CashelP14
CashelP14
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@8obot1c said:
nobody uses it XD
That's the point, especially at red ranks lol
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@Mushwin said:
Mine would be to down my drink just so Mr Mushwin can get me another lol
Not the best idea after 6-7 drinks lol
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@fangbriar said:
Or WAIT. The time I died in under a minute. Bc I ran straight into a tombstone Michael. But then no one else got mori'd and got 20k points on top of that. That sucked.
Early death could have been one. We have one for the killer getting a 4k but that's only 2 drinks. If the killer has either noed, rancor or blood Warden then that's another 1.
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@yobuddd said:
Can we add “Camped by Invisible Wraith Who Thinks He’s Being Clever”?
Getting camped is a 2 drink moment so unfortunately not but if they are a ttv/yt streamer camping you then yes lol
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@Dr_Loomis said:
Down the whole bottle: you play against a GhostFace who actually purchased the blue or red variant skin.
Jeez that's tempting, though I have a 700ml bottle of absolute vod so that's not happening lol
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@Fibijean said:
My whole drink moment would be getting that 4% - pulling yourself off the hook without perks or luck offerings.
We nearly did that but I kobed the game before we started so we decided not to.
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In UK its 18 so unlucky lad
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@Ihatelife said:
Definitely.
We didn't have this luckily, although we did have a game where all 4 survivors hide the whole game. We made the killer dc after 15 mins when he never found anyone lol
We never touched gens so the killer could have got the 4k 5 gens but didn't.
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@FireHazard said:
Mori's are not really common, but when you're not paying attention to the screen and you magically get mori'ed by a Killer... It's something that really bums you out ha ha!
Yea we had that once or twice but luckily only my mate got moried lol
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@Mandy said:
I answered none of the above, cos what really gets me is when someone get's insta downed with Devour Hope, it's probably my favourite moment in a game as a survivor and the only thing that still makes me jump :)
That is a 2 drink moment for us lol we have 3 categories. 1 drink, 2 drinks or down your drink. We have this alongside scratch mirror Myers, insidious leatherface and players with ttv or yt in their name.
The second 3 stacks are earned for Devour hope everyone panics which is brilliant
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@Mister_xD said:
start drinking.
Will on friday with some mates. So if anyone is on ps4 please don't do these lol we have other rules but these are the worst ones.
Last time we downed a full drink only twice. Once my mate got moried and other game I brought Up The Ante.
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@RIP_Legion said:
Frank's is worthless now, getting mori'd when you weren't watching the offering screen is one of those down your drink times
That's the point lol it's that bad that if a legion does run it you should down your drink. I remember the day after me and my friend done this I got a trapper with monstrous shrine, and I got a skeleton key from a chest so we were lucky.
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I'd rather farm than get a 4k with only 20K bp earned. If you got more points based off your rank (aka rank rewards) then maybe less people would farm
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Rescuer: Good idea but change the numbers slightly. I think the numbers are a bit short, maybe change them to 6/8/10%. Also try and keep the numbers in a pattern. I really hate seeing numbers without a pattern such as 2/3/7% or 3/7/10%.
Lone Wolf: It would be very strong in swf teams. They just tell the rest of the team where the killer is, meaning the oblivious status is pointless. Though please fix the numbers lol maybe 3/4/5%?
Reinforcements: You need to give this perk tiers. I like the idea though, it's very situational and may be a good sacrifice perk against face camping killers.
Sorry I don't know Resident Evil well enough to give you a killer idea. I've only played resi 4, 7 and 2 remastered.
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I think the ability is a bit weak. I like the idea of charging his weapon to make it stronger but I think against experienced survivors they won't let him get that first hindred hit. It slows down the game since it encourages survivors to heal when they are affected by the hindred status effect but if you don't get that hit then you will get looped pretty easily. He also has no map pressure which makes me feel like he'll be another clown.
Btw quote people so they can get notified when you reply to them
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/703762#Comment_703762
The Double won't be able to use its ability while doing any other action, and your suggestions were amazing, of course I liked them-
Good to hear lad, I try my best. Hopefully I get the same sort of feedback on mine lol
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Now all you need is to have feng cleanse it and its perfect
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It's too weak right now. Why run this when at best I'll only see 2 survivor auras per game and it'll only be for 3 seconds. This doesn't help thrill of the hunt either since it will only show the aura after 2 totems have been cleansed.
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Yea some people on the forums aren't the best. They'll expect you to give them feedback but they don't show you the same respect and do the same which I hate.
How long will it take to destroy the eggs? How far range does the tail have? And how much to fill your rage bar? I think the killer should give the survivors some audio or visual que in order for them to know the rage ability is being used.
I think the ability seems good but I think the pallet stun blood trail part is a bit much. I think it would be extremely tough to loop him if you can't walk the same way as him. Otherwise I think it should be ok.
I really like the idea of the facehugger on the hook thing but it cannot still affect him after being unhooked otherwise it would be too strong. I think maybe stage 2 should be the survivor fighting off the face hugger the same way as you fight the entity in stage 2.
Good chapter mate you definitely put a lot of thought into it. You should add perks and a survivor to the chapter.
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@csandman1977 said:
Honestly, ive always felt that this is how legion should work. Be able to switch to any of them at any time. Take a bit to position at problem areas. Give add ons to give idle members redstains and terror radius'
I like the professional visual to this. Good work
I swear to you that is where I got the idea from. I saw the teaser of the 4 legion members looking in the mirror and guessed this was their ability. I was so excited about having 4 killers on the map with the feeling of which one is the real killer.
Once they shown his ability I was disappointed. So I used that original idea and just went from there.
Thanks for mentioning how it looked. I spent a long time, on a bad phone app trying to make it look good. I always found it hard to read stuff like a book with no colour or images to keep me interested. I hoped this would break up the big piles of text while also giving a nice visual of how it would look in the game. I only wish I could draw since I currently have no ability icon or perk icons.
Once again thanks mate for taking time to read it.
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Added headers to make finding the ability and perks easier. Improved the lore and fixed some spelling mistakes. Improved and adjusted certain add-ons.
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@Critical_Fish said:
I was thinking about the mind games that could be done with the power. If the survivors know that chances are the killer walking towards them is a clone, then you could act like a clone without actually being one, potentially getting a free hit, since there's no way to tell if the killer you see is a clone or not besides the difference in terror radius. Not to mention you could always activate the power just before reaching the pallet, loop around, and if they figured out the first thing I said they would probably drop the pallet, resulting in them getting stabbed in the back from the real killer reappearing next to them. Also I might change it so if the clone comes into contact with anything it vanishes.
I actually like that idea much more, since it punishes people for making a mistake instead of just getting exhaustion for being nearby.
Yeah, I thought the new idea would be better. And yeah, that's a much better idea. If there's no way to prevent the gen from being blocked, I think it would be blocked for 3 to 5 seconds instead of 10. Thanks for all the suggestions!
Yea the mind games would be good. Just as long as the killer can't activate the power as you are about to lunge.
Btw quote people if you want them to see what you've said. Happy you liked the suggestions mate.
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@Mr_Qwayzar said:
https://forum.deadbydaylight.com/en/discussion/comment/702460#Comment_702460
You should spare no resource when getting your creation recognized by the right people even if it isnt necessary
Isn't what your doing the whole point of the vote up button. If I want to see your chapter added I'll up vote it, not sign a petition lol
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/702444#Comment_702444
Maybe check spelling lol
Homophobia is too strong, it needs removed rather than nerfed lol love auto correct
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For the sake of asking, what is the point in creating a petition?
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@Star99er said:
I want to hear some ideas that other players think would be good perks to introduce. As well as share some of my own ideas.🙂
So here are 2 Perks I personally think would be interesting to have.
[Survivor Perk]
Slow & Steady:
”Rushing things though makes room for error. Working at your own pace makes you do your job more efficiently.”
- Skill Check dial movement speed is reduced by 8/10/12%.
- Great Skill Checks grant a 3%. bonus in progression.(normally grants a 2% bonus)
Not only would this make for a good beginner perk but it would also be useful to more experienced players who are good a getting Great Skill checks. It would also work well with other perks like Stake Out and Counter perks like Ruin and Lullaby.
[Killer Perk]
Hemophobia:
”Their irrational fears make them easy prey.”
• While injured, Survivors have a 10/14/18% chance of vomiting revealing their aura to the Killer for 3 seconds for every 5 seconds that they remain injured(does not work when Survivors are in a locker).
(Luck offerings can reduce the chances of this by a max of 3%)
- While injured, exhaustion perk cooldowns recover at a 15% slower rate.
As the perks a implies you have a phobia of Blood. Similar to the symptoms you have a chance to throw up and take awhile before you’re up and active.
Let me hear your ideas and thoughts below. 🙂
Slow & Steady: Good perk for new players.
Homophobia: Like the idea of actually trying to use the luck mechanic since it's pretty useless right now. Might be a bit too strong mate especially with good mobility killers.
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@Critical_Fish said:
I should've though about that, sorry for not including the extra stuff about the ability. The clone cannot hit survivors, it has no collision, and it can't be canceled. I might change if it can be canceled or not in the future.
Also I never thought about the interaction between Radioactive Aura and Dead Hard. I could update it so it applies a different status effect like hindered or blinded. Depending on what others think I'll decide one of those two.
Gamble on Life is weird, I might just straight up change the third perk to something involving gens maybe. Possibly something like this:
Nuclear Leak - If a Survivor fails a skill check within 28m of the Killer, the Survivor must do 1 tremendously difficult skill check, and if failed, the generator is disabled for 10 seconds. Nuclear Leak can only be used once every 60/50/40 seconds.
That's just an idea, and the numbers probably need to be balanced a lot, but I think it'd be more balanced and inspired then Gamble on Life.
You see if the clone cannot attack survivors I will never pallet stun it. Since the A.I is not smart it will never try to mind game pallets. So I will know not to drop any pallets if the killer doesn't lunge through or if they don't try to mind game pallets. Then it's basically a spirit if you play like that.
Maybe add the condition that survivors must pallet drop stun you for this them to become exhausted. Then they will need to drop pallets early.
I would just change it to your new idea. It should be within the killers terror radius, not just 28m. And it would just have it work that after missing a skill check the gen is blocked. I had something similar except I made it a hex totem since it had an extra condition to it.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/699965#Comment_699965
The exit gates are still blocked off even if the obsession is dead, but it will get blocked off for less time since it goes by faster. so end game collapse is 3 minutes. Lets say they did all the generators. the exit gates are blocked off for 112.5 seconds, but if they are dead and lets say you have max tier. Its only blocked for 56.25 seconds. I should probably mention blood warden cant go up if its still blocked off. so you would get less time.
Isolation - I changed the speed so its now 3% and 6% so you could still loop.
Isolation change is a lot better but I still think if someone DC's at the beginning or kill themselves on the hook then it still is a bit much.
I might be wrong but I'm near certain that endgame collapse is only 2 minutes and longer if someone is down or on the hook. So that would be 75 seconds with all 5 tokens or if the obsession is dead then end game collapse would only last 80 seconds. I just think incarceration needs to choose whether it wants to keep the obsession alive or kill them. Then give a slight negative since it's an obsession perk.
Also with blood warden I'll just slug a survivor and try to time it so they have only a few seconds to escape. Especially if the perk shows the killer how much longer the doors are blocked like I believe it should.
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Hunter: It's good. A lot of people have suggested this idea over the past year.
Savior: Would be too strong if you can do this multiple times per match. Swf team brings this and it would be hell. Make the conditions harder like saving 4/3/2 survivors from the hook before the perk activates and have it only work once per game.
Reflex: Not actually sure if this is strong or ok. I'll say it's good but I'm unsure till I see it in game.
Mark Of Cain: Too strong. Lower it like 8obot1c said and it should be ok.
Iron Fist: Good counter to spirit fury enduring.
Repairman: Mate honestly tell me how you would feel facing an swf team with 2 running this perk. You'll be very angry when shack pallet is rebuilt 5 times in the one game or all the pallets around the bathroom in the game map are rebuild. I had an idea like this once but it took longer and could only be done once. Either way this version is completely broken and needs big changes.
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@8obot1c said:
Incarceration
(Rare/Very Rare/Very Rare)
Each your obsession does a generator you gain a token up to a maximum of 5 tokens. Each token blocks off the exit gates when they are opened for 1/8 of end game collapse. If your obsession is dead End game collapse goes by 30%/40%/50% faster.
Isolation
(Rare/Very Rare/Very Rare)
When the obsession goes out of 8 meters from another survivor for 20/15/10 seconds they gain the oblivious status effect. Each time you kill a survivor that’s not your obsession, gain a token, up to a maximum of 3 tokens.
1-2 tokens - increase your movement speed by 5% and 10%.
3 Tokens - You are able to kill your obsession by your own hands.
Hatch noise is reduced by 8 meters for your obsession.
You lose all stacks when the obsession dies.
Ha, I realized isolation doesn’t give you any bonuses so I fix that.
Obsession perks usually a positive and a negative effect on the killer. You should consider that in future obsession related perks.
Incarceration: I don't think this perk really works since you have a really good bonus killing the obsession but you also have a really good bonus keeping them alive. The way I think it should work is every survivor hooked who isn't the obsession gives you a token, up to a max of 6 tokens. The exit doors are blocked for 5 seconds for every token earned. If the obsession is hooked you lose 2 tokens.
Isolation: No terror radius for the whole game would be quite scary so I think that's good. But the 10% increased speed for just killing a survivor is a bit much. Imagine I tunnel a survivor and kill them early then it's nearly impossible for the rest to loop me. Just have the bonus be if the last survivor alive is the obsession then they can be moried.
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@Critical_Fish said:
Name: The Double
Appearance: Medium height, has a scarf wrapped around his head, deformed by multiple tumors, weapon is a Sabre.
Speed: 110%
Terror Radius: 28m
Power: Conjured Twin
Click m2 while during a chase, a clone is created which chases the Survivor the Double was chasing. The Double will turn invisible, moves at 115% movement speed while the clone is active, and has no terror radius, but cannot perform any actions. The clone runs directly after the Survivor, and vanishes after 10 seconds of being active. The terror radius of the clone is 32m. The clone also disappears if stunned in any way. If the Double leaves a 20m radius around the clone, the clone disappears. If the clone disappears by being stunned, the Survivor who stunned it suffers from the Exposed status affect for 10 seconds. Conjured Twin can only be used once every 60 seconds.
Teachable Perks:
Sight of a Spirit - When a Survivor is unhooked and the Killer is 32m away or more, the Survivor who unhooked has their aura revealed for 8 seconds. Sight of a Spirit can only be used once every 60/50/40 seconds.
Radioactive Aura - Survivors within 6m are exhausted. The exhausted effect lasts 20/30/40 seconds after leaving the radius around the Killer.
Gamble on Life - When a Survivor is sacrificed, the Killer gains 2% speed multiplied by the number of times that Survivor was hooked for 5/10/15 seconds. When the third Survivor is sacrificed, the killer's speed is reduced by 5% for 30/25/20 seconds.
This killer ability is either really weak or op. It all depends on a few things.
1. Can the clone hit survivors?
2. Does the clone have collison with the Double?
3. Can the Double cancel the clone early or not?
Sight of a Spirit: Good perk. Strong with Make your Choice and a killer like Billy, Spirit or Nurse. Promotes anti-tunnelling which is a good thing.
Radioactive Aura: Its just broken. There's no way you can tell me this perk is balanced. RIP dead hard and head on.
Gamble on Life: This perk is weak. If you don't sacrifice anyone it's useless. I'd rather chance my luck on Devour Hope since I can get the speed boost after every hook.
Good chapter mate but some balancing of perks needs to be done. Also I need more info on the ability in order to tell you if its balanced or not.
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@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/695101#Comment_695101
Hex. Bloody Tears
All survivors are affected by Bloody Tears. Skill checks for cleansing totems are applied
.Good skill checks result in 3/4/5%regression on Cleansing totems and Sabotaging Hooks
.Great Skill checks result in 0% bonus progression on Cleansing and Sabotaging hooks
Sent a friend request through ps4. We can discuss this better on there since the forums doesn't allow private messaging unless it's by mods.
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@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/694570#Comment_694570
I will when I post the final draft. I need to fish come up with a hex perk to pair with jumping spider
That's what I did with my last chapter. I had created a totem perk but realised that it was worthless without a hex perk so I created one to complement it.
If you had a ps4 we could discuss this on there but if you don't that's fine.
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@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/689566#Comment_689566
Perk 3: Widows Kiss
the killers terror radius is increased by 25/50/75 % also the killers weapon is coated in a toxin that causes anticoagulation which slightly decreases the struggle phase and also shortens the bleeding out time
I think 75% increase is a bit much, that would be 24m extra which is far too much. I'd say set it at 8m increased terror radius and the survivors have 15/20/25% decreased struggle time and bleed out time. I don't see why people would want to have a shorter bleed out time unless they are trying to make them bleed out but that's ok.
Btw add the killers speed and terror radius to the chapter in so people can see it.
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Any chance of another Netflix crossover in the future?
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@Romey95 said:
Hex Hunting Spider:
While in a prolonged chase of a survivor the killers movements become sharper for a period of 30s (the killers hit box will slightly shrink) this will balance out over powered looping
Quote me or tag me from now on so I see this mate.
You've just described bloodlust. You don't need to give me your perks so quick lad lol just take a minute to think about it before you add it to your chapter. You also need tiers for the perk.
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@8obot1c said:
Just because you are downed doesn’t mean you are there. You make no noise and leave no blood trail when downed and move at 50% the normal rate. When downed you see the killers aura when within 24/28/32 meters from you
This should be a buff to no mither rather than a new perk
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@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/687856#Comment_687856
I like your version of her ability
As for the Perk Jumping spider I like how you worded it.
This perk gains tokens for Hooking survivors. After a generator is completed and if a hex totem has been cleansed. X amount of tokens will be consumed and the Hex will be applied to a random dull totem.
Ultra Rare Addon Husband's Crutch seeing this memento of prior life Fills the Spider with sorrow causing her claw's to secrete a toxin inflicts the Broken statues
Of course we have to have a perk called Arachnophobia
With her ability I wanted to differentiate it from trapper.
You can get tokens from hooking survivors and use the tokens in order to get the hex totem back if you want. After hooking a survivor you gain a token. If a hex totem has been cleaned, after collecting 8/7/6 tokens you can apply this hex affect to a random dull totem.
I would also say you should have a hex totem perk in her 3 unique teachables. So if people are doing adept Spider then Jumping Spider won't be pointless.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/688635#Comment_688635
was that before the LF release?
cause around that time i had the loss of progress bug, so my oldest items come from that time span...
if it was, you beat me :c
*plays the worlds smallest violine*
Both the moonlight and common streamer offerings were in the game when Leatherface was added. The bloodweb I was talking about is on my leatherface.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/688620#Comment_688620
just saying i still have some New Moon Bouquets in 2 of my Bloodwebs (nurse and hag)
https://us.v-cdn.net/6030815/uploads/319/1P3104Z365V0.png
hehe, top that! >:D
I don't have it in a bloodweb I don't think but I still have it as an offering. I think the bloody party streamers were changed first so that technically did top it lol
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Just saying I still have a blood web with the old common bloody party streamer offering
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If they had rank rewards I would be happy for the season to extend. But for now I think they need the rank reset to freshen up the game. I get bored of facing spirits every game and always facing the same builds. I personally think I would have stopped playing this game a while ago if I never got these fun breaks from the sweaty rank 1 games.
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@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/686257#Comment_686257
ability idea 2: Instead of spinning webs that would be completely visible and survivors would never get trapped. What if it worked by AoE she instead similarly to how the trapper spawns holding one trap and there a traps throughout the map. She spawn carrying a spider which she could plant on either the ground and walls and when a survivor walks by it would shoot out a web and immobilize the survivor. Like the original ability The Spider will not be initially notified until the trapped survivor begins to struggle.
Ultra Rare addon: Husbands Crutch
when a survivor interacts with spider trap to disable they'll suffer from a randomized debuff. decreases the amount of spiders spawn by 1
Teachable Perk: Jumping Spider.
This perk gains tokens for hooking survivors. Every time a totem is cleansed the killer will gain a small speed boost . If a totem that currently has a Hex perk attached to it is cleansed a total of three tokens will consumed and the hex will move to another dull totem.
I'd suggest she should have 6 webs to place on the map. They are as big as pallets so you can place them spots where pallets spawn or in vaultable windows. Survivors cannot go through these webs, they are impassable. Maybe survivors can destroy these but when they do the spiders on the webs will transfer onto the survivor and will give them the hindred status effect for 60 seconds. She can also put spiders on gens which will have the same effect when survivors work on these gens.
This would mean survivors who destroy your webs will be slower for a short period of time which should help in chases. Also if the survivor hud shows survivors affected by the spiders then you can decide who to chase.
I don't think that is a ultra rare add-on. Unless it was the hindred/broken status effect the debuffs aren't that great. If it was the broken status effect then that would be good.
I like the idea for the perk but I think no need for the same speed burst. After a hex totem has been cleansed, if 4/3/2 gens have been completed a random dull totem will have the hex applied to it. It would help with slowing down end game and might help with devour hope or huntress lullaby if it gets destroyed too quick.
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/685865#Comment_685865
Thanks for the feedback! I'm still trying to work on how I want to present these but this at least made me feel better about how I'm doing so far.
I actually considered having the tokens increase during the length of the chase, but thought free stacks just for chasing would have no counter play. I used the vaulting system because the survivor would have to choose whether to utilize a vault and give the killer ammo for his power, or hindering their own ability to get away by giving up vaults.
If the survivor doesn't vault, it makes the killer's time easier when it comes to catchign them. If they do vault, they give the killer the ability to stun them. i thought the counterplay and built in mind game was more balanced.
Jumping Through Hoops: I wanted some different then Bamboozle. Where Bamboozle stops the vault from being able to be used, JTH forces the survivor to choose whether or not its worth using the vault when they know the killer will get a speed boost. I like my mind games, and the Ringmaster was a killer I really wanted to put a lot of chase mind games into his power and perks.
Extravaganza: This was the exact reason I created this perk. It's a perk that you can break out when you see a bunch of toolboxes in higher ranks. Most survivors will stay till the very last second if they think they can get the gen done. This perk punishes that.
Ring Leader: I considered this as well. But I don't think you'll ever get it to stack very often simply because it won't take long for the survivors to realize that you have it. It's another chase disruption perk that punishes looping, so a survivor will have to wait three seconds before choosing to retrace the same steps. It's a perk that mostly punishes small loops. Jungle Gyms are still pretty safe from this perk.
Spy Cam: I honestly brain farted on four survivors bringing this perk so one cam likely would be more balanced. Perhaps allowing the survivor to move it after they complete the equivalent to one full generator?
Snitch: I admit that I made this one to be annoying and trollish. These are perks I think are fun. DBD always asks the question whether you'll work with your team or if you'll prefer to take care of yourself first. I don't think there are enough perks in the game that really put yourself above the other survivors. So Snitch was my answer for that.
Thanks very much for the feedback! I helped me consider how to design/redesign perks in the future. I'm usually at best a purple ranks player, occasionally hitting red, so that's probably the difference between our mindsets.
But I always appreciate feedback because it means that people have at least checked out my work and feel its worth responding to. So always feel free to let me know what you think!
Yea honestly it was very well edited which made it easy to follow along with. Also the designs for the perk icons and ability were really good.
I think the problem I have with the stacks is that you can save them for the next chase which gives the next survivor no counter play.
Jumping Through Hoops: It just don't think it will have enough of an effect in chases. If survivors loop the tile well enough the additional speed from vaulting won't really help. It also doesn't work well with your ability when you want them to keep vaulting stuff.
Ring Leader: Most perks that give killers extra speed are easily lost such as PWYF but yours let's them have it for 30 seconds which can be a lot especially with bloodlust. If it didn't stack I still think the time should be reduced a bit.
Spy Cam: I wouldn't allow them to move it. I wouldn't place it near my gen but I'd place it near loops where I have less visibility. Then once I use the pallet in that area I would move it to a new loop later which would give the killer zero mind games. For each tier it should show 4/8/12m around it.
Snitch: I tried creating a perk with this in mind before but it didn't work. It's just hard to make it a save yourself while not completely trolling your team. Maybe when you begin a chase the nearest survivor has their aura shown to you for 4/5/6 seconds. This gives you time to try and lead the killer to them without completely trolling them. It then also can be used for normal, non trolling purposes also.
Yea this took an hour to correctly write lol I had to keep going back to the video just to check little details. Mettle of man was probably not that bad against purple ranks but once it got to red ranks then it became extremely OP since people knew how to loop. Like the perk Spy Cams may not be used properly at lower ranks but would be extremely strong with teams who know how to use it.
Also did you seriously draw the perk icons and ability?
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@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/685775#Comment_685775
She'd definitely have the terror radius and speed you listed. As for her webs I didn't want them to be too OP. However, with an ultra rare addon she would be able to see the auras of survivors as soon as they get stuck in her webs with the disadvantage of a shorter stuggle to get free. also instead of limited webs what if they recharged like Freddy's dream snares.
As for Perks I'm still thinking about them lol
When your writing the perks try and think of perks that would help your killer in particular. Most new killers have perks that help them better than other killers.
She wouldn't be op in my opinion. Depending on how big the traps are they don't seem like they'll help her in chases much. She also has nothing to give map pressure. She seems like a different version of trapper but maybe weaker.
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First of all great work on the editing of the video. It was very easy to watch and the ten minutes flew by. The design of the perk icons and ability are really good and I wish I had your talent when I was writing my chapter lol
I like the idea of the ability but I think it needs slightly buffed. To get all of his stacks he needs the survivor to vault a lot and doesn't feel like he can end chases that quickly. Maybe he darkens the map and puts the spotlight on you when using his ability. While your in a chase it charges up at 1 stack per 5 seconds up to a maximum of 3. And the stacks are lost after the chase is over. I was going to give it a maximum of 5 stacks but that feels way too long.
Jumping Through Hoops: The thing is I'd only use this if I had bamboozle but I'd use bamboozle over it. Maybe if a survivor vaults a window 3/4/5 seconds after you they get the hindred status effect applied for 5/10/15 seconds.
Extravaganza: Would couple really nice with tinkerer. It will also help when survivors try and finish a generator infront of you.
Ring Leader: It sounds a bit too strong. It is very easy to get while also lasting for a very long time. Also if it stacks then a 133% killer is just broken. I'd say it needs to last a lot less time and also have a cooldown.
Spy Cam: Very Strong. Full 4 man swf all running this perk would be brutal for the killer. Set this up in loops all the killer has no mind games he can play. They should only be able to place one the whole game in my opinion. Makes placing them more strategic.
Destroying Evidence: This would be a strong perk. I like the idea of increasing cleaning speed based off destroying dull totems but I think the starting value should be decreased. Maybe 10/20/30% but I could be wrong. It's hard to judge these things till we see them in game.
Snitch: This would be really annoying in the games where the survivor works with the killer. Trolling perks are fun but very hard to balance in this game.
I hope this feedback was helpful mate. I'm giving my opinions as someone who plays primarily at rank 1 so I hope that helps.
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I'd personally love a private killer in the game but I don't think they'll be adding one anytime soon.
The Curse of Davey Jones would be extremely hard to program. Maybe the killer can call on a crew member to spawn out of the ground on a particular location of his choosing. They can't move but can detect survivors within 8m range and notify the killer when this happens. Maybe if survivors get to close the with resch out and touch them causing a debuff or get possessed like you said.
I would say the anchor part is a bit too similar to huntress but it is needed if your killer is 110% speed. The 360° attack is definitely cool, give it a cooldown and it should be good.
The pink add-on is good though if you used my suggestion it would be if the skeleton touches the survivor. The effect would last for 60 seconds.
Hope you liked the feedback mate. Add some perks, with a survivor and it would be really good.
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I like the sound of the ability but I'd need to ask a few questions. How big would the webs be? How many can she place?
I'd assume she is 32m terror radius and 4.6m/s.
She might need another piece to her ability mate just to help her with chases. She doesn't seem to have any map control so depending on how strong the webs are she might be a bit weak.
Add some perks and tag me in and I'll try and give you feedback. Hope this helps mate and I'm looking forward to what you add next.
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I would like to see a perk that increase the vaulting speed, especially the slow vault.
I don't know how the skill check speed one would work. It would be really good for new players at the game but may make ruin skill checks a bit too easy. Good idea though mate
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/683266#Comment_683266
Dude I checked your profil and you never wrote any chapter. All you do is comment and write in the "feedback" section.
Also, if you do not like my idea feel free to leave and make your own. I'm done debating with you. You literally killed this post.
You didn't look then lol I'll leave now but enjoy your day and best of luck with the chapter ;)