CrimsonMothKing
CrimsonMothKing
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@ThatOneDemoPlayer said:
I have a better idea. Delete the Zombies entirely and focus on Nemesis' T-Virus. Make it actually threatening and not just a blue pain job
I would like this too. His entire kit is generic anti-loop because of the ai in his kit, which sucks.
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But, the new effect is an addition. They will still bleed heavily.
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@Cameragosha said:
Give nemesis can transform and instant down like oni.
https://us.v-cdn.net/6030815/uploads/0IAVEHYH3E8D/images.jpeg
Would be cool, I just want him to be fast.
@Entity_Lich94 said:
I don't think he needs anything extra to his power except maybe have more zombies( if the games engine can handle it) wouldn't say no to him having an add-on pass though
His addons are meh and I don't see any way they could change them to make them better.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/314616/nemesis-changes
Eh.
Nemmy is mostly fine. He just needs 2 changes.
- Some maps (Swamp is the biggie) have inconsistent rules on 'can I hit over this?' objects. This needs to be fixed.
- Zombies getting stuck against things and freaking out. Zombies should reset if they get stuck without me having to go over and kill them.
His zombies are the reason his power is so gimped to begin with.
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@Rooftopper said:
wait so you just sprint, no attacks or breaking anything?
Nope, just want to him to run, just like every other game he is in. If he could break stuff, he would end up being the best chase killer because his main ability would break stuff at tier 2 and his mobility would break stuff. In a 1v1 that would make him stronger than he already is.
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I stopped playing for a bit just because I am bored of the game. As the killer I don't feel that the survivors fear or respect me or my presence, and the only time they do is if I have NOED or Devour 3 stacked.
It just feels like they have more control over the game than I do.
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@Bluebird said:
Since the release of Nemesis, I sadly agree. Don't get me wrong, he's THE MOST interesting Killer we have, with everything he came with being a first, but now his Punishment's easily telegraphed and dodged, his trails are easy to dodge, and (if you never get caught) don't do anything that completely hinders someone. I've said it before and I'll say it again, Nemesis is just an easier but worse Pyramid Head.
Yeah, Nemesis needs more help than Pyramid Head imo
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For most games, those in development don't play the game, they just do the coding and wait for feedback. But for BEhaviour, those that actually play the game don't do so at a high level. And even though most of the player base aren't high level, the problems from high level play with trickle down into low level as they try to copy the meta, and that's where DBD's biggest problem comes from. They balance around low level play and so high level play remains the same.
So when the devs do play the game, they see change but the main issues still remain.
Like with the boon totems, they did get a slight nerf, but they still give too much and this effects both high and low level play. But they want to focus more on the low level, casual side of DBD so they probably won't nerf them in any meaningful way.
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Honestly, at this point with SBMM, the survivors I am forced to go against and just overall how unfun the games are, I think it is fine. Why as the Killer should I not be allowed a second chance to kill the survivors when they end the game in like 3 minutes.
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Just boring to play against really.
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@Fnatic47 said:
Still don t understand why we can t mutate zombies heads like he does in RE Remake 3 :D
Honestly anything to actually make them interactable XD
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The devs in a Q&A a while back said that they did try a flying killer, but they decided against adding it into the game because of how broken it was. And it wasn't because of indoor maps as at the time there weren't any, it was because the killer could avoid almost every single tile, it could fly over pallets and windows, it could basically always Bee line straight for a survivor, better than the nurse could.
But if a 'Flying' killer was added to the game, it would most likely 'fly' in a cosmetic sense, where it would look like it's flying by lifting slightly off the ground, but it would only get a movement speed increase and not much else. This is how I see BEhaviour making a flying killer, considering what their definition of a monster killer is.
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@SpiritWolf said:
Thank you.
I'm glad I wasn't the only person thinking of this.
I've had this idea since his release but only came up with a pretty basic suggestion. (see link below)
https://forum.deadbydaylight.com/en/discussion/267106/nemesis-buff-suggestions
Would like to hear your feedback on my other suggestions if you wouldn't mind :)
Yeah I've already seen your post a while ago, I commented on how the Devs won't remove the initial speed boost. I agree that Tier 3 should also give the ability to break and damage at the same time. I also think that considering how the tentacle is swung, it should by default hit more than one entity as it is.
I also agree with adding a rush ability :^)
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Rip Thrill of the Hunt
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Honestly, give killers a 5th perk could open up a lot more variety in perk builds to bring. Not only could it even out the 4 perks vs 16 perks just a little bit, but I think it could be really fun.
And to be honest, that's what I think DBD needs more of. More fun. Having a 5th perk could open up that avenue for more fun playstyles.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2581641#Comment_2581641
"I see her as a strong killer" You answered your own question, if Wraith isn't safe from nerfs he did not need (his basekit lunge), neither is Plague. Killer isn't allowed to be "good", just "okay".
I see where you are coming from, and I sadly do agree. Killers can't be strong without survivors complaining.
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BEhaviour has gotten lazy recently, and it's really showing.
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@Meg_Survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2573637#Comment_2573637
so you still think boons are still strong when they got nerfed?
The Nerf was they cover 4 meters less and take longer to create when blessing a Hex totem. The actual effects the boons give are still strong and why I think they are strong. CoH is still a near permanent We're gonna make it and Shadow Step counters nearly all aura perks, abilities and addons, so the 2 of them together is incredibly strong, especially if it is on a small indoor map or shack.
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The main thing I have against the new patch is I just don't want to go against Boon Totems. They crash the game, and they are really damn strong. If I want to have any piece of fun while I play I have to somewhat good, and it doesn't feel good when survivors can undo their mistakes for free.
I am also just waiting for the blighted Nemesis skin :)
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@QTASTIC said:
Only problems I see is what is already being said about simplifying everything down, but I'd also like to add that this killer concept has way too many passive and special abilities stacked into a regular game. If I played against this killer once I got hit the first time there really isn't any weaknesses to exploit to escape: If I get a pallet stun the pallet goes away eventually so the killer can just focus me so I'm stuck pre dropping pallets making it easy for the pred. to go around them and continue chase. If I get hit and I do escape I can be immediately sensed running- 32, meters walking-16+, meters crouching-12 meters whilst injured (couldn't find injured while walking stats) I do like the concept of it all but I think there should be some sort of vision penalty incorporated weakness to help counter balance this.
Now I know there are characters like doctor who have a "find them button as well" but it is a momentary and long cool down type of Ping. I'm pretty sure he also gets countered completely if iron will is ran as well.
Now while using heightened sense I think that movement speed should actually be decreased (like all other stalker like powers cause) so you aren't able to stalk and strike essentially at the same time, I believe this will sort of bring a balance to helping survivors at least get some sort of distance away if they manage to lose the killer.
I would scrap the ability to jump up to elevated vault locations as well as this will be a pain to program without fundamentally changing the games base code. It also adds a huge advantage in locating survivors on top of the senses. among other things.
pounce as it is, stacked with movement speed needs to take longer to activate as a reference point look at the twins or demo and how long the pounce takes (without any help) now decrease the pounce to 1 second and it's disgusting. and it it can be launched at 65% that's .39 seconds O.O.
The face hugger - implementation on scrounge hooks will have to be simplified to a Pseudo Pig's reverse bear trap type of system due too constraints on game time. Where you get hooked you have to either find a vaccine or some other kind of device to free yourself.
The royal jelly Portion of the mod would probably be presented like the Pastula pods where you extract it with a syringe like in the blight event.
The Apex predator ability of first time instant downing and next time killing isn't balanced well with the extremely fast pouncing and movement speed creating almost instantaneous tunneling kills if survivors elect to save their friends. You should incorporate some sort of way to remove the mark from themselves.
The instant mori you get from marked survivors the second time you down them with a pounce will definitely have to be changed it fundamentally removes the purpose of having mori offerings unless the infected hooks are all the basement hooks or some sort of thing to balance it out more.
I imagine running a backpack sort of build build with mobility and carrying perks so you can hit scrounge hooks essentially every time.
Tunneling and knocking out single survivors to tremendously increase pressure for fairly easy wins.
Hex: Hive Mind -
While this hex remains active, all other dull totems are 'activated' as well. If a survivor cleanses the wrong totem, the killer receives an audio and visual cue, only if that totem wasn't already a Hex Totem.
-Hivemind is competing with hex: undying but running both is an option with 2 other meta perks/hexes since this killer doesn't really rely on perks to win, making it a luck based Russian roulette sort of situation this will severely make the survivor community outrage. Especially if they get the hive mind hex and undying takes its place and continues it then they have to redo everything again whilst avoiding haunted grounds etc.
I'd make it a token system like devour hope for every token a lit totem activates as a hex totem however be warned lighting totems makes them easier to be spotted and thus easier to convert to boon totems.
Evolutionary Dominance -
Upon hooking a unique survivor, gain a token, up to 4. For each token, your terror radius in chase is increased by 2/3/4 meters.
Being stunned by any means, reveals that survivor for 1/1.5/2 seconds for each token when in chase and grants the Killer 30/50/70% increased lunge range on their next, 1/2/3 attacks in that chase. Attack Increase last for 30 seconds after chase ends.
-I was with you until you went way out and added 70% increased lunge range for multiple attacks. This allows over 10 meters worth of lunge for up to 3 attacks that is absolutely insane this coupled with coup de grace adds an insane 130% increased lunge making it a whooping 13.8 meter lunge O.O. (default lunge is 6 meters or 6.9 m/s)
Lost in Space -
Hooking a survivor causes all other survivors to suffer from the blindness status effect for x seconds.
- looks like a good perk every killer generally has a perk where you go meh too.
- I spent hours thinking and writing about this I hope I inspire some creativity!
I really appreciated the Feedback. I can see you took a lot of time to read my work and what you have written is valid. I do agree that the 'Find Them' button needs some changing, so that is why I added the maximum duration the ability can last for, the cooldown and the fact that the Xenomorph is slowed whilst using it. The whole ability can be easily countered by survivors using Iron Will and standing still, or when they are infected with a Chestburster, but some fine tuning is needed. Also the acidic blood passive, definitely could be scrapped, it was just a way I saw for the Xenomorph's blood to be implemented into its base kit.
I do agree that Heightened Senses could do with having its movement speed reduced. The idea behind the ability is to allow the killer to move around the map faster as well as have some speed in order to get into position for its lunge attack.
The ability for the Xenomorph to jump up to higher places was intended to give the Xenomorph a unique movement ability and is also thematically accurate to the Xenomorph's ability to climb walls. And while yes it could be an ass to code correctly, this is still just a concept.
The Pounce ability could definitely take longer to activate, as it is mainly supposed to be used as an ambush ability rather than what the Demo and the Twins have.
For the Facehugger and Royal Jelly changes, it would streamline the game more and give survivors more ways to counter it.
When it comes to Apex Predator, I think people have this miss conception of the Xenomorph gaining this ability just because the Survivor was unhooked. Everyone keeps bringing up tunnelling, but the survivor would have to have not only have had a gen completed, by also have had to have been away from the killer long enough for them to remove their chestburster. If the Xenomorph doesn't allow the Survivor to remove the chestburster, Apex Predator doesn't activate. It actively discourages tunnelling and the killer gets incentivised to do so. I do agree that the Survivors should have some way to remove the mark and I think that a way they could do that is by using the Royal Jelly. Or alternatively, the survivors become marked, but it isn't until they remove their second chestburster that they become exposed by the ability.
And as for the instant Mini - Mori, it you don't get it from the second time you down them. The survivor would be on death hook anyway, it works by the same rules as the regular Mori, if at the end of the match the survivor is on Death Hook, has had both Chestbursters removed, it works the same as a Mori and as Pyramid Head. While atm Pounce is fast and hard to miss, with some tweaking, this ability would balance out.
Hex: Hivemind is supposed to be a sort of confusion and defence perk for the Killer. I can imagine it being really strong with undying but overall with the introduction of Boon Totems and the nerf to Thrill of the Hunt, I don't think the perk would be too strong as is.
Evolutionary Dominance, I really only added to increased lunge range because I didn't know what else to add to be honest.
Yeah, Lost in Space is sort of just a meh perk.
I do appreciate the feedback, I enjoyed creating this concept and I do like that people are taking it somewhat seriously and giving me their feedback. Thank you. I will be back to make some changes to the concept soon.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2568160#Comment_2568160
You could try Retribution. It gets buffed and gives you 12s (I think) auf aura reading anytime they do a totem.
Yee I could, but I like Thrill of the Hunt more because of the increased time to cleanse and the fact that I could sneak up on them and that I knew where they were.
But I might give Retribution a go when I get it
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I only just started to use Thrill of the Hunt. I really enjoyed it with Hex Plaything. I guess plaything will have to play alone from now on :(
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- It is a charge attack similar to Demo, and will give survivors enough warning when it is coming. But the Xeno itself is slowed when preparing the Pounce so it's not like it can constantly hold it till it is close.
- It has an actual cooldown. Whether hit or miss, the xeno will do a recovery animation, similar to basic attack, and then the Pounce will be put on a 8 second cooldown.
- The Xeno can't attack normally while crouching. Think of its crouch as similar to Pig's, where it does have an attack, just not an immediate one, and one that you can prepare for.
- If the game has gone on long enough, the survivor is on Death hook and has been marked and the game is basically over, then being able to kill that specific survivor wouldn't been tunnelling. As a Killer you go after the weakest and the easiest to kill. If you had already hooked them twice, and they have had all this time to get rid of BOTH chestbursters, then there is no conceivable way this could be considered tunnelling. And even if you manage to down them, you would have had to have downed that survivor using Pounce, any other methods and you get no kill. It exists as to reward the killer who had played well, who had managed to slow down the game enough that the survivors were able to do all present objectives, both gens and chestbursters, with a hard earned kill. By using their abilities, by chasing the survivors when they are marked. It doesn't act a normal Mori, as the survivor would have had to have done a lot before they even become close to being Mori'd by the xeno.
- Yes it would incentivise survivors to not remove their chestburster till second hook, but only if they want to escape the instant mori. The longer the chestburster remains in them, the closer they get to death, and the more afflictions they come down with, making their game harder. And even when they remove the chestburster, the Xeno only gets one pounce against them as an instant down. Playing against a SWF, the survivors could save their friend from the Xeno after it used its one pounce and then it would have nothing. But end game, the survivors have to have the chestburster removed or they die at gate, thus making them exposed meaning that the Xeno still has a chance against higher level players.
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2556790#Comment_2556790
Ah ok, so it is dodgeable for survivors, similar to Demo? So you can't reliably 100% dodge it but survivors know when he is about to use the pounce and can then try and predict when he will go for his pounce?
Also, is the cooldown just a recovery time, like when hitting a survivor with a basic M1, or is there an additional cooldown that is a bit longer?
And lastly, could the Xenomorph lunge normally while in his buffed movement speed stance? Because 130% movement speed is really strong at loops, making many of them pretty bad for survivors.
It does sound good though, even though I am still iffy on the diretc mori part. Just anything that further encourages tunneling is always something I don't personally like. Also, wouldn't that just incentivise survivors to not remove the chestburster until they have been hooked twice?
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@Viamont said:
Some details i tink need to be adressed are:
Moving speed: i would say like most it should be a 4.6
Size i would say big, aliens are pretty tall when they stand up completly, but animatino wise i feel it would be hunching over and crawling a lot
Acidic blood instead of giving a limited amout of times to use the pallet, it could have a defined timer, say that after the pallet drops on the alien, it has 10 seconds of unlimited use before it melts, i feel this would be more tematic with the acidic blood as its super corrosive.
Heghtened senses needs some rules i tink.
For starters would it be a charges type of power or a resources one?. IF its a charges probably would need to have 3 as most and they refill with time, if its a resource it would be a single use bar that refills in time.
An alternative could be that the alien enters a crouching animation making itself smaller (like a cat sitting) when it activates the power, after that it takes say 1/2 seconds to reach the maximum of its range and gives back the information depending on the survivors, after that it enters the 4 legged animation with the speed burst, that would make for a literal "hunter" type of power, where it stops for a moment to pick out the movement around to find its prey. This would also be in line with a resources type of skill as it would deplete over time before needing a recharge.
The pounce needs some numbers definitly, i been looking at demogorgon and whe could use it as a base
Pounce:
- Pounce takes 1 second to fully charge.
- Pounce must be charged to at least 65 %, otherwise The Xenomorph will perform a normal Lunge instead.
- Cancelling a fully charged punce results in a cool-down of 0.45 seconds, during this time The xenomorph cannot interact or attack.
- Pounce boosts The Demogorgon's Movement speed to 460 % or 18.4 m/s, for a maximum distance of 11 meters.
- Pounce applies some efects after being used
- 3 seconds for a successful Shred attack.
- 2.25 seconds for a missed Shred attack.
The mini mor the way you describe seems more viable with a cooldown, the big question would be how long before the xeno can use it again? 1/2 minutes?
I do agree that by force having the survivor to have 2 hooks AND had removed a chestbuster at least one seems fair, but in the other hand being forced to not have one chestbuster inside (on second hook) seems like it would invite people to just ignore removing it, specially on late game as they would just try and rush gens and escape, negating the mini mori completly, i kind of feel this would make it tremendously hard to use it, specially since the impregnation of the chestbuster seems to take a good amount of time to trigger...an option for this would be that the time each survivor its impregnated by the facehugger doesnt completly reset making it so they have to remove the embrio.
Time wise the pigs trap take 150 seconds to trigger and kill the survivor, they dont have secondary efects, for balance purpouses i tink the embrio should take about...2...perhaps 2.30 minutes? for a chestbuster to come out. That way it balances a bit the extra side efects of being impregnated with the embrio.
On a side note, i just had an alternative idea for the mini mori. Each time a survivor succesfully removes an embrio it generates a token for the alien, this tokens work like this:
Succesfully removing the embrio generates a token for the alien.
The Survivor its imediatly marked as "dangerous prey", this meens that againts that single survivor, and a single time it can make a full charged Pounce atack for a full take down (if a pounce its successfull the survivor will be taken down from any state of healt to dying state). The token its consumed ONLY on a succesfull pounce.
Removing an embrio a second time generates a new token for the alien.
The survivor its marked as "treat to the hive", this meens that specific survivor its now elegible for the mini mori.
In this way the alien its given a way to push survivors to take the embrios more serious, not only because the potential of being killed by it but also by becoming a treat to the give, this way survivors will have to be smart about when to remove the embrio. In a sense a bit like the plague puke, they can opt to not clean themselves and negate the plague its super puke.
Hey, I really liked some of the ideas you put forward. I edited the post with your suggestions and added some points for clarification on how its power works. All changes are in italics. Hope you like them.
- Pounce takes 1 second to fully charge.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2555745#Comment_2555745
PH mini mori needs the survivor to be tormented to go for the kill, how about something akin BUT with a fair trade.
When a survivor its on the second hook stage and has at least removed 1 chestbuster its marked as a "treat to the hive", if the survivor its brought down to a dying state it will trigger the "apex predator". The alien will circle its prey for 5 seconds hissing in a treatening way (this is in line with the lack of a previous step, PH needs the tormented status, the alien doesnt need to use an atack, instead it pays with "time" to trigger it), during those 5 seconds the atack can be cancelled by survivors with a flash or similar efect that blinds the alien, past those 5 seconds the mini mori its activated and the alien kills the survivor (this is tought just an alternative idea, i do like your concept of the headbut triggering it as it needs an atack to make it happen)
I do se where you are coming from with the high camping potential of how the addon/perk works...but i defintily feel the wax part would be very tematic and in line with the alien. Perhaps instead the addon could work like this:
While being carried around by the alien, the creature secretes a special sticky wax wich covers the survivor. Upon being hooked the wax hardens on a type of coccon wich makes it harder to be unhooked. The teammate unhooking the survivor takes twice as long to save the other person and has to do a skill check, on a failed atempt it still frees the survivor but reveals its location for 2 seconds. The cocconed survivor its slowed down for 2/3/4 seconds by 5%
https://forum.deadbydaylight.com/en/discussion/comment/2555815#Comment_2555815
Not necesarily, i would say this killer could be cataloged as a short range heavy melee atack type, it doesnt really have many ranged atacks, its lung atack its in line with this type of killer (demagorgon as an example), but to make up for that it has a strong 1v1 game, it doesnt have a particularly strong map preasure as it cant be in more than one place or move tremendously fast trought the map (like nurse or hag), on the other hand it makes up for that with "debuffs" to keep the survivors bussy (chestbusters).
The tunneling part tough lets be honest, many killers can simply choce to do it, piramid head could be an example as he just needs two hooks to do that, and for what i know PH isnt in general a heavy tunel killer (regardless that i do has the potential) its more of the player behind it but thats just my personal opinion about it.
I would say the complexity its what makes it SO interesting. As a killer you would be constantly trying to keep the survivors off the medical areas so you can secure extra kills with the chestbusters, but at the same time would need to make sure you dont overcomit or they would work with the generators, the heigtened sensses on the other hand its tremendously in line with the alien, those things are super predators, you would need to comit as much as posible to your preys in order to keep them at bay, in the end the lack of map preasure can play againts you, so as a killer you would need to be smart and agresive to keep the survivors on their tows.
As a survivor you would need to also work a bit more as a team (something that lets be honest, the game needs more off), making sure your team mates have enought time to remove the chestbusters while working on generators.
I feel its a fair trade, killers have to fumble a lot of things mid game, making the survivors have a small taste of extra task doesnt sound bad to me, spices things up a bit
I like your idea of the cocoon perk, it fits thematically and could be a decent counter to the safety of Borrowed Time.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2555915#Comment_2555915
it's complexity would definitely make for an interesting and fresh killer, I agree. And to be fair BHVR definitely has been trying some more new stuff with Nemesis and Pinhead. Pinhead has this whole second objective going on with him, and his ability is also pretty interesting and unique, and Nemesis has Zombies and vaccines that make survivors last longer in chases. So who knows.
I guess it depends on the numbers on some of his abilities. But increased movement speed for example would give him a bit of map pressure, and a very good chase potential. That plus a chargeable lunge attack sounds a lot like victor, who is already very hard to counterplay, but he at least cant injure a survivor and then go after them to down them. So his chase already sounds strong, but then he also has a bit of map pressure, and a second objective that sounds like it could potentially be better than Pinhead's, and the ability to Mori a survivor after their second hook when hitting them with their ability, that sounds a bit too strong.
If a killer has increased movement speed that he can use during a chase, than he has to have some kind of downside as well while having that increased movement speed, or survivors will likely have very little counterplay against that killer. I guess if it was a 5% movement speed increase survivors would still have enough counterplay with enough loops in this game, but even just that together with the other aspects of this killers power could feel a bit too oppressive.
But yeah it really also depends on how much of a movement speed buff the killer gets, and how far the pounce ability would reach. I think the killer sounds great but with a dangerous potential of being op.
But one thing I completely disagree with is the Mori with Pounce after the survivor reached hook stage 2. I know Pyramid Head has the potential to do so, but hes the only one, and he at least has to make survivors walk through his rites of punishment trail. Being able to just tunnel the survivor off of hook without the fear of DS seems a bit much in my opinion. And it incentives tunneling also because it would allow Xenomorph to get rid of that survivor so fast and easy.
The counterplay to the Pounce Ability is that it would go on cooldown whether it hit or missed, meaning that while it can be strong for ambushes, it won't be as strong in chase as the Demo's lunge. The Xeno's increased movement speed would be on the same level as a fully stacked PWYF, so it can give them a bonus, but nothing like Wraith or Blight. As for the Apex Predator Pounce, the survivor that would get killed by this ability, would have to have had their Chestburster removed, not have a chestburster in them and have reached the Final Hook Stage, then the killer would have to down the survivor using the Pounce ability. The Pounce ability isn't spamable and the survivor would have to have been injured beforehand in order to be vulnerable. I made sure that there are a lot of prerequisites in order for the killer to be able to get the kill, the only time that it could be seen as overpowered is when using the Progenitor: Yautja Predator which will instant down survivors, but incur an even longer cooldown. Not to mention that while the Chestburster can kill the survivor, they can still leave the trial with one in them, so while it does increase their chances of dying, they would also have a better chance of escaping as well, as they can no longer be seen by Heightened Senses, or killed by Apex Predator, with the trade off being that their game is on a time limit.
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@ad19970 said:
These ideas sound very interesting and engaging, the killer sounds like fun. But he also sounds like he could be op. Increased movement speed for map pressure and chase potential, a pounce that further makes his chase stronger, and a second objective for survivors that they have to complete or they suffer from debuffs and potentially death at the end. Not to mention the mori that could incentivise tunneling a survivor off of the hook if they were in stage 2.
Maybe I am missing something though, he seems quite complex, which is also something that could end up problematic.
Still, the ideas and general design seem pretty good.
I see your concerns, but he only gains the increased movement speed when it is crouching, it wouldn't be Wraith or Blight levels, but it would be something that gives it that little boost to move around. The Facehuggers would work similarly to the Pig's RBT, however it would take longer due to it not needing a generator to start the timer. However, while it is a secondary objective, in order to get the healing stations, survivors just have to complete gens, so rather than being a separate part of the map that wastes a survivors time to get to, the healing stations are a part of their main objective, which slows down the game but not in a way that feels like RNG, not to mention, the royal jelly that can be found around the map can be used to give survivors just that little extra time that they need. And for the mini mori, the Xeno's Pounce ability would have a cooldown, hit or miss, not too mention, the survivor must be on death hook and have had their chestburster removed. It could incentivise tunnelling, however that is why when in Heightened Senses the Xeno cannot 'see' survivors with the chestbursters. If it works correctly, the Xeno's kit should deal with tunnelling the same way that Pyramidhead's kit does, where you are better off changing targets and doing something else rather than focussing the one person.
@DwightFairfield said:
I'd buy it
Same :)
@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2555745#Comment_2555745
PH mini mori needs the survivor to be tormented to go for the kill, how about something akin BUT with a fair trade.
When a survivor its on the second hook stage and has at least removed 1 chestbuster its marked as a "treat to the hive", if the survivor its brought down to a dying state it will trigger the "apex predator". The alien will circle its prey for 5 seconds hissing in a treatening way (this is in line with the lack of a previous step, PH needs the tormented status, the alien doesnt need to use an atack, instead it pays with "time" to trigger it), during those 5 seconds the atack can be cancelled by survivors with a flash or similar efect that blinds the alien, past those 5 seconds the mini mori its activated and the alien kills the survivor (this is tought just an alternative idea, i do like your concept of the headbut triggering it as it needs an atack to make it happen)
I do se where you are coming from with the high camping potential of how the addon/perk works...but i defintily feel the wax part would be very tematic and in line with the alien. Perhaps instead the addon could work like this:
While being carried around by the alien, the creature secretes a special sticky wax wich covers the survivor. Upon being hooked the wax hardens on a type of coccon wich makes it harder to be unhooked. The teammate unhooking the survivor takes twice as long to save the other person and has to do a skill check, on a failed atempt it still frees the survivor but reveals its location for 2 seconds. The cocconed survivor its slowed down for 2/3/4 seconds by 5%
https://forum.deadbydaylight.com/en/discussion/comment/2555815#Comment_2555815
Not necesarily, i would say this killer could be cataloged as a short range heavy melee atack type, it doesnt really have many ranged atacks, its lung atack its in line with this type of killer (demagorgon as an example), but to make up for that it has a strong 1v1 game, it doesnt have a particularly strong map preasure as it cant be in more than one place or move tremendously fast trought the map (like nurse or hag), on the other hand it makes up for that with "debuffs" to keep the survivors bussy (chestbusters).
The tunneling part tough lets be honest, many killers can simply choce to do it, piramid head could be an example as he just needs two hooks to do that, and for what i know PH isnt in general a heavy tunel killer (regardless that i do has the potential) its more of the player behind it but thats just my personal opinion about it.
I would say the complexity its what makes it SO interesting. As a killer you would be constantly trying to keep the survivors off the medical areas so you can secure extra kills with the chestbusters, but at the same time would need to make sure you dont overcomit or they would work with the generators, the heigtened sensses on the other hand its tremendously in line with the alien, those things are super predators, you would need to comit as much as posible to your preys in order to keep them at bay, in the end the lack of map preasure can play againts you, so as a killer you would need to be smart and agresive to keep the survivors on their tows.
As a survivor you would need to also work a bit more as a team (something that lets be honest, the game needs more off), making sure your team mates have enought time to remove the chestbusters while working on generators.
I feel its a fair trade, killers have to fumble a lot of things mid game, making the survivors have a small taste of extra task doesnt sound bad to me, spices things up a bit
It could be an idea for the survivors to be able to rescue their dying teammate from a mori using flashlights, however that could be bad for the killer. And I'm glad you like the fact that it needs an attack to trigger it, but as I said to @ad19970 , the Pounce ability will put it on a cooldown, making it strong for ambushes and getting that quick kill, but not on the same level as Pig or Demo. And for your cocooned survivor perk idea, it could make the perk a decent counter to Borrowed Time, where it will be harder for them to not only tank a free hit, but also makes it less of a guaranteed escape. And I'm glad that you like my overall concept. I do spend a lot of time thinking of concepts and how they should work in game and the numbers that go along with them.
Thanks for the feedback. :)
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2555542#Comment_2555542
I tried to emulate a bit pyramidhead own judgment move, but unlike PH who only needs the torment efect the alien would need by force that the survivor has removed the chestbuster wich makes it more complicated to use, might be a bit strong but its also timed wich makes it be avoidable by good survivors.
The hive idea could just be changed to a flat amount of time of being aflicted still keeping the "spend time" mechanic of the hook, that would serve as a tool to put preassure on survivors to save their teammaes. This could be a flat 5 seconds upon being hooked of slow by an increased +1 second each 3 second spent being hooked to a cap of 20 seconds
Glad you like the idea of the cosmetics.
I saw you tried to emulate Pyramidhead, that's also where I drew my inspiration from. But where your idea and Pyramidhead's power differ is that yours works too similarly to an actual Mori offering, PH needs to not only have hooked the survivor twice, but he has to make sure that they are tormented when they are on death hook. While the survivor needs to have removed the chestburster twice, the fact that all the Xenomorph would have to do in order to kill someone is down them in no special way, making it just a regular Mori.
I would like the idea of where instead of the one that was hooked being the one that is slowed, instead it is the saviour who is slowed for a duration depending on how long they had left the other survivor hooked for. However, the synergy this would have with Make Your Choice and the fact that it would reward camping, would make the perk unhealthy. Maybe if it increased the time it takes to unhook a survivor if the killer was X meters away from the hook, it could work.
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@Viamont said:
A really well tought idea and nicely implemented, i like that it "feels" like a xenomorph in paper, and this is for a huge alien fan.
A few sugestions i can tink of:
If a survivor manages to succesfully remove the chest buster 2 times (two hooks) it will be marked for X amount of time with "treat to the hive" status, this status makes it so when at downed state the alien can do a special kill (they have avoided impregnation, meaning they are indeed a danger to the hive, they must be killed for the safety of it). The alien will pierce the downed survivor with its tail raising them to face level, then the alien will hiss at their face while holding their head with both hands before opening its mouth and piercing their skull with their second mouth, droping them to the ground afterwards with a victorious roar.
Another potential perk/Addon (not sure about the balance, so people more familiar are welcome to help here):
Hives coccon: The survivor its aflicted by a sticky wax like substance while being hooked, the more time they spent on the hook the longer this wax will take to take off. While afected by the wax survivors are slowed down by 5% until they clean themselves off, the time required to take it off its 10 seconds+1 second per 3 seconds being hooked to a cap of 30 seconds (this would put a lot of preasure on single targets and make it so teammates have to take care of each other to prevent being slowed down and become easy prey)
Visually speaking, i would love the alien to have a few color variations and looks:
Black (standar), metalic blue (like the queen), blood red (comic variation), and acidic green
For heads the clasic drone tube head, warrior rigged one and a praetorian skull bashing look
For cosmetics they could have:
Caseys doll head hanging on somewhere
Rippleys watch tracking sensor (the one rippley gave to newt)
Dogtags from kicks and co hanging on its neck
Thank you for the feedback. I hadn't thought of how the Xenomorph's full mori would look, and your suggestion is right on the money. And your suggestion for the third hook stage mori would be a bit strong. I gated the mini mori behind the need to pounce so that while the ability to kill a survivor is in it's base kit, it isn't like a standard mori, the killer will have to use its power in order to kill them.
As for Hive cocoon, while I think it would be great to give survivors more objectives, because both time and movement speed are such critical parts to both survivors and killers, a survivor being pseudo permanently slowed by 5% would be way too strong. It would make sense lore wise, but if a survivor has to spend 30 seconds in order to not be perma slowed, they are not only wasting time, but the survivor, if found is almost certainly dead.
And for cosmetics, I agree, I would especially love to see a praetorian skin for the Xenomorph, they by far have the coolest design. And I think the other cosmetics you suggested with the tracker and stuff could make really good charms and would be really nice when hanging off the xeno's nest hooks.
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@ThatOneDemoPlayer said:
I really like this idea for the Xenomorph. It's very unique, especially the idea with the Facehugger and Chestburster while also remaining balanced. I love the implementation of the Chestbursters which I simply couldn't think how it would work in dbd
Thank you, it took me a while to get all the mechanics I wanted down and balanced out and I'm glad you like it.
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What are you saying? I don't understand.
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My thoughts on these changes
Survivor Perks.
Adrenaline - doesn't really need a nerf but it does encourage survivors to have a more active role in distracting the killer in order to get the benefit of healing.
Iron Will - Absolutely doesn't need a buff, it is one of the strongest survivor perks and giving it scream removal would make it over tuned as hell. Especially with your Lightweight buff.
Calm Spirit - It's fine as it is and this would make this perk overpowered. Imagine SWF where 1 person has Calm Spirit and suddenly the rest of their team can run different perks and still get a stronger Iron Will.
Saboteour - Doesn't really need a buff, but a shorter cooldown wouldn't hurt.
Left Behind - Could be an alright change, it is a semi revert to how it was before it's rework.
Lithe - Again a perk that needs no changes, especially not that can remove a survivor's positioning mistake but giving them a fast vault from any angle.
Poised - Absolutely not.
Hope - Could be good, but it should be every generator that they are working on. Imagine you're the killer and out of nowhere the survivor you're chasing gets a 20 second speed boost when 2 gens pop during the chase.
No One Left Behind - Could make it decent and a good anti-camping perk as it prompts survivors to not waste time, do gens, then go and save their friend.
Lightweight - No, imagine playing or any killer against this and Iron Will. The survivor making 0 noise and leaving next to no scratch marks.
Killer Perks -
Predator - Could be a decent perk with this change.
Stridor - This would nearly change nothing for Stridor, and the reason Iron Will is so strong against Stridor is because injured survivors don't have 'heavy breathing' so once the grunts of pain are gone, there is no noise.
Overwhelming Presence - Could be a very strong change, but not in a good way, imagine a 39 second Starstruck or a 78 second Haunted Grounds. But could also be good, it would work as a counter to buffed Vigil and be a decent change for the perk.
Overcharge - This is a good change.
Knock Out - Good
Franklin's Demise - Maybe
Hangman's Trick - Could be really strong.
Coulrophobia - Would make the perk good for slugging and counter Unbreakable, which wouldn't be ok.
Thrilling Tremors - While I would love to see there be no cooldown on this perk, it definelty needs one, it can give so much information and by not having a cooldown, you could get either information or slow down every time you pick up a survivor. Which would be really damn strong.
Surge - Adding Special Attacks would be a nice buff, but it should still have some sort of cooldown, maybe per gen.
Cruel Limits - This would make it a stronger and more consistent Hex: Blood Favor. And it should definetly not block Exit Doors, imagine this paired with Remember Me and No Way Out.
Gearhead - Not too different from how it works now, but still wouldn't be that useful.
Forced Penance - Could be a very interesting buff, provided that it is just one survivor and no all survivors who take protection hits.
Hex: Undying - Does not need the change.
Oppression - Could make it a strong slow down perk, but could be a stupidly strong at the same time.
Eruption - Yes
Sloppy Butcher - No
Insidious - Would be a decent change, makes it have actual synergy with out perks and addons
Noed - Could be a healthy change for the perk.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2542333#Comment_2542333
Thank you! Is there any chance i could view your idea for playing as a Drone?
@CrimsonMothKing said:
The Xenomorph, referred to as the Perfect Organism, is a vicious and cunning killer, created and evolved to be the pinnacle of any lifeform. By using its heightened senses and parasitic preproduction, this killer lurks in every shadow, to either kill by itself or with its own kind.
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Power - Evolution Perfected
Passive - Acidic blood
When stunned by a pallet, the Xenomorph will release its acidic blood onto the pallet that had stunned it. This pallet will become weakened. Weakened Pallets have a limited number of uses by survivors before they are broken automatically.
Special Ability - Heightened Senses
Activating the ability, the Xenomorph enters a lowered stance, granting the Undetectable Status Effect and increased movement speed. While in this stance, the Xenomorph can spot nearby survivors using Killer Instinct depending on the survivors condition and movement within a 24 meter radius;
- If the survivor is standing still and not interacting with anything, they are not revealed, but still hear the audio cue.
- If the survivor is moving while crouching or standing still and injured, the radius is reduced to 6 meters.
- If the survivor is injured while crouching, the range is reduced to 12 meters
- if the survivor is walking, the range is reduced to 16 meters.
- If the survivor is running, the range is 24 meters.
- If the survivor is running, whilst injured, the range is increased to 32 meters
- If the survivor has been impregnated by a facehugger, they are not revealed by Heightened Senses.
While in Heightened Senses, the Xenomorph can vault 20% faster and is granted the ability to jump up to elevated vault locations. Survivors revealed by Heightened Senses hear a Hissing audio cue, which gets louder if the Xenomorph is looking in their direction.
Special Attack - Pounce
While in Heightened Senses, the Xenomorph can hold the Primary Attack button to slow themselves down and charge a mid ranged lunge attack. Releasing the button, the Xenomorph will pounce forward, damaging the first survivor hit. Can't be used to break pallets and doors. Missing Pounce will cause the Xenomorph to enter a miss cooldown state, hitting an object will briefly stun the Xenomorph. Using Pounce will put it on a cooldown.
Special Hook - Facehugger Nest
Hooks are replaced by Facehugger nests. The Nests work the same as a hook, but a facehugger will attach to the survivor an implant an embryo in the survivors chest. Survivors on stage 1 of a hook can still attempt to free themselves, and in stage 2 they still need to struggle. However, in stage 1 they can't immediately attmept to escape the hook as a Facehugger is latched onto them. Only stage 1 of a hook can afflict a survivor with a Chestburster. If a survivor with a Chestburster is hooked a second time, they affliction tier is increased by 1, up to a maximum of tier 3, but gestation time isn't affected at all. Gestation time is paused when on a hook.
Once off of the hook, the survivor is also given a gestation timer. Once this timer expires, a chestburster will rupture out of the survivor, killing them instantly. As the timer progresses, the gestation will reach different stages, increasing the survivors affliction;
- Tier 1, -10% penalty to healing, repairing and unlocking,
- Tier 2, Survivor audibly coughs periodically.
- Tier 3, survivor, once injured, is afflicted with the Broken Status effect
- Tier 4, death.
Survivors can have the Chestburster removed by interacting with a powered generator. Doing so will lower the survivors affliction tier to tier 2, or tier 1 if tier 2 wasn't reached. Survivors trying to leave without having their chestburster removed will be executed at the exit gate.
Special objective - extraction station and Royal Jelly
Exctraction Station become Powered once a nearby generator has been completed. Survivors can interact with these stations in order to have their Chestburster removed. Doing so will rank the Survivors affliction rating down 1 tier. Extraction Stations go on cooldown once used.
Survivors remain undetectable to Heightened senses for 20 seconds after a successful extraction.
Around the map are mini objectives where a Survivor can extract Royal Jelly and use it to momentarily pause the gestation and remove 1 tier of affliction. Royal Jelly cannot be used to stop a Chestburster emerging when trying to exit the trial.
Special ability - apex predator
If a survivor has reached the second hook stage, and has had their Chestburster removed from them, downing a survivor using pounce will automatically cause the Xenomorph to perform a Mini-Mori.
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Perks
Hex: Hive Mind -
While this hex remains active, all other dull totems are 'activated' as well. If a survivor cleanses the wrong totem, the killer receives an audio and visual cue, only if that totem wasn't already a Hex Totem.
Evolutionary Dominance -
Upon hooking a unique survivor, gain a token, up to 4. For each token, your terror radius in chase is increased by 2/3/4 meters.
Being stunned by any means, reveals that survivor for 1/1.5/2 seconds for each token when in chase.
Lost in Space -
Hooking a survivor causes all other survivors to suffer from the blindness status effect for x seconds.
___________________________________________________________________________________________
Addons -
Ultra Rare -
Progenitor: Yautja Predator -
-Tremendously increases Pounce cooldown
-Moderately increases charge up time of Pounce
-Pounce can now put Survivors into the Dying State
-Apex Predator can be used on survivors that have a Chestburster
Progenitor: Ellen Ripley -
-1 Egg Nest will be replaced by a Royal Egg Nest (Can only be used once before becoming a normal Nest)
-Survivors affected by the Royal Chestburster no longer are afflicted with Tier 2 or Tier 3
-Tremendously reduces gestation time for Non-Royal Chestbursters while a survivor is affected with a Royal Chestburster (Doesn't Stack)
-Survivors can be affected by a facehugger again by being re-hooked.
-Royal Facehuggers take longer to be removed and Royal Jelly duration is considerably reduced.
Very Rare -
Progenitor: Bull
-Pouncing at a pallet will cause the Xenomorph to go through the pallet and break it. (Similar to the Legion's Iridescent Button).
-Disables Acidic Blood passive.
Progenitor: Dog
-Slightly reduces movement speed.
-Moderately increases Heightened Senses movement speed.
-Moderately decreases pounce missed cooldown and charge up time.
-Moderately increases Pounce stun duration upon hitting a wall.
Progenitor: Colonial Marine
-Increases Heightened Senses detection range by 6 meters.
-Moderately increases Pounce charge time and cooldown.
Hive Resin
-Extraction Stations take longer to remove Chestbursters from survivors.
-During Heightened Senses, the Xenomorph sees the aura of survivors trying to remove a Chestburster for 5 seconds.
-After successful extraction, survivor suffer from the Haemorrhage and Mangled status effects for 45 seconds.
Royal Facehugger Nest
-1 Egg Nest will be replaced by a Royal Egg Nest (Can only be used once before becoming a normal Nest)
-Greatly reduces gestation time for Non-Royal Chestbursters. Survivors be affected by a facehugger again by being re-hooked.
-Survivors affected by Royal Chestbursters no longer are affected by tier 3 affliction.
-Royal Chestbursters take longer to be removed and Royal Jelly duration is moderately reduced.
Rare -
Progenitor: Hospital Patient
-Slightly reduces Gestation time
-Survivors can be affected by facehuggers again by being re-hooked.
Spoiled Royal Jelly
-Reduces the effectiveness of Royal Jelly, (Doesn't effect Royal Chestbursters)
Promethean Extraction Units
-Extraction Units take longer to remove Chestburster from survivors.
-After a successful extraction, survivors suffer from the Mangled status effect for 30 seconds
Hollowed Cranium
-During Heightened Senses, the Xenomorph sees the aura of survivors trying to remove Chestburster for 3 seconds.
-After a successful extraction, survivors suffer from the Haemorrhage status effect for 30 seconds.
Beta Triplet
-When Acidic Blood is triggered, the number of vaults before the pallet breaks is reduced from 4 to 2.
Here you go, tell me what you think :)
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2542333#Comment_2542333
Thank you! Is there any chance i could view your idea for playing as a Drone?
Yeah sure, https://forum.deadbydaylight.com/en/discussion/270151/killer-concept-the-xenomorph this is the link to it. Tbh i just want either the Alien or the Predator in dbd, they are so iconic.
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I had an idea for an alien killer where you play as the drone, however your idea where you play as the Queen herself and have a birds eye view over the trial could be a really interesting game mechanic and fun to play. Good Job
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I agree with all the points and suggestions you have made on this post, I can't wait to see what the other 4 parts will be.
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The problem isn't Franklin's, if the Cenobite is running it then imo it's a wasted perk slot. Hoader is working as intended and while yes it can give him some strong intel on where a survivor is, if the cenobite chooses to chase that 1 survivor, the other 3 should then be doing gens or whatever. For the Cenobite there is risk reward for him chasing the survivor with the box, if he wins the chase, he starts the chain hunt, if he doesn't he wastes precious time.
If your main issue is that it 'allows him to see his box' then you'd probably have an issue with Chatters Tooth which reveals the box's aura globally to him.
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This is similar to how Pinhead works, where his Lament Configuration spawns and if a survivor doesn't pick it up and solve it it becomes impossible to do gens.
I would love the idea that 1 day I would never have to run slowdown perks in order to have a match last longer than my queue time but unfortunately people will complain about it from both sides.
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@Ssajbambusa said:
@SasukeKun If you are mentioning his "You opened the box, I came" I kind of agree, it should stay in game. It's iconic and even though I don't like Hellraiser that much it shouldn't be removed just because some 12yo made couple of jokes about it on streams...
They said that it was disabled because they messed up the audio files or something
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I mean, I would love it if the survivors couldn't see the aura of the totems, but if a survivor keeps trying to cleanse that one totem you know that is the one they need, so you can use it as a trap for them.
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This is insanely well detailed. I love killers that have alternate forms and I am getting some real Oni vibes from this. It could be a very fun killer to play as and against
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The Devs have said that Jeepers Creepers will never come to DBD because the creator is a p***phile.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2478498#Comment_2478498
On certain loops it does I still think chains need to be a little more harder to break idk 0,3 or 0,5 secs more
It's just too difficult to hit, not to mention that some of his purple addons should be base kit. There is just little reward for the risk. I'd say that a good change would be, that when a survivor is hit by a chain, they are held in place for like 0.5 seconds or something. Just long enough for Pinhead to exit his gateway without losing even more distance.
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@UnknownKiller said:
I think that his power is extremely punishing if u fail.
It doesn't help even if you hit it.
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I still have hope that it is Springtrap. I would love to play as a Cenobite, but I think the phrase being spelt out might be 'I am still here'. Which was Stringtrap's catchphrase.
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Pretty good job so far
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@TacticalBanana said:
It can be a cool killer but as other comments said, it can be simplified to a doable state.
Still its pretty cool though. :P
Yeah, it could work if it was simplified.
@DwightFairfield said:
love it
Thanks <3
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@Rez_Marsiel said:
So much thought put into something. An amazing idea. But there's one problem. Survivors would complain about this non-stop, and BHVR is too scared to make a killer strong.
I would love even a nerfed version of this to come to DBD, because it would be fun. But people would still find something to complain about.
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Never played Evil Within, but he does look cool.
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I would like to see Myers get a small update. Nothing major, but something to make him freshen up.