Avatar

CashelP14

CashelP14

About

Username
CashelP14
Joined
Visits
12,593
Last Active

Comments

  • Add-Ons:
    Ultra Rare: Family Photo
    The puppet cannot see the aura of uncontrolled puppets unless within 32m of them. Your terror radius is decreased to zero when within 16m of an uncontrolled puppet.

    Ultra Rare: Police Report
    1 extra puppet will spawn on the map. Activation Time decreased by 1 second.

    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 a generator and will give 10% decrease to repair speed and Hindred status effect to survivors within 8m. 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
    Puppets reveal auras of survivors within 8m. Activation time increased by 1 second.

    Rare: Sketch Book
    Puppets can be placed 5m closer to each other.

    Rare: Lock Of Hair
    Survivors are given the blindness status effect when within 8m of an uncontrolled puppet. This persists for 20 seconds after leaving the area.

    Rare: Scarlet's Blanket
    Terror Radius won't move to new puppet for 2 seconds after activation.

    Rare: Tiny Shoes
    No sound made from puppets during activation.

    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 8m. The puppet will get an extra 50% bloodpoints in the deviousness category for surprise attacks.

    Uncommon: Newspaper Ad
    Terror Radius won't move till new puppet for 1 second after activation.

    Uncommon: Wood Polish
    Puppets hide red stain until after activation. This lasts for 2 seconds after activation.

    Uncommon: Marc's Glove
    Puppets get speed boost for 1 second after activation.

    Uncommon: Half Price Sign
    One less puppet will spawn. Healing speed for survivors is decreased by 25% when within 8m of a uncontrolled puppet.

    Common: 1# Daddy Birthday Card
    Activation Time decreased by 0.5 seconds.

    Common: Rent Bills
    Terror Radius won't move till new puppet for 0.5 seconds after activation.

    Common: Whiskey Bottle
    Puppets hide red stain for 1.5 seconds during activation.

    Common: Marc's Toolbox
    Puppet gets speed boost for 0.5 seconds after activation.

    These are the new add-ons? They are pretty good. Scarlet's Doll I don't understand why people would use it unless it was a farming game. Up the bloodpoints to 100% then it would be good for team farming games. Family Photo would be very fun to run especially with Divorce Papers or Wedding Ring. Seems like a lot of add-ons but thats not a bad thing.
    Sorry I missed your comment, I think I got distracted and forgot about it. I understand your point about Scarlet's Doll, I'll update it now. The number of add-ons is the same as one of the new killers, can't remember if it's spirit or legion. Thanks for your comment, sorry I didn't see it sooner.
  • How long is the cooldown for the ability? Does the timer continue to decrease when in a chase and how long to put out the fire? How close do survivors need to be for the fire to spread? 

    Sounds like a mix of doctors madness 3 and legion with the cant go past injured state/mending thing. I think the questions I asked above will help to understand how balanced your ability is.

    Multitasking: Don't see the reason in using this. Just destroy the pallet or gen before picking up the survivor.

    Gold Fountain: I was going to say this was strong because of the speed increase but then I seen how after 16 seconds it's done. I would say it's a bit weak mate because the most you will probably get is 1 hit in that time. I don't want it to be any longer either because it would be too strong. I don't know what to say as a way to balance this.

    Dirty Play: Way too strong. A total of 5 minutes of exposed status potentially over a max 15 min game is too much. 20 seconds max maybe then combine it with tinkerer could be good.

    Cleanse The Evil: As funny as it would be to get healed by 2 teammates in front of a killer stunned for 8 seconds they won't do this. There would be an uproar amongst killers everywhere. I think chases are exited once a pallet is destroyed so it's hard to know. I see your trying to stop tunnelling but unfortunately this isn't it.

    Highway Escape: Survivors would be very strong with this. Imagine hope at end game with the 16% increase I believe. I'd love this as a survivor main but know it's too strong. Maybe 0.8% per gen? So it is the same as 4% NOED at end game.

    Eye For An Eye: I might be completely wrong here but doesn't dark sense show the killers aura with every gen done? If so then this perk would completely get rid of that perk. Maybe it could be changed to every full state healed shows the killers aura for 3 seconds? Bit fairer I think.

    Your last 2 survivor perks need a tier 1/2/3. Hope I gave you the feedback you wanted. I tried to give suggestions as well to balance some perks.

  • That's class! Great work mate
  • I'd love hillbilly to be nerfed but unfortunately that's never going to happen. Someone on my chapter literally said he is all you see at the minute which I agree with. However hillbilly can still be looped if played correctly. Legions ability renders looping near impossible.

    The problem with legion is that because he can vault pallets and windows there isn't much of a counter to him. This killer adds the Insta down mechanic and it just makes Legion pointless. They won't add another killer that completely renders another character useless.

    You need to take your feedback and try and adjust things to be more balanced. I can see your bloodlust perk has been called out as game breaking for the past week but you haven't changed it.

    I'm not trying to say anything bad about your killer because a wolf killer would be cool and I enjoyed your story. He just needs balanced, as well as the perks.
  • Sorry mate but the main complaint about the legion at the minute is that there is no counter to him. Add to that the Insta down part and it's way too strong. I don't think the devs will add another killer like legion after the backlash they got for him.

    Easy Prey is a cool idea. It would make late game more intense. I think the numbers are a bit high though since it will have the killers terror radius at 8m when run with Monitor and Abuse and 2 survivors are dead.

    Pack Hunter is way to strong. Survivors have no counter to this and it is way too easy to farm with the killer. Distance too big and just unbalanced.

    Dedicated to the chase is op. Gaining bloodlust so fast would break the game and would be horrible to play against. Is it 3 seconds for bloodlust 1?

    Modern Medicine is ok but not worth running unless using a med kit. It's useless unless you have a med kit.

    It's Not Voodoo isn't that good. Totems don't take that long to cleanse and I think I'd rather run small game to find totems, rather than this to break them faster. How much is the noise reduced because that makes a big difference to how this perk.

    Shoulder the pain I don't see why anyone would run this. If your injured you will go down and killers would be irritated as well because there hit would do nothing.
  • Thanks for your feedback mate. It would be nice to face someone other than hillbilly because that's all we're seeing right now.

    No Strings Attached can be used first death? (i think you mean) but I would like to maybe use it at hatch game. Could be cool using it with blood warden at end game.

    Entity's Creation. I didn't want totems responding because as a survivor main I would get very irritated by that. Hiding hex totems is what I wanted so Devour Hope would be used more.

    Hex: Heart Attack would be strong at low ranks but weak at high. It is strong with Entity's Creation but not op. I think it is more to scare people off gens than for them to actually miss the skill checks.

    Calling In A Favour is purely for those people you like Ace In The Hole and Plunders Instinct. I like farming items and this perk is why I wanted it.

    Special Treatment is purely to stop that potential hit through a window. After the recent patch it may not be as strong as I hoped but I think if tested it has a good design.

    Pain And Gain. Yea camping is horrible mate and this will hopefully encourage survivors to gen rush if a killer is camping. Stop them getting more than 1 kill.

    Thanks again for the feedback, I am updating my add-ons soon with names and changing a few so if you can please give me some feedback on the add-ons. Love the name btw lol
  • I've skimmed the addons, and nice you gave them my terror radius idea, i guarantee you, it's a good scarejump because the intensity of the heartbeat will SUDDENLY increase when teleporting, instead of a gradual growing.
    I'm actually not really good with perks and addon creation myself, so I normally ignore those in my critics of other people's concepts, BUT "NO TELEPORT" and "SURVIVORS SEE AURA" are both negative effects that gut your killer too harshly for the effect those addons grant.
    Especially the "NO TELEPORT" addon, it may guarantee that survivors are affected with -10% penalty and effects of other addons, but the loss of map pressure (That's what your killers redeeming quality" is) would need to be compensated with something that changes the playstyle , similiar to mirror myers.

    About the "bodyswap animation" thing i suggested, Its probably not worth an addon slot, its more something like that passive phasing that happens with the Spirit. its only to make survivors uncomfortable next to dolls.
    -"doesnt bother me that im doing gens near a doll, afterall i can totally see in advance that he will check this one" is something that should be avoided with your killer -

    Greatly appreciate the feedback again mate. Should I lower the rarity of these add-ons? The No Teleport is purely for the slow gens build. Maybe I could add that 1 extra puppet also spawns but if your confident in chases I don't think teleporting may be needed.

    The other add-on I see your point. I tried doing something similar to hill Billy chainsaw and Leatherface where you get more points but at a cost. This still works with the pallet/window blocking build but I could lower it to uncommon if you think that's better and add a new rare add-on.
  • I was told by a friend about the hatch so I've updated that. I'd like someone to let me know if the add-ons are good because I think they make a big difference in how this killer can be played. Any suggestions for new add-ons would be great.
  • Reminds me of identity V's Hell Ember killer.
    But thats normal for multibody/ doll concepts.

    I think its interesting that your dolls are no tracking tools ( highlighting survivors in dolls' area of effect)  but are purely map pressure tools.
    But they cannot be used in chases like hag phantasms because of the lengthy casting time.

    And even if they had collision, it'd still take a lot of time to set up blocks.

    In my opinion your concept is hatd to judge balanced or not, but unlike others (me included) you're thinking about survivor frustation too, which might be for the better

    Now for some stupid suggestion ;-)
    1.This killer would be awesome with basekit insidoous or if the dolls also had the stain and a small terror radius (8m, only low intensity so that'd it be still obvious if a bodyswap happens)
    2. The dolls should totally play the bodyswap animation at random intervals to screw with nearby survivors

    I never saw that but sounds cool. This idea was based off what I was hoping Legion was going to be when teased (4 Puppets like the 4 Legion members). They do have collision, it would look stupid if survivors could just walk through them haha. You'd need to know before the game starts exactly how your going to use this killer, block pallets/windows (Like shack) or guard gens.

    There are add-ons which do give each puppet a 8m terror radius. If you read the add-ons you'll see how this killer can be used multiple ways, for multiple different play styles. I didn't want the puppets to have a terror radius because I feel it would ruin the potential jumpscares factor this killer could have. Your second point could be an add-on if I got rid of something else, tell me how strong you'd think that is and what rarity it should be.

    Brilliant feedback mate and thanks for taking the time to give feedback which could help improve this chapter.
  • Mc_Harty said:

    @Milo said:

    @Mc_Harty said:
    You could always run Diversion if you have it...

    It's called Distortion.

    Diversion is the pebble!

    FFS there are so many Di-Perks. Distortion, Diversion, Discordance... [BAD WORD] kill me

    Your an Adam, your natural instinct is to chose Diversion over anything else. It's ok, just throw the pebble and and hope that bbq killer goes for it
  • Just realised how would this killer work with the basement? Would be horrible to escape
    That is why the puppet cannot be placed on stairs and also has a 3 second activation time to prevent this as much as possible. Also puppets cannot be placed within 20m of each other so they can't all block the way into the basement or killer shack. Sorry I missed this, didn't see it yesterday.
  • Or intentionally depip themselves by starting a game and instantly disconnecting.
  • Killer power

    I love it. Very creative and detailed.
    What I would add is that puppets cannot be left behind the Exit gates.
    The other thing I would change is that the puppets don't spawn by themselves at the start of the game - they need to be prepared by the Killer, similar to how the Hag and Trapper prepare their traps. This would prevent the killer to insta-teleport around the map at the beginning of the game.

    Killer perks

    No Strings Attached
    I feel this is somewhat undefined. How about it triggers always after the first sacrifice and only once per match.

    Entity's Creation
    I think it does too much: both hiding the totems, spawning more totems and revealing auras. I still feel like extra totems should either have an active function (like Haunted Grounds), or be a result of an Offering rather that a Perk. The Totem cleansing indicator is already done by Hex: Thrill Of The Hunt Perk, so auras are out as well. As for the cloaking of Totems - I dunno. I'm not sure if that's a good idea in the first place. This reminds me of Pigs boxes - you need to finish one to know if it was the one you needed or not - and that's a part of power, not a Perk.

    Hex: Heart Attack Overpowered simply because it affects ALL totems in a match. One totem would be alright, I think.

    Survivor perks

    Calling In A Favour
    I'm not a fan of changing the map during mid-match. Maybe just have the Survivor search an already-searched box and have a speed bonus for this? I don't think it actually needs to be restricted by doing gens, though.

    Special Treatment
    Vastly underpowered. A mid-vault is 0.9s - shaving 25% off would make it 0.7s. For a fast-vault the change would be from 0.5 to 0.4. I don't think this is beneficial enough, but I'm afraid I don't have any suggestions either.

    Pain and Gain
    Interesting idea, but instead of injury I would suggest the Exposed status for 30s.

    That's a fair point. I'll change it so they cannot be placed within 8m of the exit door, didn't think about them potentially blocking the door. I was hoping that they would spawn near gens at the beginning of the game but since they have a 15 second cooldown between switching it should help.

    No Strings Attached would give the killer the option to choose when to use it. I could change it to being activated after the first sacrifice but I like how the killer has the choice for once. Compared to other exposed perks the killer doesn't have a choice. Personally I'd use it after I kill the 3rd survivor to help with the hatch game, rather than slugging.

    Entity's Creation may be a bit overkill with the auras after the totem is cleansed so I'll remove that. I want to help totems such as Devour Hope and Huntress Lullaby to give them a better chance of not being cleansed.

    Hex: Heart Attack. Every totem on the map only affects 1 gen. It would by itself only affect 5 of the 7 gens. As a hex totem it would affect all gens and could be coupled with thrill, ruin and huntress so I wanted to stop any chance of this perk being run with all the other hex perks. I originally had it being one hex totem but I was told to change it.

    Calling in a Favour is meant to encourage survivors to work on gens at the beginning, just so they don't waste time and screw the whole team. I thought if they can change a totem mid game like noed then they could add 2 chests quite easily.

    Special Treatment I could buff the numbers if you think it's necessary but I don't want to make it op. It is small margins but sometimes that is the difference between getting hit or not.

    Pain and Gain is actually more beneficial when injuring the survivor rather than exposed status. A simple loop and the exposed status is gone, whereas the injured survivor needs to be healed.

    Thanks for your feedback mate. The more feedback I get the more I learn about how this killer should work (Like exit door feedback). May I ask how you would play him? Would you block pallets/windows or try and catch survivors at gens. I will make the changes to the perks to help balance them.
  • I really like the ability. I think you have done a good job of making the ability not just have one purpose. It reminds me of pig with her traps since it can be used early game or for a end game build. I'd personally use it to block pallets and windows but maybe might use it to jumpscares survivors at gens. The add-ons really make this killer unique like Myers add-ons changes how he plays. Really really good job and I'd love to have this killer in the game.

    No Strings Attached I would run since I have control over when to use it. The fact that survivors don't know I have it makes a big difference as well. Entity's Creation is really good. I never run Huntress Lullaby or Devour Hope but I would consider it now because of this perk. It would be good with noed as well since I've had all the totems destroyed on a few occasions when running it. Hex: Heart Attack seems very strong. I think by itself it isn't that bad because no ruin or thrill of the hunt can be used with it but your other perk makes it strong.

    Calling in a Favour is good for the looting build. It has a place in the game. Special Treatment is very well done. I understand where your coming from with the fact survivors can waste all the pallets and I'd run this. Dropping a pallet is a good way of getting rid of the tokens. Pain and Gain I'm not sure about. It see your point about it being great against campers which makes this perk worth running. Still worried about the 4 man swf but since they all will be injured and the repair speed isn't increased by that much I guess it could work.
    Thanks for your feedback. I'm happy you understand how the ability could be used. Myers is a perfect example since you can play tier 1 only with no terror radius or tier 3 always. I personally prefer the jumpscares version but pallet version may be better against swf.

    Hex: Heart Attack isn't as strong by itself but yea it is stronger with Entity's Creation. If you run both these perks and maybe ruin or lullably then you know what 3 of the killers 4 perks are so I feel it is still easy to work around it. I still don't think survivors miss skill checks enough for this to be extremely strong. At low ranks yes but at higher ranks no.

    Pain and Gain is the way it is because of swf. Survivors must risk injuring themselves to use this perk. The counter to this perk is simply run to gens once you see someone injure themselves. I think the speed is good enough but not amazing which is why it can be very situational.

    Again thanks for your feedback. This idea I really like because of the ability and how it can be used. I only wish I could draw because then I could create the perk icons and killer/survivor characters but I can't.
  • Sorry I didn't know you were including repair speed in that. If it's repair speed then it's too strong and if it's just other speeds (such as healing, searching, vaulting) then it's ok. I just didn't like the numbers being 7/9/11, too awkward to work with. That's why I suggested 15
  • Good idea but maybe use different numbers. 11% is a bit of a weird number to have as your highest. Maybe 15?
  • His ability is pretty cool but does it help in the chase? Does he necessarily need add-ons?
    I’ll talk about the perks.

    No Strings Attatched: Why can you choose to use it or not? It sounds like a reverse make your choice in some ways. Maybe make it everytime a survivor is sacrificed with the first sacrifice being 15 seconds, second being 30 seconds and third being 60 seconds. That’s just my opinion though. 

    Entity’s Creation: Just like Thrill Of The Hunt, it’s more of a perk to protect hex totems which is good if you have Ruin or Devour Hope but unlike Haunted Grounds, it can’t be used by itself, but it is not a hex perk. If it was a hex perk it would be a lot better.

    Hex: Heart Attack: Every totem on the map being a hex totem? Wha? Also what if they failed a skill check and they were already injured? I have many questions bro.

    The survivor perks.
    Calling In A Favour: Maybe if the generators that need to be completed were lower then it would be good.

    Special Treatment: I haven’t seen much survivor perks that increases vaulting speed. Good perk man.

    Pain And Gain: 15 seconds is not worth it to injure yourself. If you were to increase the numbers a lot and to balance it suffer the broken status effect for 60/50/40 seconds. Then again, decent.

    Some of these perks are really cool but some minor edits to make it even more cool.


    Cheers mate that is really good feedback.

    The ability can be used in different ways, which is represented by different add-ons. He can set puppets next to gens to guard them, maybe with tinkerer or discordance. He could also choose to set them in pallets to block looping, such as shack pallet or infinite windows.

    No Strings Attached is so the killer can choose when to use it. Haunted Grounds is random and Make Your Choice only helps certain killers. This can be saved for the last survivor or used early if you know where the survivors are. The important part is that they don't know he has it, until he hits them.

    Entity's Creation is meant to be used with other hex perks. It would help hide devour hope especially until it has 3 Tokens. Survivors normally run past dull totems to find the hex, this perk will hide these hex totems.

    Hex: Heart Attack is strong but not as strong as you think. First off by itself, no other hex perks can be used like ruin or thrill of the hunt because all 5 totems will be Heart Attack. Ruin doesn't stop survivors doing generators anymore, but this might stop them from taking that risk. It will also stop survivors working together on a generator since they wont risk that person missing a skill check. Being injured is a good point, I could change it so they can't go below injured state.

    Calling in a Favour could be lowered by one gen for each tier but I don't want to lover it anymore than that. It's a fun perk to run with Plunders and Ace in the Hole, but those survivors need to help the team first by doing gens before they can have their reward.

    Special Treatment is for those survivors who are screwed by another who wastes all the pallets. And at the minute there are no vaulting perks.

    Pain and Gain would be a bit too strong I think if all 4 survivors run it. This is just to help finish those gens that are nearly done, great against campers and tunnellers. If the killer sees you have injured yourself then he has the choice to go chase them or not. I'll take a look and maybe make some changes.

    Again thanks for your feedback. This idea came off what I thought the Legions ability was going to be. This game isn't scary but I feel this killer if done correctly it could be.
  • Damn it, My chapter was about a puppet. Luckily the ability and perks are different.

    Sorry, Perks can't affect one killer only sorry
  • Crackgear said:
    Use my name too, wow #########?
    If this is your chapter stolen then add your original idea to the comments.
  • The problem I had with the power was that it doesn't exactly help you during to catch a survivor. It takes the survivor you see and teleported them away from you. It just doesn't feel worth stalking a survivor, (which gives other survivors time to do gens) if all i do is move them as far away as possible from me. At least with knowing survivors are within 8m then it gives a reason to stalk them and swap with them.

    I might be wrong about this but I think they said the next chapter is a fan created one? I think they said this on a stream before Legion was added. So who knows but the perks are more likely to be taken because they are easier to implement into the game.

    I will. I have a chapter I'm adding soon, just finalising the details so check it out as well.
  • I think you've put a lot of thought into how this killer would work. It's hard to know if they could do the survivor swapping thing but we'll see. I would say that what's the point in swapping places with a survivor if they are teleported away. I think the survivor tagged should show auras of other survivors within 8m to make this worth while.

    Leaked Intel is the sort of perk I think would work well in this game. It's not strong but can play well with other perks, such as Play With Your Food or Save The Best For Last.

    Supporting Actor is interesting because it would work well with discordance. It work also work well with Dying Light since it could help get you closer to your obsession. The perk should light up when it's in affect (Like NOED or Dying Light).

    Deathbed Confession I like because it's Exposed status is lower but also the other survivors may face it 3 times. I think the obsession should have something to let them know he has this perk but otherwise I think another well rounded killer perk.

    I think you've got the idea of an obsession perk done correctly. There is a good thing and a bad thing which is what an obsession perk should be. I also like the fact that I haven't herd any other ideas like this before.

    Planted Resources I'm finding really hard to understand. Maybe rework it please and I'll re-edit this post

    Obviously Disposable is a bit strong. That could be an additional 4% for all 3 survivors or 8% for 2 survivors (not including the double for the obsession). The exposed status is way too short and not much of a risk for the survivor.

    Paid In Life I personally don't think they'll add anything that will make survivors ignore a hit, there would be an uproar if there was.
  • Sorry mate but you have rushed your idea a bit. Your perks are extremely strong for both killer and survivor. Your ability would take way too long to programme and create. 

    Just imagine how you'd feel facing a few of these perks in the game. That's the best way to decide if they are strong or not.
  • Yea sorry man but if any killer needs a change to their add-ons it isn't Myers. His add-ons are strong enough and with infinite tier 3 then life would be horrible.

    Pig definitely for her ultra rares. I don't think k Hillbilly has any ultra rares. Huntress has only one ultra rare and same with doctor.

    Myers is honestly fine where he is
  • yes said:

    Survivor perks I had in mind:

    Saved by the Gen: When the exit gates are powered, if you are the obsession, if you are on the hook/killer's shoulder, you immediately get off the hook or stun the killer for 2/2.5/3 seconds. Otherwise, succeed a tremendously/considerably/moderately skill check to escape the hook. After escaping the hook or killer's shoulder, you suffer the Broken status effect for the rest of the match.
    Increases your chances of becoming the obsession.
    Only one obsession per match.

    Medic: Your noises caused by healing is reduced by 4/6/8 meters. On a failed heal skill check, there is a 20/30/40% chance the failed skill check will not alert the killer.

    Flexibility: You enter lockers 5% faster. After exiting a locker within the killer's terror radius, break into a sprint 150% your normal running speed for 3 seconds.
    Causes Exhaustion for 60/50/40 seconds.
    Flexibility cannot be used while exhausted.
    You cannot recover from Exhaustion while running.

    Help!: When you are injured, auras of survivors are revealed to you within 36/64/unlimited meters, and your aura is revealed to other survivors for 3 seconds when you get hit.

    Benefits: When performing an action inside of the killer's terror radius, your action speed is increased by 11/22/33% for the exception of repairing and healing. Gain 50/75/100% more bloodpoints inside of the Objective category.

    I actually really like a lot of these perks. Not op but could have a place in the game.

    I would say Saved By The Gen shouldn't work with adrenaline and I would say is very good in that situation. The only thing is that unless your in a swf it's way to situational.

    Medic would be great for new players but survivors at the high rank would never use it, like technician.

    Flexibility I like but I think the speed of entering/exiting lockers should be a lot more. 5% is nothing really but if it's increased then it could be good. I've seen this perk idea before as well as the pallet stun sprint burst which is also a good idea.

    Help I have no problem with. Basically reverse Empathy which is very good.

    Benefits is a bit confusing. I don't see why it's in the objective category when it doesn't involve gens. I know the objective category isn't primarily gens but it is basically the brunt of it. If it doesn't affect healing or repairs then what really else is there. I think it's just searching chests and totems, it also now have to deal with the new changes to Leader.
  • CashelP14 said:
    I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
    Idk if Heart attack was used with huntress lulluby if could become a potentially op combo
    I'd look for the totems then lol I'm 95% survivor main and hex totems can be destroyed instantly so they don't bother me. I think a killer would be taking a big risk using 2 hex totems in a game.

    As long as you are told about the totem the second after a skill check is given (Same as Huntress lullaby) then I think it gives survivors a fair chance of taking a big gamble or looking for the totems. I wanted to the totem to be strong but fair. This might even get survivors running perks like small game or detectives hunch again which is good.

    Maybe it could be strong at the lower ranks but it's something they could test. At higher ranks survivors never really miss skill checks.
  • @Steamtastic_Vagabond that is actually quite interesting. Never thought about that, and it's something in the last year and a half I've been playing this game I've never noticed.

    I wouldn't want this as a power because I wouldn't want to face this over a full game. And at rank 1 where survivors very rarely miss skill checks anyway. That's why as a hex totem I felt it could really slow the game down for the killer but be fair to the survivor.

    If i made a change which of these would you prefer? It could be changed to a timed perk where it only lasts for a certain amount of time at the start of a game. It only affects 1/2/3 generators on the map (won't be a hex totem then). It could decrease skill check chances.
  • Huntress lulluby at 5 tokens gives no indication of a skill check making you more likely to miss making you injured or even dying this is only exasperated by thrill causing you to wait for a notification protecting your totems and not the gens since the gens can't physically get done since there is no notification stacked onto losing health with a notification on the totems. 
    That's a fair point. I don't know I just don't think people will run Huntress lullaby because of this perk but maybe it's a bit strong. I could add that skill checks chances are 70/60/50% reduced.

    This is from a survivors mains point of view btw. I just would ignore gens and go after the totem. Thrill would make it tough but if a Killer is totem guarding then survivor who are good with skill checks could fly through it.

    Either way your feedback is helpful and something I could take another look at.
  • CashelP14 said:
    I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
    Idk if Heart attack was used with huntress lulluby if could become a potentially op combo
    I'd look for the totems then lol I'm 95% survivor main and hex totems can be destroyed instantly so they don't bother me. I think a killer would be taking a big risk using 2 hex totems in a game.

    As long as you are told about the totem the second after a skill check is given (Same as Huntress lullaby) then I think it gives survivors a fair chance of taking a big gamble or looking for the totems. I wanted to the totem to be strong but fair. This mi

    Maybe it could be strong at the lower ranks but it's something they could test. At higher ranks survivors never really miss skill checks.
  • I will say that Heart Attack sounds WAY too powerful even as a Hex Perk. Though it sounds like a good foundation for a killer power.
    Maybe but I think it isn't as bad as it sounds. Not a lot survivors miss skill checks in this game, unless they are low ranks. I feel also if you know the killer has the totem then it will stop survivors from working on generators. If it notified survivors that there was a totem when a skill check was hit then survivors can decide whether to risk it or not.

    I've played survivor enough and dealt with ruin at rank 1 on a daily basis but I normally power through the first gen or two anyway. If the killer had this totem then I'd go looking for the totem, which would slow the game down for the killer.

    What do you feel about the other perks? Also would it help if Hex: Heart Attack lowered the chance of getting a skill check?
  • @CashelP14 said:
    He is the single worst killer in this whole game. He encourages camping and tunnelling.

    I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.

    Either fix camping in this game or remove him because that combo is broken and isn't fun to play against

    I do not camp with Leatherface and in fact, I am not really into camping with a Killer much. Also, in order for a Killer to be very effective is by Hooking one Survivor and going after the others. Moreover, the only times I would with a Killer is if the Survivor is being a massive troll.

    Trust me I didn't troll him. I don't camp to respect survivors, and don't troll.
  • Grim said:

    @CashelP14 said:
    He is the single worst killer in this whole game. He encourages camping and tunnelling.

    I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.

    Either fix camping in this game or remove him because that combo is broken and isn't fun to play against

    The opposing team isn't responsible for your fun. Being looped for 5 gens probably wasn't fun for them, but that doesn't mean we should remove all windows and pallets.

    If looping me for 5 gens wasn't fun he should have chased someone else lol they have already needed the pallets enough and merged healing so we don't need anymore n
  • Grim said:

    @CashelP14 said:
    He is the single worst killer in this whole game. He encourages camping and tunnelling.

    I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.

    Either fix camping in this game or remove him because that combo is broken and isn't fun to play against

    The opposing team isn't responsible for your fun. Being looped for 5 gens probably wasn't fun for them, but that doesn't mean we should remove all windows and pallets.

    If looping me for 5 gens wasn't fun he should have chased someone else lol they have already nerfed the pallets enough and nerfed healing so we don't need anymore nerfs on the survivor side thanks lol
  • @CashelP14 said:
    The point I was making was that if your camped by any other killer, you have a slight chance to escape. But there is no way to escape a camping leatherface. I understand killers want to camp after this type of game but this game has a counter to everything, except a camping 

    If you have played survivor enough you'll know your team won't just leave without trying to save you, which annoyingly can get them killed as well. 

    Normally I'm happy to have wasted all his time but this particular game highlighted the problem his character has.

    If a killer really want you to die on a hook, there is no way of escape, no matter if Leatherface or any other killer. The danger on Leatherface is only slighly higher because of his aoe-chainsaw.

    You can be sure I have played enough survivor (1650 hours total - 90% survivor) and I know that a lot of people have problems reading a situation. They just don't have a feeling if a situation is solveable or not. And in the most cases they will try stupid things so the killer gets even more kills. Only a few attempts to save somebody from a camped hook have success at all.

    I would say that it doesn't matter if Leatherface or any other killer is camping. Michael could stalk until 1% before P3 and onehit everybody, the hag can make her 10 traps around the hook so that people need to start sneak up from 50m ago or so, Legion can just stab so fast to everybody around him/her that even multiple persons can't unhook a survivor fast enough.

    Yea I've played this game over 1500 hours (90% survivor) and I've been camped a lot and have laughed a lot at how desperate they are lol However I can't laugh all the time at it.

    We've all been there where the killer camps you and after the game your irritated. That was me that game, only because I didn't see anyway of getting saved.

    This is a wishlist so that's what I'm treating it as lol If I could make one change to this game, what would it be? Probably bring in an Anti-Camping perk. I'm just trying to highlight a problem.
  • @CashelP14 , sometimes you die in this game. There's no shame in dying to a campy Leatherface. In fact, if you wasted enough of his time to let all the other three survivors escape, that's actually a win for you and a loss for him.

    The general problem of camping is not one that needs "solving". It's part of the game, sometimes warranted, sometimes just a scummy tactic (and sometimes it's for the meme, and a funny one at that). You shouldn't try to tell another player how to play, only because you find their playstyle frustrating. Have a good laugh about it and move on.

    Oh and by the way, even though he's a weak killer, he's a fun one to play. Many of us who occasionally play him don't camp (except after last gen of course, because at that point it's usually necessary). So don't get so worked up about it.

    Respect to you for not camping mate. 

    It's a wishlist, I'm treating this like it lol nothing will change, and I'll probably face this again before the end of the week but maybe my wish will be granted lol
  • @CashelP14 said:

    I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.

    Honestly I don't get your complaint here.
    There is simply no bigger compliment from a killer as facecamping you after you got him distracted the whole game. If that happens to me as a survivor (and sometimes it does) then I'm absolutly fine with that and even satisfied. My team can leave the area and I've done my job in distracting the killer. For me it is logical that he will not let me leave from the hook after he chased me for so long - he earned his kill at the end.

    The point I was making was that if your camped by any other killer, you have a slight chance to escape. But there is no way to escape a camping leatherface. I understand killers want to camp after this type of game but this game has a counter to everything, except a camping leatherface.

    If you have played survivor enough you'll know your team won't just leave without trying to save you, which annoyingly can get them killed as well. 

    Normally I'm happy to have wasted all his time but this particular game highlighted the problem his character has. 
  • As someone who has played The Pig since she was added to the game I can agree some of her add-ons are pretty useless. I don't think her ultra rares are even worth talking about.

    The problem with the Reverse Bear Trap is that a key is chosen once a trap is placed on a survivor. So there's no way of knowing what the 4th or 5th Jigsaw Box is.

    Think the dash attack add-ons may be a bit strong because of the hindred status. I'd like the ultra rares to be changed to something like:

    Ultra Rare #1
    1 extra Jigsaw Box
    1 extra Reverse Bear Trap
    Slightly decreased time for searching Jigsaw Boxes

    Ultra Rare #2
    Auras of Jigsaw Boxes are never shown to the survivor
    See survivors auras within 12 metres when crouched

    It would mean that when your facing a Pig you would need to remember where the boxes are at when your running around.
  • @CashelP14 said:

    I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.

    Honestly I don't get your complaint here.
    There is simply no bigger compliment from a killer as facecamping you after you got him distracted the whole game. If that happens to me as a survivor (and sometimes it does) then I'm absolutly fine with that and even satisfied. My team can leave the area and I've done my job in distracting the killer. For me it is logical that he will not let me leave from the hook after he chased me for so long - he earned his kill at the end.

    The point I was making was that if your camped by any other killer, you have a slight chance to escape. But there is no way to escape a camping leatherface. I understand killers want to camp after this type of game but this game has a counter to everything, except a camping 

    If you have played survivor enough you'll know your team won't just leave without trying to save you, which annoyingly can get them killed as well. 

    Normally I'm happy to have wasted all his time but this particular game highlighted the problem his character has.
  • Vietfox said:
    CashelP14 said:
    Vietfox said:
    You looped him for 5 gens and gave to your teammates the chance to escape? I would more than happy with that.
    While it's true that many LFs camp those players simply don't know how to use LF, let them "have fun" by staring at the hooked survivor.

    This is a wishlist however so thought I'd wish he would be removed lol respect to all leatherfaces who dont camp btw
    I'm one of those ;). Players who camp with leatherface aren't using him correctly.
    Well if you are then fair play to you, you have not only my respect but the respect of everyone who has ever played surviver lol any killer in this game can get a 4 kill game quite easily if played by the right player. I would love an Anti-Camper perk to be added to the game.


  • Mushwin said:

    @CashelP14 said:
    He is the single worst killer in this whole game. He encourages camping and tunnelling.

    I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.

    Either fix camping in this game or remove him because that combo is broken and isn't fun to play against

    Maybe just play another character? the perk blood hound encourages someone to tunnel, i equip it only to remember where the hell anyone went...maybe just try another killer? *s

    That's what I want lol If you really want to kill a full team play as a better killer. Who in this game faces a leatherface and doesn't expect to get camped. It's normally the worst players in the game play leatherface so they can camp at the end.

    I mentioned tunnelling earlier but look I can't complain much about that since there's nothing that can be done about that other than gen rush which normally works. But anyone who has faced a leatherface, and seen him camp knows why he is frustrating.

    I'd honestly ask does anyone think it's fair how a leatherface can camp so easily?
  • Mushwin said:

    @CashelP14 said:
    He is the single worst killer in this whole game. He encourages camping and tunnelling.

    I looped him for 5 full generators and he tunnelled me the whole time yet once I'm hooked I may as well kill myself. He just stands with his chainsaw and you can't be saved. Insidious makes him even stronger and don't even talk about the basement.

    Either fix camping in this game or remove him because that combo is broken and isn't fun to play against

    Maybe just play another character? the perk blood hound encourages someone to tunnel, i equip it only to remember where the hell anyone went...maybe just try another killer? *s

    That's what I want lol If you really want to kill a full team play as a better killer. Who in this game faces a leatherface and doesn't expect to get camped. It's normally the worst players in the game play leatherface so they can camp at the end.

    I mentioned tunnelling earlier but look I can't complain much about that since there's nothing that can be done about that other than gen rush which normally works. But anyone who has faced a leatherface, and seen him camp knows why he is frustrating.

    I'd honestly ask does anyone think it's fair how a leatherface can camp?
  • Vietfox said:
    You looped him for 5 gens and gave to your teammates the chance to escape? I would more than happy with that.
    While it's true that many LFs camp those players simply don't know how to use LF, let them "have fun" by staring at the hooked survivor.
    Normally I am but this game irritated me because he was so bad and it just highlighted to me what purpose does he serve? Other than to camp.

    I don't mind dying to campers as long as everyone else escapes but anytime I get leatherface I'm angry because I know they will more than likely camp.

    I know he won't get removed, or changed even slightly but this game has a counter to nearly everything, except for a camping leatherface.

    This is a wishlist however so thought I'd wish he would be removed lol respect to all leatherfaces who dont camp btw
  • Camping hillbilly can be tricked into missing, same with all the other killers who camp. But it would take a really really bad rank 20 killer to mess up a camp with leatherface. I love this game but it isn't enjoyable if your getting camped. All I want is a counter to a camping leatherface.

    The devs haven't placed it as a strategy when they are making killers lose points for camping the hook with no survivors near them. I just would like a anti camping perk or something to stop this killer from ruining a game.

    Anyone who has faced this type of leatherface knows how annoying it is and why it shouldn't be in the game. People who have faced this type of killer know how they don't care about points or ranking up, all they want is to kill this 1 person who has annoyed them.
  • Leatherfaces don't care about that. They only care about killing 1 survivor who annoyed them. Camping is annoying but there is counters to it as survivor. However there is no counter to a leatherface with a chainsaw camping a hook.

    He is designed for camping and should be removed or camping must be fixed.
  • Killer Perks:

    Not So Fast: The Entity sees how you dispatched of the other survivors and knows with a little more time you can catch the last one. Once the Hatch is activated it becomes locked for 40/50/60 seconds with the killer getting a 2/3/4% speed increase.

    Locked Down: You become obsessed with a survivor. The Entity knows why the obsession is important to you and gives you a reason to keep them alive. While the obsession is injured, downed or hooked the totems around the map become locked and cannot be cleansed. The obsession can heal themselves 100/75/50% faster. If the obsession is sacrificed then the totems become unlocked.

    Blood Infusion: You have mastered the power of blood and know how to use it to your advantage. You can now infuse your weapon to give it more power. After successfully killing a survivor you can now infuse your weapon with blood. If you choose to do so survivors will now have the exposed status for 40/50/60 seconds. Can only be done once per match. Killer is the only one who knows they have the exposed status.

    Flip The Switch: Skill checks will now have have a 30/40/50% chance that the skill checks will come anti-clockwise.

    Totem Turmoil: You see the potential in the tools of the entity and want to exploit it. Hex totems are shown as dull totems however they still give off a notification noise when destroyed. There are 1/2/3 extra totems that spawn on the map. Survivors who destroy a dull totem will have their auras shown for 2/3/4 seconds.

    Hex: Heart Attack: You see the potential in generators, with a bit of work you can make them deadly. If a survivor misses a skill check on a generator they will get a shock. This shock will injure all survivors on the generator. The generator will also be locked for 5/10/15 seconds.

    Survivor Perks:

    We Work Together: You have a bond that links you and another survivor. You always worked together and knew things were easier when working as a team. When you and your "friend" are working on a generator together the great skill check sizes are increased by 15/20/25% with an increased 1/2/3% progression when great skill checks are hit.

    Craftsman: After studying the Entity's world for long enough, you have developed skills which will help you survive. Once per match you can rebuild a pallet already broken by the killer. This pallet will take 20/15/10 seconds to rebuild. The killer will also get a notification once the survivor starts this. The same pallet cannot be rebuilt more than once.

    Sixth Sense: You can sense the evil off of hex totems when you get close to them. When within 24/20/16m of a hex totem you get a notification sound however the totem will take 75/50/25% longer to cleanse. As the killers obsession they get a notification sound once you are within the totem range. Increases your chances to be the Killer's obsession. Only one obsession per match.

    Anti-Camper: When the killer is within 16m of a hooked survivor and not in a chase for 30 seconds this perk activates. All survivors will be given 10 seconds of endurance, as well as the survivor on the hook. The Entity progression is reduced by 15/20/25%.

    Why Stop Now: You have vaulted a window 3 times and don't see any reason in stopping. You can vault a window 4 times before it is blocked by the Entity with an increase to vaulting speed of 5/10/15%.

    Give Us Strength: You can't stand back and watch them die, you must help them. For every heal state you fully heal a survivor you gain a token. After collecting 6/5/4 tokens you can heal a survivor from the dying state to injured state using a secondary action. You will lose all tokens earned after performing the action.

    Insight: You have gained insight which gives you the knowledge of a great one. Every time the killer sees the aura of 1/2/3 survivors you get the same aura reading.
  • We limited to 3 perks for killer and survivor because I literally have 5-10 of each. It's unfortunate that even though are chapters won't be used that they don't seem to look at the perks we suggest either.
  • This game wouldn't suit a battle pass. They don't have enough content to work with. Cosmetics are the only thing they could add really. I'd rather see them run more events. 
  • Yea mate sorry but the devs won't add a perk that only works on one killer. That's what add-ons or for, to change up the killers ability. As someone who has all the perks on a few of his killers it would be annoying if I can't use certain perks on my Myers or Pig.

    Keep adding to your chapter because it seems very interesting
  • @CashelP14 said:
    I like how his ability helps him find people but doesn't help him in chase. Changes up the meta perks a bit. I'm really not sure how strong it is though. Sounds a bit weak personally. I'll just give a comment on the perks

    Hard Boiled: I don't know how fair this is when killers are chasing survivors most of the game. If it's coupled with other gen perks then it's way too strong.

    Silent Songs: I feel the obsession should be able to see that this perk affects them. Also I think getting 5 tokens should give something better, maybe the obsession gets broken until the end of the game. The problem is survivors don't miss skill checks too often. They could also have 50% greater chance of getting skill checks.

    Hex: Frozen Wish: 

    I personally don't think I'd run this. I don't see why I'd run this over Haunted Grounds. Would you use this on your killer?

    Rehabilitation: Too strong mate sorry, it's not hard to loop a Killer for 40 seconds or even just throw pallets till the time runs out. I wouldn't run Self Care if this perk was available. Simply rename to How To Make Killers Rage Quit

    Overdose: I like this, rewards survivors for pallet dropping the killer and counters spirit fury. Good idea!

    Get Up: Again this is way too strong, a survive with friends lobby could exploit this so badly.

    You need to give all of your perks a different tier. You have no upgrade between tier 1 and 3. I'm a survivor main at rank 1 so that's where my perspective of these perks and ability came from. I've gotten my killer to rank 1 but really a survivor main. You have some really good ideas here just need a slight tweet to make it perfect.

    Thanks for the kind criticisms about my fan made chapter. Maybe if Rehabilitation only went up within the killer’s terror radius, but then against Michael it’s useless, also maybe get up ditched the whole “healthy state when recovered” for just the 85% recovery, or maybe drop it down to 75/65% instead.

    With the killer
    perks, hard boiled will make all survivors other then the one currently being chased, perform actions only 5% with no stacks of bloodlust, silent songs will alert the obsession for every token you gain, and make skill checks considerably more difficult with the great skill check zones reduced by 45% also with frozen wish all survivors become injured revealing their aura for 4 seconds, suffering the broken status effect.

    Thanks again for your thoughts and for the very kind constructive criticism. Have a fantastic day!

    Rehabilitation would need to be at least 2 mins but I still just think it may need changed completely. Get Up should just be the 55/65/75% progression I think.

    I like the changes you made to killer, the broken status would need to be 60 seconds max. Hard Boiled is hard to balance, same with all generator related perks.

    When you edit in your changes you need to get the perk tiers sorted. As I said with Get Up I think that's a good tier set up for the perk. Another example is Hex: Frozen Wish could affect 2/3/4 survivors. You need to do this for all perks because they all have tiers in the main game.

    Have a good day yourself mate
  • I like how his ability helps him find people but doesn't help him in chase. Changes up the meta perks a bit. I'm really not sure how strong it is though. Sounds a bit weak personally. I'll just give a comment on the perks

    Hard Boiled: I don't know how fair this is when killers are chasing survivors most of the game. If it's coupled with other gen perks then it's way too strong.

    Silent Songs: I feel the obsession should be able to see that this perk affects them. Also I think getting 5 tokens should give something better, maybe the obsession gets broken until the end of the game. The problem is survivors don't miss skill checks too often. They could also have 50% greater chance of getting skill checks.

    Hex: Frozen Wish: 

    I personally don't think I'd run this. I don't see why I'd run this over Haunted Grounds. Would you use this on your killer?

    Rehabilitation: Too strong mate sorry, it's not hard to loop a Killer for 40 seconds or even just throw pallets till the time runs out. I wouldn't run Self Care if this perk was available. Simply rename to How To Make Killers Rage Quit

    Overdose: I like this, rewards survivors for pallet dropping the killer and counters spirit fury. Good idea!

    Get Up: Again this is way too strong, a survive with friends lobby could exploit this so badly.

    You need to give all of your perks a different tier. You have no upgrade between tier 1 and 3. I'm a survivor main at rank 1 so that's where my perspective of these perks and ability came from. I've gotten my killer to rank 1 but really a survivor main. You have some really good ideas here just need a slight tweet to make it perfect.

  • This sounds like a fun discussion lol finally a discussion that is getting as toxic as the main game lol I'll give you my honest opinion.

    1st perk seems to be covered by detectives hunch, also as a survivor main I don't find totems too hard to find. Only The Game or Lerys are tough for totems but how often do you get them. 

    I don't think totems need cleansing faster. I wouldn't run this perk since I see no point in telling the killer where I am.

    I don't see why anyone would run this when you can use small game or detectives hunch. I don't want the killer to see my aura anytime I touch a totem. This perk could also be good for survivors working with the killer.

    The problem is no survivor is complaining about how hard it is to find totems or it's too slow to cleanse them. If anything the totems need to be harder to find because they don't last that long in games. I dont mind the idea where every totem cleansed gives you a stackable bloodpoint bonus. I cleanse a lot of totems at rank 1 (usually 2/3 per game) so earning more points for this would be nice.
1 … 96 97 98 99