQINLCHR4.jpg

    Secondary Ability: Pulse

    The killer can send out a pulse from one of his uncontrolled puppets on the map. All survivors within a 16m range will have their aura shown for 10 seconds. This has a 60 second cooldown. Puppets will give off an audio que when the killer uses this ability.

    Survivor: Gregory House

    Gregory House was a detective, who had been working for over 20 years. He didn't have a family as it would hold him back from his job. He was very smart and was the main man when it came to any murder cases.

    In his spare time he looked at old cases, mainly missing people cases. He then began to notice a correlation between a few of the cases. He began to do research, where he learned of a being called the Entity. The Entity was being worshipped by cults, believing it was taking people away to a better place to "test them". Greg became interested and joined a cult in order to find out everything he could. He didn't believe anything they were saying, expecting this to be a dead end but he was proven wrong.

    He began to hear voices, voices of people he never heard of before begging for help. Then he heard a different voice, one not begging but one who was able to silence the other voices. He knew this wasn't anything human or anything that could be caught by normal means. He then thought of a plan, a plan to try and save these people. He began to ask questions about this world that the Entity created, showing an interest which the Entity liked.

    The Entity became fond of Greg and his interest in that world. Greg knew there was no way of saving these people from the outside, so he needed to find a way inside. He asked the Entity to test him, bring him into this world to be tested. Within moments everything became dark and silent. Greg woke up next to a campfire, surrounded by the very people he heard talking to him in the real world. He believed once he got in he'd find a way to get everyone out, but he was very, very wrong.

    Survivor Perks

    https://us.v-cdn.net/6030815/uploads/620/CCA5X8UJQ8JG.jpg

    https://us.v-cdn.net/6030815/uploads/155/3HU86ZSOZXMI.jpg

    https://us.v-cdn.net/6030815/uploads/012/GQVLQR6LNB5D.jpg

    Add-Ons

    Ultra Rare: Family Photo

    The puppet cannot see the aura of uncontrolled puppets outside of a 32m range. Killer gains the undetectable status when within 16m of an uncontrolled puppet.

    Ultra Rare: Police Report

    No sound from puppets during activation.

    Very Rare: Divorce Papers

    Terror radius decreased by 8m. Every uncontrolled puppet has an 8m terror radius.

    Very Rare: Bloody Clothes

    Cannot swap to a new puppet. Uncontrolled puppets will spawn next to generators and will give 10% decrease to repair speed. One extra puppet will spawn on the map.

    Very Rare: Bag Of Teeth

    Puppets will have 1 second decreased activation time. The puppet swap cooldown is decreased by 5 seconds.

    Very Rare: Wedding Ring

    Replaces the Pulse ability with the Block ability. The killer can send out a pulse from one of his uncontrolled puppets on the map. All vaults and generators within a 16m range will all be blocked for 8 seconds. It has 60 second cooldown. Puppets will give off an audio que when the killer uses this ability.

    Rare: Sketch Book

    Puppets can be placed 10m closer to each other.

    Rare: Lock Of Hair

    The puppet has a reduced movement speed of 4.4m/s. The puppet's speed is increased to 4.8m/s when within 16m of an uncontrolled puppet.

    Rare: Scarlet's Blanket 

    Hitting a survivor within 3 seconds of activation will cause the survivor to have the broken status for 60 seconds.

    Rare: Tiny Shoes

    Terror radius won't move to the new puppet for 2 seconds after activation. Activation time increased by 1 second. Cooldown increased by 10 seconds.

    Rare: Marc's Aftershave 

    When swapping all of the puppets activate but instantly drop after activation except for the new host puppet. 

    Uncommon: Scarlet's Doll

    Survivors can see the auras of uncontrolled puppets within 16m. The puppet will gain an extra 100% bloodpoints in the deviousness category for surprise attacks.

    Uncommon: Newspaper Ad

    If a survivor is hit within 5 seconds of activation then the puppet will lose its terror radius and red stain for 8 seconds.

    Uncommon: Wood Polish

    Survivors are given the blindness status effect when within 16m of an uncontrolled puppet.

    Uncommon: Marc's Glove

    Puppets get speed boost for 1 second after activation.

    Uncommon: Half Price Sign

    Healing speed for survivors is decreased by 25% when within 16m of an uncontrolled puppet.

    Common: 1# Daddy Birthday Card

    Activation time decreased by 0.5 seconds.

    Common: Rent Bills

    Secondary ability cooldown decreased by 10 seconds.

    Common: Whiskey Bottle

    The puppet swap cooldown is decreased by 5 seconds.

    Common: Marc's Toolbox

    Puppets get a speed boost for 0.5 seconds after activation.

    Mori

    The puppet lifts the survivor up while in a standing position. He then stabs them in the chest with his spear, and begins to pull up, exposing the survivors rib cage. He then reaches in and pulls out their heart, drops it on the ground and crushes it. He then pulls out his spear and they just drop to the ground, dead.

    Thanks for reading, any feedback is welcome.

    Link is to the chapter. If you could create a design a perk icon for the 6 perks and ability that would be amazing lol

    Personally I'd like Hex: Silent Night to be of someone looking forward with a finger infront of their mouth like this:

    IUfIs0p.jpg

    Obviously I don't want it to be the same as this. Just looking the same way with his finger infront of his mouth.

    As I said before I can't give anything for this other than credit on the chapter. Thanks for helping mate.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/826406#Comment_826406

    As for her power, I didn't said she couldn't see survivors in the Mirror's Realm. She can see them, but can't harm them.

    I put a time limit to her physical body since I imagine she would move extremely fast, just like The Legion while in frenzy. So to leave her with a bit of counter play, I added some debuffs to her power. Naturally a killer that moves fast by itself is very strong and counters almost every possibility of looping, so it makes sense that survivors at least gets a bit of counterplay against her. If she becomes too weak, then her speed can be buffed or the areas of the mirror can become bigger. I didn't stated many specific numbers on the description of her power for that reason, since it can change drastically the way you see The Queen.

    As for Don't Hug Me, I'm Scared, the way it works is that it only activates when you are a certain distance away from any other survivor. So by reducing the range, it makes so that the perk gets more usage.

    Thanks for your feedback!

    Apologies I misread the not seeing survivors part. If she has an increased speed I think it's just fair to call it 120% since any higher is a bit much.

  • For her ability it just feels like an overly complicated wraith. You move fast while invisible, can't attack survivors and can't see survivors. The difference for me is that your killer can only stay physical for 1 min and 30 seconds which is a very short amount of time. She can't only leave this realm by mirrors which survivors can destroy. I think the phantom is cool but not worth the frustration this killer brings with it.

    Look At Me: It's good. It won't be meta since the blindness status effect isn't that good but in certain builds this could be really good.

    Decaying Beauty: I think this is very strong. I like the idea but the amount it takes off is way too much. 2/3/4 is a lot fairer in my opinion.

    Bloody Mary: I like the idea about the perk. Think you need a maximum amount of tokens you can earn. Don't think it should be more than 5 tokens.

    Don't Hug Me: Btw you have this and Only Child drown as level 35 unlock. I've always wanted faster vaulting perks so this suits me well. However you have the range in the wrong order. Why would I want it to only work when within 16m of a survivor when at tier 1 its 32m.

    Only Child: I think it's a bit much to get either a key or a toolbox from a chest. I'd say just choose one since it's already really good.

    Musicians Ears: Could be very good for new players but at higher ranks it won't do much. Also it shouldn't work against killer with the undetectable status effect.

    Some really good ideas here mate, especially in the perks. Hope I gave helpful feedback

  • Changed the number of puppets to 5 instead of 4. Wanted the ability to have a similar map pressure to Demogorgan. I also removed the red stain part during the teleportation.

    Changed the perk No Strings Attached to Puppet Master. At the moment I feel the hatch perk is a lot more useful at this current time.

    Adjusted the add-ons. Wanted to balance some of the stronger add-ons when combined with other add-ons. Wanted to adjust the rarity of other add-ons. I needed to change some add-ons completely since they were irrelevant (aka red stain add-ons).

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/825516#Comment_825516

    Thanks for the critiques!

    I could decrease the effects on gen speeds, or think of a different effect to replace the gen changes.

    Thank you for the new idea for Biological Coil, I really needed one.

    Spiral Barricade is meant to be situational, but powerful in the scenarios it's meant for. It could instantly stop a fair few amount of loops in the right scenarios. I could make it last longer, though.

    Lock and Key is just as situational as Spiral Barricade with it's first effect (which doesn't activate unless an exit gate is open), while the second effect is to get Survivors to make impulsive decisions.

    Thank you for the feedback!

    What I did with my killer who had a similar theme I just made doing gens harder. But the healing one will really annoy certain survivors who love perks like self care.

    Maybe make both actions harder but not near impossible to do.

  • I think it should honestly be buffed. I think the survivor using should start the trial at full health, after being hit then you cannot be healed up. The broken status effect is only applied after you successfully unbreakable off the ground.

    Survival category seems the most logical

  • I had a similar concept for a killer a year ago. The idea being once you downed a survivor you can choose to inject a toxin into their system with there being 2 different types of toxins. 1 focused on gens, the other focused on chases.

    Your ability will cause a lot of disconnects. I think the one that decrease healing wouldn't bother me personally but the other would be extremely annoying and unfun to play against. 50% decrease repair speed when we know they'll probably bring pop, thanatraphobia and ruin. You try to balance this by having the other one increase gen repair but that doesn't help. Your running into a similar problem that I had where the killer will just tunnel the survivors who have increased gen repairs and leave the other 2. The ability is really really strong and extremely unfun to play against.

    The secondary ability is ok. I'm finding it hard to imagine if its balanced or not but it sounds ok.

    Biological Coil: I like the idea but if the killer slugs instead of hooking then this will be really annoying. Maybe the first survivor hit after another survivor has been hooked gets the deep wound status.

    Spiral Barricade: I like the idea but I don't think it will actually be very good in chases. Not too many survivors run through these areas again after they just used the pallet.

    Lock And Key: I need to know if the door is already closed when the hatch is closed what happens? During endgame collapse this is good for speeding up the collapse but unless someone uses a key, the hatch part doesn't do much in endgame collapse.

  • @anarchy753 said:

    Preface

    OK, this is just as best as I can work it out fairly.

    First, the amount of fragments required is 700. 70 tiers at 10 fragments apiece.

    Challenge fragments (A realistic view)

    First we must deduct the challenge rewards.

    Tier 1 awards 93 shards. (83 for challenges, 10 for completion.)

    The leaked Tier 4 awards 85 shards. (75 for challenges, 10 for completion)

    Let's be really generous and say that tier 2 and 3 are equal to 1, which is more challenges but less master, and call them 83 shards too.

    So for our player who lives in the real world, there are 9 tier 4 challenges that look reasonably possible. (As in they may take a few attempts, but are not a 0.0001% situation that will almost certainly not occur in a 4 week period.) Let's be generous and say you did all of those ones, and in this case we're ignoring where "impossible" challenges prevent access to possible ones.

    That gives us 83+83+83+45=294 shards.

    That leaves 406 shards to earn through XP alone.

    Player XP fragments

    Each fragment takes 800 experience.

    At 406 fragments, that's 324,800 XP to finish levelling up your rift.

    Each match awards 1 XP per second spent in the game. I can't find anywhere on the wiki which confirms if there is an actual cap, though for the sake of the maths let's say there isn't. (Most people report around 600 XP for a ~10 min match so at the very least, an average match doesn't hit a cap.)

    There is also 600 XP for the first game bonus if you play one match of both sides. As the pass runs for 70 days, let's say you play both sides each day to earn that, that's 70x600=42,000XP.

    Which leaves us with actual game time; 324,800-42,000=282,800XP

    282,800 seconds in matches = 4713 minutes = 78.5 hours.

    Conclusion

    The devs say the rift was aimed at a player who plays 70-80 hours, or one hour per day.

    If a player completes every challenge that isn't ridiculously impossible, AND they get the XP bonus from both sides every single day, it takes 78.5 hours of in-match time to max out the rift.

    That translates to significantly longer if we're a rational human being who knows queue times don't work like that.

    Even if we assume long 10 minute games every single time with a 3 minute queue, which is far from an overestimation, that's bumping the number up to 102.05 hours already.

    TLDR:

    If we're lenient on every possible factor that could go in your favour, the rift takes 78.5 hours of in-match time. With a reasonable, but still generous, estimation of queue times included, it takes 102.05 hours of in-game time to complete the rift.

    I love stats so seeing this "brings a smile to my face". I think you've done an extremely good job with this.

    If what you say is correct then that's a lot longer than I expected.

  • Myers. Has the best variety in gameplay.

    Jumpscare Myers is amazing. Infinite tier 3 is fun once you earn it. Judieths tombstone is brilliant when you actually grab someone. Dead rabbit has a lot of jumpscare qualities.

    Then theres Burger King Myers..

  • I probably wouldn't have ran to the other side of the map if the hatch was there but I wouldn't have camped either.

    Though I strongly disagree with the title dbd is forcing killers to camp. No killer needs to camp, a lot do it because they aren't good enough.

  • I asked this a few months ago I asked could anyone design perk icons for me but no one was able to do it.

    6 months have passed and I'd like to see if anyone is able to do it now. I can't offer anything other than credit for the icons. Anyone who can do please let me know

  • This is more triggering for me than saying nerf ds, Adrenaline and dead hard. Instead of buffing immerse survivors why don't we do something better.

    Remove urban evasion 👍

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/810729#Comment_810729

    Yeah, Dirty Rat needs some more balancing, like maybe have it "in terror radius". As for his power, I have no clue what to do. Send a Message is also meant to be about simply denying the survivors items outright, rather than making it an inconvenience.

    Maybe I could do an Overwatch style power, similar to Doomfist where he had a short burst forward, kinda like a Pig dash, but only in a straight line. If they're hit, they're injured. If they hit a wall or object, they go down. Add-ons would increase knockback range, charge speed, add effects like Broken or Hemmorage. Maybe it should also break pallets instantly, similar to Hillbilly chainsaw..........

    I originally wrote this before Plague was introduced, and I was in yellow/green ranks, so yeah. A lot has changed then.

    I understand mate. I remember the last chapter I wrote was last January. Since then killers that allow you to teleport to particular locations have been released (freddy and demegorgan) which hampered my ability a bit.

    And yea a lot of killers could be made for yellow/green ranks. The problem is at higher ranks they get destroyed. I've been at red ranks since I started playing this game so I have a pretty good idea what will work there.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/812000#Comment_812000

    Yeah. That's enough incentive to get people to cleanse.

    I think that is a bit much. At that rate they will be forced to cleanse which isn't my intention.

    I want the survivors who are sick to spread the sickness easier while also having a bigger disadvantage for staying broken.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/811858#Comment_811858

    I also think the yellow apple addon should be basekit.

    Is that the one where she gets one pool already corrupted?

  • I think they deserve to be exhausted when broken. Also sickness should spread even when survivors aren't broken.

    I hate when I played plague that I'd infect a survivor but because they weren't broken they wouldn't spread the sickness. Meant it took me a lot longer to spread it.

    In really life your usually exhausted when your sick so it makes since. It would make some survivors cleanse a lot quicker since they have no comfort of a dead hard or sprint burst when in a chase

  • Bearing in mind I never shown who the 3 survivors were before you put in your message

    Then someone with a very similar name to one of the 3 players messages into this thread implying it was them.

    I'm no Coleen Rooney but it doesn't take much to work this one out

  • The power is very weak mate. It doesn't help you in chases and gives you no map pressure. It seems more like an add-on than an ability. I'd say if I want survivors broken I'd play plague since cleansing is really good for me.

    Collateral Damage: This is very strong. Couple this with spirit fury and enduring and you'll get rid of pallets way to easily.

    Dirty Rat: Think this is also very strong mate. Couple it with Knock Out and a mobility killer and it will destroy a lot of teams. It is just a stronger BBQ in my opinion. The condition helps with balancing the perk but I still think it's just too strong.

    Send A Message: This is annoying perk lol but it's ok. I don't see any reason to fun it unless your doing a certain build but that's fine. I'd actually say you should give it a slight buff. Maybe when a survivor searches a chest the killer sees their aura. Also increase chest searching time by 4/6/8 seconds.

    I hope this feedback was helpful. I'd say you need to look at changing the ability. Maybe make your current ability his secondary ability, then add something more. Add something that will at least help with chases or gen pressure, maybe even both.

  • You didn't have an exhaustion perk lol btw @8obot1c heres screenshots from the moment the game began to when the last of the 3 dc.

    PS_Messages_20191104_172121.jpg

    Huntress OP on Fractured Cowshed against a swf lol

  • @8obot1c said:

    You should post it I wanna see :)

    When I say within 1 minute of the game starting all 3 had dc I'm not lying lol I can't post it here unfortunately.

    Though I'll maybe post 2 pictures showing the moment the game started to the moment the last one left

  • I saw a survivor with the vial on friday. Couldn't believe that they'd spend so much money this early. I know its their decision but spending so much money early on in order to get a tiny charm is ludicrous to me.

    When I see someone has grinded to their level I just think "fair play". Although I laugh when I see these people spend money this early on.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/809295#Comment_809295

    That's not true, if they DC enough, they'll get punished.

    Hope so. Just don't understand why people still do it. Two of the survivors had escape cakes so they wasted a lot of potential points. Wasn't like I was prayer beads spirit or iridescent head huntress.

  • @Rizzo said:

    DCs don't have to be reported, they are automatically tracked.

    Nothing happens to them. Thats what I was hoping dedicated servers would fix

  • Not The Butcher because I'd rather Kathy Bates which or even Misery character.

    Mr Jingles is very similar to the guy from I Know What You Did Last Summer. I like both so it's fine.

    The Gimp suit wouldn't work in this game I don't think.

    Twisty The Clown would be a class cosmetics for the clown I think. Don't see the point in making another clown, especially with pennywise being a potential killer.

    I'd personally prefer either The Nun from asylum or The Night Stalker from season 9. Since they both have massive ties to satin I think you could create some very cool and interesting abilities. Also BoodyFace is a very good shout. You could have American Horror Story themed cosmetics instead. Similar to the fact the main 4 survivors all have Left 4 Dead related cosmetics.

    • Legion could be Night Stalker
    • Clown could be Twisty
    • Wraith could be Mr Jingles
  • Would like to see them take something from the fan creations at least once. Give people over there some hope that their idea could be used.

  • Basically he's saying Ghostface is top tier killer. Won games without ruin at rank 1. Not stalking, just hiding the red stain and getting free hits on people. People now think he's "amazing" because of this.

    People already knew Ghostface was really good a few months ago but now a streamer said it so people believe it.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/795962#Comment_795962

    Oh no, don't get me wrong, that wasn't about "who came up with it first" at all. It's such a simple suggestion that I'm sure the two of us aren't the only ones who mentioned it.

    It was more like "oh, it's been almost a year, look how time flies".

    It's ok I know what you mean. It is weird to think that around this time we were waiting for the next chapter. Only to get legion.. lol

  • It's funny when you find those teams lol facing a 4 man swf, all purple/red ranks and you can tell one player has literally carried them up the ranks.

    Even a 2 man swf can climb up the ranks even if they are both useless

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/795521#Comment_795521

    I suggested this already in December 2018 when I was super new to the forum. Ah, the memories.

    If anybody is interested, that was the old thread: https://forum.deadbydaylight.com/en/discussion/37155/raising-removing-the-8k-bloodpoint-limit-per-category/p1

    Great minds think a like lol I started around that time as well.

    Just so you know I wasn't trying to suggest I came up with it first, but just trying to say that I have wanted this for a while now. It would work really well with survivor however I don't think it would work with killer.

  • I suggested this a few months ago in someone's thread. I think for survivor it rewards a player who distracts the killer the whole game or just does the gens.

    I'm not sure how well it would work for killer but i think it at least should be tested

  • After a few months of playing this game you'll learn how easy it is to rank up as survivor. Killer it's a lot tougher, you can't get carried through games.

    The amount of players at purple and red ranks who are bad are a lot higher than you'd think

  • @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/789682#Comment_789682

    It really is. At first it was "lul I'll locker myself" to force / avoid slug. Now it's only 1-2 people are bringing it in my games so there's an obsession and me ignoring people that got unhooked recently that "play bold" end up not having it at all rofl

    I jump into a locker after getting unhooked. Do I have inner strength? Head On? DS? Theres an obsession so no tunnelling and you must slug. Deliberate slows vaulting or saving so you get grabbed.

    Best mind game perk

  • Ds. The best mind game perk in the game

  • @Usui said:

    https://forum.deadbydaylight.com/en/discussion/comment/788683#Comment_788683

    I mean if they've played 2k+ hours chances are they don't give a ######### about bloodpoints anymore.

    Well that's true. Though I only care about points and I've played consistently for 2 years

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