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Cherpmoid

Cherpmoid

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Cherpmoid
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  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721708#Comment_2721708

    The perks complimenting the killer so well is incredibly nice, it's oddly rare to see stuff like that especially done so well.

    On those changes to the perks, all of them sound good. And thank you for clarifying on Cameraman.

    Thank you! Glad to hear that the perk changes and clarifications seem alright.

    Thanks again for the help and feedback!

  • @Critical_Fish said:

    Blame it on my fondness of the Mandela Catalog, but I think this concept is incredibly interesting. Some values may need to be altered, but the way the Killer works is very unique compared to other disguising Killers that prevents the idea of "this is hard countered by SWF" from popping into my head.

    The way the elements of M.A.D. work together to disorient Survivors and disguise the Killer without being completely countered by SWF is something else, but it's something I really like.

    In addition to this, the iridescent add-ons, specifically Child's Drawing, are really cool and I personally love the concepts, though again some numbers may need to be tweaked.

    The perks, however, aren't as top tier in my opinion.

    Bad Decision is interesting, but I don't think its effect would really be felt as much as it could be. If it gained Tokens when a Survivor was hooked, and reduced unhooking speed by some percentage per Token I think it could get quite nasty, though there would need to be a cap on Tokens that could change from perk tiers.

    Scourge Hook: Greatest Fear is really neat, though it placing a copy of your terror radius rather than one separate from yours is a bit iffy for me, as it would be a dead giveaway if the Killer went Undetectable and the terror radius from an affected hook stopped. If it had a constant 24 meter terror radius for its whole duration, it could have some interesting interactions with stealth Killers.

    Nobody Came is again something that could benefit from a Token system. The effect of not getting notified when a Survivor is downed or hooked is cool, but the aura could be hidden for an amount of time per Token, making it more unique from things like Knockout. In addition to this it could affect all Survivors if it had to be built up with Tokens, increasing how much it could be used drastically. Perhaps it could gain a Token when a chase is started with the Obsession and lasts for 20 or more seconds? I'm going to be honest I have less of an idea of how to gain the Tokens for this perk, though there are many more generic options.

    For Cameraman, how does Hex: Ruin and Oppression interact with a camera?

    Worried is actively missing values for how decreases the opacity of the scratch marks are and how much quieter Survivors are.

    Please Help Me could likely use a range in which Killers cannot see auras at, rather than just hiding auras all together. Maybe when outside a 16-24 meter radius the Killer can't see your auras?

    Hi there, thanks for the feedback! It's greatly appreciated!


    I'm glad to hear that the power and addons are interesting. I've always liked the idea of a disguising killer, but SWF counters it completely. I'm really proud of the concept I've come up with, because even in SWF, seeing what you think is the Killer would get you to start running away, even if just for a second. Plus, it could lead to some moments where you think your friend is appearing as the Killer and moving towards you, only to get downed because you trusted your gut.

    I've never been great at giving number values to things, so I agree that some of them definitely need fine tuning.

    With the killer's perks, especially Bad Decision and Scourge Hook: Greatest Fear, I've tried to design them in a way that complements The Alternate's kit, while also working well together. For example, a SC:GF hook would always benefit from Bad Decision, combined with Nobody Came to result in Survivors seeing that someone was hooked, but having no idea where, turning it into a mad dash to find them, then a suspenseful unhooking period.

    Maybe Bad Decision could gain tokens from chasing Survivors (Up to a max of say, 4 / 5 / 6, with each token giving a 5% decrease to unhook speed) then when you hook someone, you lose half of your tokens, rounded down, just to make sure it doesn't become too oppressive. Apply pressure to the Survivors, then when one of them gets hooked, it becomes much more difficult to get them off.

    Just having a set Terror Radius for SH:GF makes so much more sense, and I don't know why I didn't think of that.

    Maybe Nobody Came could gain a token (up to a max of 6 / 7 / 8) for every pallet dropped within a certain radius of the killer, plus a token whenever the Killer is stunned? After all, it's recommended that you don't attack an Alternate. Lose one token after attacking. Having any amount of tokens would cause the Survivors to not scream, then each token could hide their aura for maybe 6 seconds each?

    With Cameraman, one thing I just remembered that I didn't mention is that the Camera is removed after a Generator is completed. If it wasn't, then the Survivor would be stuck with it there for the rest of the game. When interacting with Ruin or Oppression, generators affected by these perks would not lose the camera. It has to be the Killer kicking the gen to get rid of it. So, on the one hand, the Killer can't just use Ruin to fully counter this perk. On the other, the Survivor can't move their camera until the gen is finished in these circumstances. I think this would be a way to help balance it out for both sides, but then again, I'm not very good at this game.

    Didn't even think of values for those things on Worried. Maybe a 40% decrease to noise, 50% decrease to opacity? Still noticeable, but you have to be paying a bit more attention to do so.

    For Please Help me, maybe the range of the Killer not being able to see auras gets better as the perk levels up? So, outside of a 24 / 20 / 16 meter range, the Killer can't see the auras?

    Once again, thank you for the feedback! It's great to get some other opinions on this so that I can fine tune it and refine it into something better!

  • @Cherpmoid said:

    https://forum.deadbydaylight.com/en/discussion/comment/2432690#Comment_2432690

    Thanks for the feedback, I really appreciate it!

    In terms of the power and only getting one outside of add-ons, that was based on Pious' level in Eternal Darkness: Sanity's Requiem, where you must choose one of the artifacts. This determines which Ancient Pious tries to summon throughout the game. Maybe in DbD, the artifacts could respawn after a set time, with the Whispers add-ons reducing the time in takes for them to respawn?

    I'm glad you like the Mori! I wanted The Zealot to use as many spells from the original game as possible, so I figured, why not make the only spell used for purely offense as his method of killing?

    I wasn't originally intending for individual tokens to grant a bonus for Eternal Darkness, but maybe they could provide a small bonus to the speed at which the killer damages Generators?

    (I had much more written out, but it seems to have been lost... Fantastic. I'll try to remember what I wrote.)

    Alternatively, maybe each token could add on the the duration of the generator lock, as this would ensure that every token you gather has a purpose.

    I'm glad you like the Mori! I wanted to incorporate as many spells from the game as I reasonably could, so I figured, why not use one for his Mori?

    I didn't even realise Vigil was a perk. To improve Sanity's Requiem, maybe the decreased durations could become permanent, with the bonus effect of being immune to those statuses while you're healthy? If that's a bit much, maybe being afflicted with any of those statuses while healthy could trigger a skill check which, if passed, would nullify the status and make you immune to it for a short duration?

    There was one thing I forgot to mention about the Tome; it would be unable to shield a survivor from attacks if it is under 20% durability. When the Tome is used to take a hit, it would lose about 50% of it's base durability, meaning that a base Tome could be used to tank 2 hits if times well. With the perk however, getting two shields from it would become much easier, and a skilled enough survivor may be able to use a max rank Tome to take a total of 3 hits. I did also play around with the idea of being able to recharge the Tome by cleansing totems, but I decided against it as it seemed a bit too strong to have a rechargeable shield.

    Once again, thank you for the feedback and criticism! I appreciate how constructive your response was, I feel more confident in this concept as a whole now that I've had a second opinion.

  • @HealsBadMan said:

    Writing this as I read through your concept:

    I like the power but I feel like one selecting 1 artifact at the start hinders the potential. Perhaps there's a way for the Zealot to switch between artifacts depending on the situation? There's some potential for combos/differing playstyles with this, similar to old Doctor's switch stance abilites or Plague's Vile/Corrupt Purge. IMO the Whispers addons should be basekit and perhaps changed to affect how quickly you can change between Artifacts.

    Mori sounds really cool! A Killer using actual magic, not twisted dark powers like others, would be a great addition to the game.

    Perks are original, which is nice. For Eternal Darkness however, be more clear on how exactly the increased tokens will benefit individually. Sanity's Requiem sounds like a weaker version of Vigil, which is already kind of a joke perk; I would make it stronger (shorten duration of status effects even more) or have a new effect like lessening the effectiveness of status effects. The Tome seems like a cool item, but needs some more info to see how long/how many times it can be used.

    Overall not a bad job for your first concept! I like the lore the most, we could always use more diversity in Killer backstories in DBD. I hope you get better at and enjoy the game more!

    Thanks for the feedback, I really appreciate it!

    In terms of the power and only getting one outside of add-ons, that was based on Pious' level in Eternal Darkness: Sanity's Requiem, where you must choose one of the artifacts. This determines which Ancient Pious tries to summon throughout the game. Maybe in DbD, the artifacts could respawn after a set time, with the Whispers add-ons reducing the time in takes for them to respawn?

    I'm glad you like the Mori! I wanted The Zealot to use as many spells from the original game as possible, so I figured, why not make the only spell used for purely offense as his method of killing?

    I wasn't originally intending for individual tokens to grant a bonus for Eternal Darkness, but maybe they could provide a small bonus to the speed at which the killer damages Generators?