Critical_Fish
Critical_Fish
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These are fun ideas for perks! I have a few notes and a couple questions, though:
Fail-Safe- For a perk that does nothing for the Survivor running it, Fail-Safe does very little. But idea is strong and supported by how the anti-tunneling PTB had a similar mechanic!
- This perk would be great if it increased repair bonuses by 15/20/25%, to make up for the loss of a Survivor on generators. The Killer is still rewarded by killing a Survivor, given there is a loss of efficiency, but a large bonus to repair speeds will keep the generators going!
- For the temporary bonus to action speeds, what is considered an "action speed"? In-game, all perks that affect action speeds specify exactly what they impact. Resilience most notably lists nearly all possible actions in its description.
Emergency Broadcast
- While the flavoring is amazing, this perk's effect is simply worse than the perk Kindred.
- A Kindred-like effect that works while in chase could be interesting, however, to keep the flavor and similar mechanics while having a unique niche!
- There also could be an additional effect (for example, bonus to cooperative action speeds as Prove Thyself does) to make the perk worthwhile for Survive With Friends.
Stall Tactics
- What changes with perk tiers?
- Can the Survivor interact with dropped pallets?
- How long does it take for a Survivor to vault a window?
- Again, what action speeds do this perk boost? Also, why is the action speed bonus so low?
- For a perk that does nothing for the Survivor running it, Fail-Safe does very little. But idea is strong and supported by how the anti-tunneling PTB had a similar mechanic!
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It makes me really happy this thread exists. The Creations subsect of this forum has been pretty withered for awhile, and only recently has had some life again. I've been making fanmade Killers and chapters here for the past six years now (holy crap), so I have dozens upon dozens of ideas up on this account. Here I'm going to share some of my more recent and favorite ones!
Chapter Concept: String Theory (January 2022)
- Killer & Survivor
- The Killer is the Automaton (which would probably be renamed to the Mannequin now that the Animatronic is in Dead by Daylight).
- Its power is based around clusters of mannequins that will spawn throughout the map. In a setup-based power, the Automaton cuts strings from mannequins to "detach" them. Detached mannequins can be teleported to and reveal nearby Survivors.
- Survivors who get hit by the Automaton also become "detached", with 4 detachment states that come with various slowdowns and debuffs.
- The power is quite weak currently, but a rework would include true anti-loop and (with the Unknown providing an example of how absurd a teleport can be just so long as it has to be set up) buffed numbers on the teleport.
- The Killer Perk Steel Heart is terribly designed. However, Melancholic Stage providing a massive debuff to action speeds within a radius around a cleansed Totem and Fading Freedom increasing regression rates on generators while a Survivor is hooked are both strong concepts that I'd like to update!
- The Survivor Perks Boon: Meltdown and Calculated Risks are also fun ideas.
You can view this chapter here!
Chapter Concept: Pinpoint (April 2023)
- Killer & Survivor
- The Killer is the Desperado, moving at 4.4 m/s.
- His power has two parts: Sharpshooter and Bulls-eye.
- Sharpshooter is a chargeable hitscan attack that applies a level of Hindered based on how many ricochets off of walls it gets!
- Bulls-eye applies a status effect to the Survivor you've chased the most, and makes that Survivor the target of Sharpshooter at all times to bypass body blocking.
- The Desperado's power is exceedingly bland, only applying the Hindered Status Effect, BUT the presentation of it and base concept is strong. Just about the only reason I haven't remade the Desperado already is because I haven't figured out what else Sharpshooter could do a side from applying Hindered or dealing damage.
- The Killer Perks Headhunter and Make your Mark are fairly uninteresting, but the concept of Scourge Hook: Dead to Rights is really fun even still!
- The Survivor Perks are garbage; my more recent work is SO much better than these.
You can view this chapter here!
Chapter Concept: What's Inside? (January 2025)
- Killer & Survivor
- The Killer is the Matron.
- Her primary power lays traps that will grapple Survivors, holding them in place while afflicting a unique Status Effect, Reminders.
- 1 Reminder creates illusory traps for that Survivor, makes it harder for them to cleanse traps, and makes it harder for them to free other Survivors from traps.
- 2 Reminders makes it impossible to cleanse traps or save other Survivors from traps, while also having a reduction in action speeds.
- Reminders are removed through being close to another Survivor for 45 seconds.
- She has a secondary power that increases her mobility and gives her a 3rd-person camera, that allows her to place traps faster but prevents her from performing most other actions.
- Her primary power lays traps that will grapple Survivors, holding them in place while afflicting a unique Status Effect, Reminders.
- Being a much more recent work, I'm more satisfied with the Perks for both sides for this one than for the prior two.
You can view this chapter here!
Chapter Concept: Infernal Anguish (September 2025)
- Killer & Survivor
- The Killer is the Fuming.
- Her power is the ability to place sparks that she can later teleport to, gaining a speed boost and afflicting a Status Effect to those she hits after teleporting.
- The Branded Status Effect provides tracking and charges her secondary power.
- Her secondary power buffs the sparks and makes her much more mobile by doubling the teleportation range, while also allowing her to cause sparks to release a line of fire that can injure Survivors.
- Her power is the ability to place sparks that she can later teleport to, gaining a speed boost and afflicting a Status Effect to those she hits after teleporting.
- Like with What's Inside? I'm quite happy with the Perks the Killer and Survivor provide for the game!
You can view this chapter here!
A concept I've been churning around in my head for awhile that I may finally take a crack at is a time travelling/time looping Killer. I've also been considering an idea for a Killer similar to your note for the Host/Harbinger. The idea of a Killer who penalizes you for looking at them is REALLY interesting, given a major part of high-level Survivor play is keeping an eye on the Survivor while running away from them. I look forward to seeing a concept like this on the forums, and seeing whatever else y'all make! It makes me really happy that people are still here after the surge in attention from 2020 to 2022 faded away.
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On the Killer:
- No Killer has a 28 meter Terror Radius; this Killer wouldn't be overpowered if they had a 24 meter Terror Radius, but given the power is based on Terror Radius, shouldn't the Shadow at least have a 32 meter one?
On the Power:
- How does Paranoia charge?
- How does the Shadow deal with looping?
Simply put: Killers can't be this simple. This is one power that has no actual effect—it's good detection and can scare new Survivors, but it doesn't help the Shadow do anything better than a Killer with no power at all. The Doctor is a Killer who currently exists that has a VERY good power in terms of detecting Survivors, while also having a decent anti-loop power. The Doctor is not a good Killer; you should probably aim to make Killers substantially stronger than Doctor, aiming more for Killers somewhere between Wraith's and Artist's power level (a big range, but all Killers in that range are pretty decent).
On the Perks:
- How does Creep interact with Killers that go invisible? Also, it's quite abusable currently: Killers that can go Undetectable get effectively 3 tiers of Bloodlust for free with this perk.
- This could be rectified by putting a range into the perk itself; for example: "Whenever you are out of sight and no Survivor is within 24 meters of you…"
- Hex: Insomnia isn't strong enough to justify being a Hex perk; it doesn't actually hinder the Obsession at all, and even helps the Obsession find its Totem. I'm not sure what your idea behind this perk was.
- Paralyzing Fear is decent on most Killers, but consider how awful it would be to be Hindered by 8% against Blight, Hillbilly, or Kaneki—three Killers that are absurdly strong and have 40 meter Terror Radii.
- It's difficult to do, but designing perks that help weaker Killers more than stronger ones is a good design ethos to aim for usually, and helps make more balanced perks overall.
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On the power:
Cadavers
- The idea is interesting!
- Can the Gravedigger move while summoning a Cadaver? If not, the time to summon one should be substantially lower, to probably 1.5 to 2 seconds. Standing still for 4 seconds when your power has a 30 second time limit and moves at 4.4 m/s is REALLY hindering.
- The dash Cadavers have should be defined more; is it just a lunge, or do they have a Krasue-esque dash that can be used as real anti-loop?
- Why does a Cadaver have a time limit? Why are Cadavers slower than the Gravedigger?
- How does a Survivor fight back the Cadaver? You mention being able to free yourself from a Cadaver before being buried alive; how does that work? How long does it take? Can other Survivors help?
- A time of 12 to 20 seconds would make sense, given the Cadaver takes a lot of effort to make work and the Survivor is likely to be very far from the Gravedigger. Think of Victor trapping a Survivor in a locker as a basis, but increase that time to account for how Cadavers take up more of what the Gravedigger can do.
- Can the Gravedigger pick a Survivor up out of a casket to hook them? If not, why not? The Gravedigger still has to hook a Survivor to make progress in the game.
- Survivors should probably have something to do in the casket; it's mentioned they are afflicted with a status effect after 90 seconds, but what if the time was substantially shorter (30-45 seconds) and could be extended through a unique mini game, like how Skull Merchant's drones have a unique mini game to disable them.
- Why does undigging a Survivor take so long? Unhooking a Survivor takes very little time; undigging a Survivor should probably be no longer than 15 seconds.
- Are Survivors injured or healthy when undug from a casket?
Death's Embrace
- Death's Embrace seems like the primary end goal of a Cadaver; I'd say Cadavers should be able to do something special to Survivors in Death's Embrace. For example, instead of grabbing them and burying them, maybe Cadavers could injure them and gain an extension to their time limit? This would allow the Gravedigger to snowball by afflicting Death's Embrace to multiple Survivors.
- You mention a way to cleanse Death's Embrace. How do Survivors do that?
Mounds
- How do mounds spawn? Do they prioritize spawning near generators, like Xenomorph's tunnels? Do they spawn in place of some chests, like Plague's fountains?
- Why should taking a shovel take so long? They aren't crippling to the power like EMPs from the Singularity are. I'd argue they should take no more than 5 seconds to retrieve from a mound.
On the commenter saying the Killer needs to be nerfed—not really. The Gravedigger currently occupies a weird niche of "horrible power with good map mobility and a way to instantly kill Survivors"; a niche only Onryo exists in at current. I'd say the Gravedigger probably shouldn't be able to instantly kill Survivors with Death's Embrace, but Death's Embrace should be easier to apply and the Cadavers should heavily punish Survivors they chase for not removing Death's Embrace.
TL;DR: I think the Gravedigger's Cadavers should be defined better and be stronger, but Death's Embrace shouldn't be an instant kill.
On perks:
- Thematic and unique!
- Using existing perks as reference can be helpful in writing new perks in a more compact and legible way; Mortal Coil could be written far more compactly than it currently is if you used the same formatting as Play with your Food, for example.
- Hex: Burdens of the Living has the most interesting concept out of these, but the poorest execution. It discourages one Survivor from going to unhook, and doesn't do a very good job punishing that Survivor if they do end up unhooking. In addition, it is a Hex perk—it is temporary. Further, it requires hooking Survivors to get value, reducing the time it could be useful. I suggest:
- Having Hex: Burdens of the Living light itself when a Survivor is hooked, and unlight itself when they are unhooked. You can use Hex: Face the Darkness as an example of how to write this.
- I think that the perk shouldn't be an Obsession perk. It's already a Hex, which substantially weakens it.
- Hindered is a boring condition, and the current effect isn't strong enough to justify on a Hex perk. You could do something that sounds crazy, like a permanent Curse effect that substantially weakens the Cursed Survivor in chase, because of how many ways Survivors can limit the effectiveness of a perk. The first idea that came to my mind was blocking Windows and dropped Pallets the Survivor vaults instantly, but that's just one thing the perk could do!
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Hit the post button on the draft long before completion and polishing; my apologies to those who click on the post expecting a complete chapter. It will be complete in a few days.
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@Xray said:
https://forums.bhvr.com/dead-by-daylight/discussion/454849/chapter-concept-bitter-tempest-killer
Awesome. A ice powered killer would be cool
That was my thought! Diversifying the aesthetics of the killer roster with some elemental theming could be fun.
In particular, I wanted to make an ice killer that didn't Hinder Survivors at all—I'm glad you like the end result!
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August 1st Changelog:
Balance:
- Reworked Repressed Sketch.
- Now increases Bind range by 1.5 meters (was 3 meters).
- Now increases the time to Bind a Survivor by 3 seconds (was 2.8 seconds).
- Buffed Bloodstained Gloves.
- No longer has a cooldown to afflict a temporary Reminder to a Survivor (was 90 seconds).
- Nerfed Tinted Glass Shard.
- The Undetectable Status Effect now only lasts for 20 seconds (was 45).
- Nerfed Sloppy Fingerprint.
- Now only applies when a Survivor has two Reminders (was at least one Reminder).
- Reworked Scourge Hook: Amplification.
- Removed both effects upon hook and replaced them with a Broken Status Effect for all Injured Survivors.
- Removed random movement of Scourge Hooks.
- Buffed Shadow.
- Increased the duration of Blindness to 30 seconds (was 20).
Clarifications:
- Survivors may only begin to free themselves from a trap once Bound.
- Survivors' icons change on the HUD when they gain a first or second Reminder. Both other Survivors and the Matron can see these changes.
- Survivors are shown the regression of each others' Reminders. The Matron is not until a Reminder fully regresses.
- What happens when a Reminder is gained and another is partially regressed.
- All regression is reverted, and (if able) a Reminder is gained as normal.
- Temporary Reminders are shown on the HUD only to Survivors, and are hidden from the Matron until she begins a chase with a Survivor, at which point that Survivor's temporary Reminder (if any) is shown to her.
Grammar:
- Replaced all instances of "Binded" with "Bound".
- Changed Rotted Ruler and Repressed Sketch's wordings to ensure compatibility with one another.
- Reworked Repressed Sketch.
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@Badq1ay3r said:
Can easily tell that a lot of thought and effort was put into this, neat idea, would be interesting to face in a trial. The only thing i find odd is how many effects the scourge hook perk gives, some of which are already perks, but still great concept all round.
Not sure how I didn't see this comment when it was first left, but I appreciate your feedback tremendously!
I agree that Amplification does a lot at the moment, so while writing this (and afterward) I'll be workshopping a change to simplify its design and solidify its theming better.
Given the perk is intended to give the feeling of exploiting someone's boldness to harm other, weaker people, I'll be keeping the Obsession focus and effect upon hook (rather than unhook). Additionally, juggling the Obsession as a part of an Obsession perk like this one tends to be a healthy decision for similar perks (notably Furtive Chase and Friends til' the End).
I was thinking the following changes:
- Simplifying the effect of hooking the Obsession to afflicting Broken to injured Survivors for 20 seconds, with no other effect.
- The intent here is to prevent resets while you track down a new Survivor to chase, which will be easy given this perk synergizes very well with perks that give information after a hook.
- Removing the Scourge Hook randomizer effect for more predictable and consistent use.
- Mechanically, while I like the idea of being able to move Scourge Hooks by hooking someone on them, it's not very useful and can be actively hindering, so I'll be removing that.
I think this would make for a relatively niche, but unique and synergistic perk that rewards bouncing targets and intelligent macroplay from both the Killer (hooking key players and setting up for snowballs) and Survivors (making sure stronger teammates unhook to become the Obsession, and completing heals before the Obsession is hooked).
What do you think?
- Simplifying the effect of hooking the Obsession to afflicting Broken to injured Survivors for 20 seconds, with no other effect.
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@DancewithmeKate said:
Ofcourse he is only talking about maps which favors survivors.
Not a single word for Midwich, Coldwind, Haddonfield etc.
At least we should be thankful he talked about Vecna and Alien maps which is awful maps for both sides.
Midwich and Haddonfield are pretty rough, with iirc 2 of Coldwind's maps also being challenging, but most killers don't play these maps correctly. Granted, most Survivors don't play Eyrie of Crows or Badham correctly either, but Survivors playing a map poorly vs a Killer playing a map poorly is a large difference in favor of Survivors.
Additionally, Survivors gain more consistent value from map offerings, as they have 4x the offerings a Killer has per Trial. A Killer could bring Midwich, but if two Survivors bring Eyrie then the Killer is much less likely to have a good time.
Lastly, while Midwich and Haddonfield ARE quite difficult maps to play as Survivor, Survivors have multiple perks and strategies they can use on those maps to alleviate the advantage the Killer has. I still believe they should be changed, but they aren't necessarily auto-wins for any Killer aside from Nurse (who doesn't care about the map anyways). Maps like Eyrie or Badham, on the other hand, require the Killer to have chosen the right Killer (one that offers both mobility and anti-loop, which is a great limiter and favors the upper echelon of Killers substantially) to play in order for the game to be tilted in a similar way. Sure, strong perks like Corrupt and Pain Resonance can help a bit, but not as much as Balanced Landing or Sprint Burst can on Midwich or Haddonfield.
A main reasons maps matter more to Killers than Survivors is because some Killers can near-automatically lose based on the map. Survivors don't have that experience just by virtue of not having a Power that can potentially be map-dependent, like Huntress' or Trapper's. -
Thanks for the response; a lot of strange things have been going on with the forums lately it seems, I haven't been able to open my saved drafts for over a month.
I don't really see how this Killer relies too much on its add-ons, as most of them are pretty minor. Although, Snapped Meathook (I assume you meant that add-on rather than Still Water since Still Water is pretty gimmicky) is very strong and likely among the Malebranche's top 3 add-ons, it is a Common add-on and only really enables more Stress without increasing chase potency.
I do see though how Stress is undone pretty easily by Survivors just playing the game, while it takes awhile to accumulate. I'll tweak both Meathook and the base kit to accomodate. For ease of access, those changes are:
Basekit:
- The Stress lost from a Survivor being unhooked is now only 8.25; a 25% nerf from the original (11).
Snapped Meathook:
- The Stress lost when an unhook occurs is reduced by 2 (originally 3), or 4 (originally 8) if that Survivor(s) is in a chase when the unhook occurs.
Misa's Proposal is intentionally pretty strong, but I'd compare it more to Plague's Iridescent add-on that also activates whenever a generator is completed than Blight's add-ons; Blight's add-ons, especially old Alchemist Ring and Compound 33, are incomparable to all but the most absurd things. Misa's Proposal, on the other hand, gives a lot of Stress and map mobility but doesn't strengthen lethality at all.
I've also changed "Evil Claws" to "Hand of Nox", with a whole new effect that should be more interesting; I know you didn't bring it up here, but others on another platform mentioned the old power being akin to Doctor, which wasn't the intention. Let me know what you think of it!
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Just in the past few days I've been having an error that's cropped up whenever I've tried to open a draft I'd saved since around January 25th-28th (rough estimate, I'm not sure on the exact time). The error shown is as follows:
The text reads: "Permission Problem... You don't have permission to do that."
This appears whenever I attempt to open a draft I'd saved since the specified time. I've restarted my PC, logged out and logged back in, and have cleared my cookies- nothing has altered the outcome. I just made another draft while typing this out to test if the error still occurs, and it does, so it remains an issue.
I was curious if others had this issue, if this was reversible and I'd be able to get my work back, etc.
Edit: I've also noticed the same error occurs when I click on my badges on my profile. Not sure if it's related, but being flashbanged anytime I click something arbitrary on the forums is really unpleasant, if nothing else.
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Now, there are a lot of things to comment on here so I apologize for my long-winded comment in advance. Continuing on...
First and foremost, the aspects of this Killer are above average. The mere trait of being a 4.6 m/s Killer who is also Average height means looping becomes significantly harder. As we'll get to later, as well, there is no balancing factor for this in the power. Killers with shorter statures tend to have concessions elsewhere in their kit; Pig lacks chase power, Legion lacks the ability to down Survivors, Ghostface lacks slowdown and mobility. The only Killers who seem to contradict this are Nurse, Spirit, and Wesker, but it must be said that the Nurse is slower than a Survivor (she's still broken I won't deny that, BUT the concession for her height has been paid), Spirit is slow as well and lacks slowdown, and Wesker has a huge terror radius. The Horseman makes no such concessions; even Nurse pays her fair share more than Horseman does.
First and foremost, Gore Piles. 10 Gore Piles is immense, especially since each covers a 20 meter radius and they cannot be within 32 meters of each other. This total count could be halved with no change to gameplay. Additionally, time to place is not listed, which is major in determining how long it would take for The Horseman to set up early in the game: the only time he's in any way a fair Killer.
In terms of functionality, as well, Gore Piles are absurd. Full area denial that can cover multiple loops and generators, within which Survivors can be hooked and chased with no penalties, that injures and breaks a Survivor passively and for 120 seconds???
Yes, torches exist as counter play to the Piles, but here's a couple things that already exist that you can use as comparisons for powers with built-in counter play. Nemesis, Plague, Wesker, and Singularity cannot prevent the Survivor from using the counter play, and simply must cope with it. The Alien must actively flee from its counter play, which wholly deletes its power in moments.
The torches, though? They can be removed before even being used, have a minute long cooldown minimum, and can't possibly keep up with limiting the Horseman's output of Piles. Just do the math: 8 torches at the start, that can be put out for free by the Horseman. 5 Piles at the start. Those 5 Piles will be gone quickly, but the torches will also be gone. The torches take anywhere from 60 seconds to 120 seconds to recharge. Piles take 30. The math isn't mathing.
Hastening the End just adds more to the immense strength of Piles, enabling both map mobility and free damage to multiple Survivors at once. The limitation of not allowing teleportation near a hooked Survivor is standard to these sorts of Killers, it deserves no mention nor any concession. Much weaker Killers (who are still strong), such as the Singularity, have even harsher limits to their teleportation despite for the Singularity the teleportation being the power. No, the lengthy cooldown doesn't help either. Piles are still too strong even with Hastening the End, this is just icing on the cake.
For the cherry on top, The End is Here. Gaining Tokens for a power whenever someone unhooks with Deliverance, uses Second Wind, gets hit by any number of Killer perks, etc is ridiculous, especially when the threshold is as low as 4. Especially with a Killer who so effortlessly inflicts excessive amounts of the Broken status condition. Given the strength of The End, as well, this low of a threshold is... insane.
The End has 4 possible effects.
- Conquest just makes chase impossible for 30 seconds, no if's, and's, or but's. Comparing to other "you will die in this chase" Killers, specifically Oni, the ease of activating this effect and the amount this effect chews through materials even compared to Oni is absurd. Again, Oni's entire power is lesser compared to Conquest alone. This is a theme with this Killer.
- War erases all progress full stop, and gives complete ability to tell where every Survivor is. This amount of passive game delay, coupled with perks like Pop and Pain Resonance makes progress impossible. Pig, whose entire power might as well be her traps, can seldom achieve this level of regression and game delay.
- Pestilence prevents all counterplay from Survivors, allows for Hastening the End to just... not have a cost, and offers additional Broken. Something this Killer really doesn't need.
- Death Exposes all Survivors, makes the Horseman Undetectable, and reveals the auras of all Survivors. All of this for 30 seconds. This amount of lethality wasn't even mimicked by Starstruck Agitation Nurse before her post-blink attacks were nerfed to be Special attacks. Especially with map offerings, this can become an instant loss based on a 1 in 4 chance.
No, the End isn't saved by its randomness.
Let's see how the Add-ons jive; I cross my fingers aggressively. I'll also only cover ones that I find interesting or worth unique comment; they'll all be covered as a whole after that.
- Hellish Offering: Makes the early game, the Horseman's only mild flaw, incredibly strong. Makes the end game even stronger.
- Iridescent Scroll: Exasperates the issues this Killer has as a whole; numbers that are too strong, immense Breaking, and extreme pressure for no cost or demand of skill.
- Scroll of Conquest: Selecting Conquest for free is incredibly strong; no pallets will exist after the second activation of The End, of which there will be a minimum of 4 each game.
- Scroll of War: Well, 4 free perk slots now that you don't need game delay because this add-on does everything for you.
- Scroll of Pestilence: By far the worst scroll, but denies all counter play for Survivors and adds additional anti-healing to a Killer already not lacking in it. With this and Hellish Offering, torches may as well not exist.
- Scroll of Death: Win.
- ALL SCROLLS: What happens if these add-ons are used in tandem?
- Broken Helmet + Broken Sword: Only 3 poles exist. Wow.
- Rusty Cage: Usually that injury will come with being Broken about 2 seconds after; what's the point of Mangled?
- Rusted Toy Car: This is a Very Rare add-on. Usually you'll find gimmicky stuff that massively changes playstyle EXTREMELY far up the rarity spectrum; Commons are minor buffs, QOL changes, or meme add-ons exclusively.
- Burnt Children Book: This is about 1 add-on for each page in this book. About 19 too many.
- Ripped Scroll of Atonement: Only worsens the issue of the Survivors being unable to adequately use their counter play by giving extra Piles.
Overall, these add-ons read like Blight add-ons if they were all buffed twice and given the same crack cocaine old Hillbilly add-ons were on. For a base kit rivalling the Nurse's, that's... wild.
Please let the perks be cool please let the perks be cool.
Hex: Tormenting Pain
I really don't get how this is functioning, but I will assume the following: Hex: Tormenting Pain activates once 2 injuries have been afflicted via basic attack to a Survivor(s), and after activation all injured Survivors are permanently Broken. This is... okay, allow me to describe why Broken is so powerful, because it doesn't seem like you respect it.
Broken, as a Status Effect, removes a third of the Survivor's entire game. They lose a ton of perks, they are forced to play incredibly safe lest they immediately die, and they become complete fodder for Dead By Daylight's abundant cheese. There's a reason it's easier to be afflicted with Broken by a Survivor Perk than a Killer through any means; IT REALLY SUCKS TO HAVE.
Now, the counterplay to any stealth Killer (even Pig) is to be constantly fully healed. Imagine having to play against a Wraith who has Hex: Tormenting Pain. You automatically lose, because you will ALWAYS get decimated by the hit and run strategies the Wraith already excels with, and the Wraith has enough mobility to protect the Totem and the objective at the same time (also Undying exists).
Now imagine Nurse with this perk.
Scourge Hook: Hopeless Efforts
I wish to face camp and be rewarded for it. Seriously though, this perk completely misunderstands why perks that slow down the progression of the objective, without directly regressing it, work the way they do. Thanatophobia is easy to limit the effects of; keep 1 Survivor healed and it isn't strong anymore. Even then, its slowdown is only equivalent to what this perk offers for... hooking a Survivor. Injure all Survivors and keep them all injured, or hook a guy; one is oddly easier than the other.
Hex: Pentimento is the other perk that comes to mind that does what Hopeless Efforts does. And it mandates an entire build around it. Pentimento limits the number of gen regression perks you could have to 1 or MAYBE 2 if you're a masochist who runs Hex: Ruin. Otherwise, it's just those 4 uses of Pain Res and that 30% reduction to repairs, baby. And Pentimento can be removed at any time; Hopeless Efforts doesn't have that flaw.
So not only does it synergize super well with degenerate strategies such as proxy camping, but this perk synergizes amazingly with Pop Goes the Weasel and Pain Resonance, something no other perk that does what it does can say.
Scourge Hook: Armageddon
Again I have to make assumptions regarding this perk because of how vaguely it's written; I will assume that the first pallet dropped within 60 seconds after a Survivor is hooked on a Scourge Hook is broken, and nothing more. This is a super generous concession, aaaand the perk is still broken. 30 seconds of Exhaustion on everybody is WILD, as it shuts off the best perks in the entire game for a very long time. Additionally, it stacks, meaning if you keep hooking Survivors (which will be easier since they don't have their Exhaustion perks active) you can permanently turn off Exhaustion perks.
Also free Spirit Fury just... isn't.
Overall, while there is nothing wrong with the concept of the Horseman, the execution is far too extreme and powerful for me to give good words to. And throughout this perk selection, I'm really not seeing any sort of healthy design, making it difficult to find something to praise here. I recommend, if you were to rework this Killer and/or if you were to design new ones, that you study what other Killers can do and how their abilities compare to those your Killer possesses. Additionally, I'd suggest you keep in mind what other perks in the game can already do, and how they compare to your perk concepts. Doing this will also naturally give you resources to improve how you write and elaborate on Killer powers and perks.
Best of luck in your future endeavors.
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This would make already far too prevalent near-infinite window loops even more ridiculous, and unironically make the Z-wall jokes almost unironic. The ability to always fast vault was actually an ability Survivors had earlier in the game; I had the miserable experience of playing that version of this game too. Even in the form of a perk, unlimited fast vaults like this should not be.
However, your inclusion of "You are always exhausted" gave me an idea; perhaps the ability to turn a medium vault into a fast vault could be tied to a 30/25/20 second Exhaustion cooldown?
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I've been making Killer/Chapter concepts on these forums nearly as long as I've played this game, and as I recently came back to the game after a long hiatus, I'm back here too!
Some recent favorites of mine are:
- Chapter Concept: Court of Chaos; the Killer of this Chapter is the Harlequin, a stalking-based Killer with the ability to see Survivors across nearly any map clearly, and teleport wherever she can see. Stalking doesn't just provide insta-downs, but a myriad of other benefits that are all sprung on a Survivor at the start of a chase. Her unique perks specialize in forcing actions out of Survivors and causing confusion amongst them. The Survivor, Viola Castro, has perks that specialize in taking protection hits and getting into prime position for a rescue.
- Chapter Concept: Spin the Chamber; a Chapter with two Killers. The first, the Vulture, is based around rapid movement in a cloak-esque state as well as changing playstyles on the fly with the ability to swap between weapons, all with unique upsides and downsides. His perks keep the pressure on Survivors and allow for strong bursts of progress. The second, the Empress, has a mobility-based power with the ability to traverse the map easily and keep pressure on a Survivor in chase. Her perks are designed to keep Survivors guessing and hinder them through brutal effects.
- Chapter Concept: Clash of Blades; the Killer, the King, combines a strong and flashy chase power, that demands a Survivor commit or be punished greatly, with a strong game delay ability to block generators consistently throughout the Trial. His perks protect what the King sees as his, and hinder Survivors while he makes progress. The Survivor, Astrid Virtanen, adds deceptive perks that allow for generating fake auras, loud noise notifications, and even appearances.
Thank you for enabling my shameless plugs ^-^. (There's also a new Chapter I just posted that I'm very proud of, check it out if you wish :D.)
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@Dontyodelsohard said:
It's a decent idea... Although, you will have to forgive me for, from what I have seen, I am far more critical of ideas than many others in this community.
The concept of the power I find interesting, although a bit thematically confusing. The tracking portion is alright, if perhaps not a bit... I don't know, it could either be very weak or very strong depending on a few unaddressed factors. For instance, could you just leave a trail indefinitely while simply patrolling gens at a slower pace? And since these trails are invisible if not in chase, I could see it being rather annoying to avoid trails. But then again, on the killer's side, half a second could be quite a while to even get some benefit out of the trail, depending on how wide the trail is, I suppose. Although, I could see this as a useful in-chase tool where... Which I suspect is why the trail is only visible in chase?
It's not bad, but perhaps lacking a bit in counterplay.
Now, for the thematic confusion: why is a Deer-Man (or a Germanic Poet?) crawling around on walls? I suppose it would be creepy, but I just don't understand where this is coming from... But on its balance, it is either going to be useless in most cases or rather powerful depending on a few things: Can you crawl around corners? Can you crawl over the top of walls? Do windows impede your movement? It just feels like too much would get in the way of this being a chase tool which leaves it as an extremely niche mobility too... Some maps do not have a two-story building where climbing up to enter through a hole provides that much mechanical advantage: Out of the nearly 50 maps, I can think of Coal Tower, Thompson House, Disturbed Ward, Father Campbell's, Haddonfield, maybe Mother's Dwelling, Ormand, Dead Dawg, Midwich, Garden of Joy, Shattered Square, Toba Landing, Nostromo, and if you can crawl through windows you can count all of the Badham Maps... That leaves: 34 (29 with Badham) maps where you are essentially a slightly faster tracking killer. And even then, it is only on the main buildings.
Things are a bit different if you can crawl around corners or over the top of maze tiles... Then that only leaves most indoor maps as maps where your power is limited.
I will, however, concede that jumping down from a wall and hitting a survivor you landed next to (assuming that is possible with this power concept) would be rather fun, even if it is no more viable than chasing them normally.
...
I think the perks are all pretty balanced, except for the thing the other commenter brought up about not having rarity tiers. They all provide a relatively unique benefit that I could easily see being added to the game... And Since I am a sucker for vault builds, I do like the simple yet effective ability to gain haste after vaulting a window. However, now that I look at it again, that might get annoying if on a Vault Myers or Xeno... So maybe either shorten it to 3 seconds or add either a cooldown or some other requirement.
...
The most glaring issue I see is the Perfect Deor. That just isn't a fun effect. You are running around trying to dodge invisible lines that if you fail too often, you just instantly die... That does not sound like a good time. And I agree with the previous comment's suggestion of making it an exposed add-on instead.
Well-informative comment; in retrospect, I could absolutely see the wall-crawling mode being made into a universal second mode of transport that isn't exclusive to walls, but enables crawling onto walls, being a change that could significantly help the Deerhead feel stronger mechanically. Additionally, points about the trails made above are pretty understandable as well; perhaps a slight rework that combines the two powers into one could be interesting to consider?
As per aesthetics, I don't have much; I usually don't invest myself heavily in those, but I do agree with points brought up by the above comment.
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The vibe of a hunter in terms of a DBD Killer is really interesting, and quite well executed in this concept. A strong map-maneuver tool that acts as oddly good anti-loop if one gets creative (and you don't have to play in Autohaven), and an interesting tracking power that is effective and easy, but not free, to setup make a strong combination to create a hunter. The power itself is practically masterful; I really like it.
When it comes to add-ons, Iridescent Fawn is the fun button and Perfect Deor is the anti-fun button. I'm sure you've heard about the "Condemn" playstyle the Onryo has, right? Perfect Deor basically gives that to this Killer, but doesn't even require him to catch the Condemned Survivor; the game just kills them itself. I think, if you'd like an Iridescent add-on relating to mark, something that Exposes at 20 marks (with less harsh penalties and definitely not removing the genuinely amazing design of the tracking the base concept provides) would be more fitting I think. Fawn is badass, though. Fawn my beloved.
Unfortunately, as these concepts are designed for the game of Dead by Daylight, Perk Tiers are things I'd encourage are made alongside Perks themselves. Aside from that, the perks are overall very thematic and not half bad information perks.
- Elevated Instinct is interesting and honestly just what the current Perk Predator should be, I have no complaints. To implement Perk tiers on this, I'd probably say making its cooldown something like 25/20/15 seconds would suffice. Cooldowns are nice ways to add Perk tiers without actually making a given Perk unusable at Tier 1 and/or broken at Tier 3, while also making the differences between tiers matter.
- Manic Mobility is a simple but effective idea, and fits well with the idea, though the Deerhead himself wouldn't much enjoy equipping it given he can... climb on walls. Not an uncommon flaw, nor one that needs to be fixed, though; the Blight has a Perk that Exposes Survivors as an M2 Killer, for example. To add Perk tiers to this, I'm thinking just something like making its duration 5/7.5/10 seconds would be nice.
- Not So Different is, again, a very thematic and interesting Perk; overall not one of these were misses, really. To add Perk tiers I think we take a page out of the Survivor Perk, Distortion's, play book though; a mild rework to show the Survivor's aura for 4/6/8 seconds after they see yours.
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Seeing a buffed version of the original Freddy, implementing some new mechanics of Freddy (the alarm clocks come to mind) I think would be excellent; much preferable to the weird Hag Clown we currently have.
His generator teleport is still interesting and mechanically unique, though, and I'd appreciate if he kept it. Some of the strongest map mobility in the game supplementing a pretty unique but strange and (even if buffed) not overly impactful power would be a good balancing decision, I think.
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The power is simple and self-explanatory, which is a good trait for a power with only one part. However, the idea of a Killer with a fully functional rifle, who knows how to use it, is a poor one I think. Instant downs from any range isn't fun, ask the devs why they nerfed Huntress' Iridescent Head and why people still rightfully complain about it. Snipers in games aren't generally fun for anyone but the sniper themselves, either, and this is especially true when you can't shoot back at all.
This is a Killer who auto-wins on a map with a hill, forces Survivors to play a completely different game when all the Killer has to do is point and click with a genuine hitscan weapon.
The Deathslinger is teetering the line of being like this Killer and being absurdly unfun, but the devs were smart in capping range at around 16 meters and making it so, while the harpoon is ridiculously fast, it isn't hitscan. It's a projectile, it has a movement speed, and you can exploit that as a Survivor. This Killer has no such exploit, no such counterplay. It's just point and click.
Perks are a little better than the power, though.
Hex: Against the Odds has something workable but is hard to make work outside of gimmicks, and is both too hard to get online (as in, get to enough Tokens to get value before the Hex is popped) and too annoying once it is online. I'd keep the idea of a Hex gaining Tokens when things aren't looking great for you as the Killer, maybe each time a Survivor is healed or unhooked, and go with a different effect from there.
Learning Opportunity is practically useless, but the fundamental idea, much like Against the Odds, isn't horrible. The idea of learning from past mistakes with a perk is cool, but this weak of an ability isn't how you capitalize on that good idea. I'd say maybe going about gaining Tokens when losing a chase is good, but when you start a chase you can see the aura of the Survivor for x time, x being the number of Tokens you have. Good for hit and run killers and such. You could add a cooldown of 40/30/20 seconds to it and it'd work great.
Victor is scuffed Brutal Strength and scuffed Fire Up. Again, the idea of gaining Tokens and losing them when you're humiliated is cool, but the effect itself isn't it.
Survivor perks now.
Lone Wolf is a concept I just think shouldn't be made to work. It discourages cooperation, which encourages a lack of altruism, which isn't fun or fair to your teammates or yourself. But then it also gives a 10% increase to repair speeds, which is... no. Gen speeds are fast enough. Imagine a blanket 10% increase to repair speeds on top of the toolbox masturbation that Scavenger or Built to Last can enable.
Stay Calm is a worse version of Distortion. It helps scout for Killer perks but is useless outside of that. I think the being cool under pressure idea the name gives off can be worked with much better than an even worse version of a Killer's Insidious, one of the worst perks in the entire game.
Stay Informed is cool, I like it.
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Changelog (all changes suggested by @Scarybubblegum):
- Reduced generator block time by Command, as well as the duration of its Exposed, to 30 seconds (previously 45).
- In 1-gen scenarios, Command would become overly oppressive if it lasted so long. Further, the King doesn't need such strong game delay because of his already strong anti-loop with Guts and Glory.
- Reduced duration of Dragon's Vault to 25 seconds (previously 30).
- To make it so the Killer has less leeway to perma-block Totems, as now they have a measly 1 second to combat a Survivor who's properly committed to destroying a Hex, which forces the Killer to have as much commitment as the Survivor in order to protect their Totems.
- Reduced the regression of Imperial Grasp to 3/4/5% per Token (previously 6/7/8%).
- To prevent the Killer from being able to effectively reset upwards of 46 seconds of progress, if not more, just for hitting a Survivor, and to make the Killer have to work more for the same regression.
- Reduced generator block time by Command, as well as the duration of its Exposed, to 30 seconds (previously 45).
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@Z0mbiv0r said:
I didn't even think about the code supporting the Shadow Walkers. Such a shame because I would enjoy this chapter a lot.
As for Blind Sighted. Disregarding the technical issues, the wall I guess would be fine, though it would have to go through testing to know for sure. I do have a problem with measuring distance in-game, tbh, so that's why I raised the OP flag, but I'm trusting your guidance. Nonetheless, and this is just an expression of my tastes and thus not to be taken as actual advice/criticism, I would find it cooler if the wall appeared upon snuffing the totem. It would work like an insurance perk for using boons and the synergies between Boon perks makes me drool.
Still, If the 4 survivors run this perk and spammed it, it could be OP or at least extremely annoying. It would have to be tested and balanced if necessary.
Anyway, I do really like your concepts and would love to see more if you keep going. So far I think I would buy your creations, they are original, interesting and look like fun. Great job!
I actually really like that idea of changing Blind Sighted to being when snuffed, so I'll change that now. Thank you for your help!
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@Z0mbiv0r said:
Hmmm... Having 3/4 of the previous shadow's timer add up each time sounds like too much of a hassle, and also add up to almost 15 seconds for the 9 of them, which is not bad, really, but the last 3 additions are barely meaningful. How about 4 seconds the first, 3 the second one, 2 the third and then 1 second each afterwards? For a total of 15 seconds too, but each one would be more impactful, I think. In regards to despwaning the Shadows if the survivor esacapes, I entirely agree. If not, I guess it could be very powerful.
The thing with Blind Sighted is that I'm not sure if they could just do a moveable barrier for the killer, I mean, I don't know if the coding, engine, whatever it is that affects this things would allow for it. I guess placing a barrier on interactable items from a tile set or the exit doors is one thing, but the limit of a boon radius might be difficult or impossible. I am not sure, though, maybe it is very easily doable, but that would be my main concern.
As an alternative way of achieving something similar, how about this:
Boon: Blind Sighted
A Boon that traps the Killer.
Press and hold the Active Ability Button on a Dull or Hex Totem to bless it and create a Boon Totem.
Soft chimes ring out in a radius of 24 meters.
The Killer suffers from the following effects when inside the Boon Totem's radius:
- Reduces the action speed of breaking pallets and breakable walls, and damaging generators by 40%.
- When the Killer snuffs this Totem, the Killer is stunned for 2/3/4 seconds.
Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem.
"HA! Look at this idiot!"
I used the stun option because I'm not sure if a killer can be affected by something like the Hindered status effect. If they could, maybe swich 'stunned for 2/3/4 seconds' for 'suffers a 5/10/15% Hindered status for 5 seconds'?
I entirely agree with your changes for Shadows Walk, so I'll be tweaking that now.
For Blind Sighted though, I do have disagreements/clarifications.
Generally with my concepts I try not to worry about whether or not Dead By Daylight's spaghetti code could support it; this chapter itself just isn't possible due to spaghetti code because of the sheer number of entities spawned by Shadows Walk. Think of if Nemesis had a max of 36 zombies on the map at once, for example-
The stun "works" and isn't as punishing, numerically, as what I'm aiming for. However it cannot be overstated how impactful still being able to act during those 8 seconds are. 24 meter radius is no small potatoes, the Killer has a wide array of places they can go, generators they can kick, etc. It wastes time, but not as much time as it seems like it would.
A 4 second stun for an action a lot of Killers do at the start of a chase, or while going from gen to gen, is much more impactful than a "haha you got wall'd", especially if the Killer is notified that they're within Blind Sighted, giving it counter play. Also I think being able to stare at a completely actionable Killer and just teabag is funny.
Further, the wall does not block teleportation and likely wouldn't block projectiles as long as the Killer isn't close enough to spawn the wall, so there isn't really a single Killer who's hard punished by Blind Sighted, that doesn't also have massive movement (Hillbilly, Cannibal, Spirit, Blight, Wesker, etc). Pig, unfortunately, is the sole exception to this.
If it would make it feel more proper, balance-wise, in addition to adding the notification I could reduce the time the wall exists to maybe 3/5/7 or 4/5/6 seconds?
- Reduces the action speed of breaking pallets and breakable walls, and damaging generators by 40%.
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@RareFantom47 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422300#Comment_3422300
I appreciate the review, I'll make some edits to try and fix some of the obvious issues you've mentioned and uhh... ok, Imma be honest, I only looked at this in Draft Mode. You're right, it's horrible, I need to change it, lol. But again, thanks for the advice!
The changes to formatting look great! The differing indentations make the perks and add-ons much more readable.
I'm glad I could help with my uh... lengthy feedback ^^;;
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@Z0mbiv0r said:
Seriously, I love your designs. I'll be short, and leave insightful commentary to more experienced players.
The power of the Glare seems very cool and interesting, though complex. I don't really get the action required to escape Shadow's grasps. I mean, what if several of them are on you? Does the time required increases?
Ashes to Ashes looks a bit overpowered imo. What about limiting the range at which healing survivors scream at the killer's TR?
Boon: Blight Sighted also seems a bit too OP imo. Besides, I'm not sure it could be feasible to block the path for the killer to exit the boon's range.
Very cool concept overall.
Thank you for your input! You say you'll be leaving insightful stuff to others, but this is very insightful itself too.
I'll be honest, I didn't consider multiple Shadows on a Survivor. Odd, given a major mechanic is having many of them on a Survivor at once, but it just didn't cross my mind.
I think I'll be adding something like each additional Shadow increases the timer by 3/4 of the previous Shadow's addition. This would mean that, for up to 9 Shadows, the timers would be: 4 seconds + 3.5 seconds + 2.6 seconds + 2 seconds, and so on up to the number of Shadows, or until a Shadow just wouldn't add enough of a significant value to even round up to 0.1 seconds (what an unfortunate scenario that'd be). I should also add a system where if a Survivor escapes a Shadow, it despawns. What're your thoughts on those changes?
For Ashes to Ashes, I think restricting it so the Survivor only screams if they're in your terror radius would be very interesting. I'll be changing that now.
Blind Sighted functions on a similar logic to the Entity in the Exit Gates, where the Entity creates a wall Survivors can pass through but the Killer cannot. But, rather than just covering the exit from the trial, it would cover the full perimeter of the Boon for the total duration of that effect.
I do think Blind Sighted is likely to be a very strong, but fine perk. Since it still gives the Killer a lot of area to roam and deactivates the Boon upon concluding, it doesn't waste as much time as it would seem. Perhaps adding a notification if the Killer enters the radius of Blind Sighted would make it more fair, though?
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After having gone through the chapter, I have a few things to say on it regarding balance. I won't really focus on the Scarecrow's add-ons, but the Killer's and Survivor's perks, along with the power, will be discussed.
First, the Scarecrow's perks. I realize they're incredibly fitting for the scarecrow theme, but they're all lacking in some capacity.
Frighten has practically no application in game. It enables an "all crows" playstyle if paired with Spies from the Shadows, I suppose, but aside from that you just don't know who is and isn't Oblivious as a result of it.
I think a positive rework of Frighten would be reducing the time of Obliviousness to a flat 16 seconds (meaning it isn't changed by perk tiers), having the Survivor scream and reveal their location for 4 seconds, and have a cooldown of 60/50/40 seconds.
Caw Caw has practically no applications. Good loops tend not to have crows, and if they do the crows will only trigger this once, giving you maybe the slightest bit of a boon, but the numbers are simply too small for an actual impact to be felt from the perk more than every 1 out of 100 chases.
A change could be to make it so a Survivor in chase who disturbs crows is Hindered by 20% for 5 seconds, meaning they will be entirely unable to quickly vault a window and likely have to pre-drop a pallet as a result of the perk triggering. This, much like Frighten's buff, would also justify a cooldown though. I'd say the same cooldown of 60/50/40 seconds would suffice.
I see the inspiration from Insidious for Aware, and it does have some marginal use, but against new players it would be far too powerful (as hiding is common in lower skill level Survivors) and against seasoned players it would just be giving them a 2+ second head start (as running early is already common in the best Survivors). Further, against seasoned players, standing still for 3 seconds as anyone other than Spirit just gives away that you have this perk and not something actually useful. This would be a very cool perk on Spirit in particular, though, for mind games.
For an improvement, I'm thinking perhaps a Survivor who performs a loud action could get a crow flying over their head, giving you easy tracking for the entire duration of a chase, for example. It would also mean that vaulting 3 times gives 3 crows, which gives you loud noise notifications on their location for as long as the 3 crows persist. This would mean another effect would need to be added for perk tiers, and I think that'd be easy with a simple:
- When a Survivor loses a crow created by this perk, their aura is revealed for 2/3/4 seconds.
Second, the Scarecrow's power. I believe there's a lot of good stuff here, but just as there's good stuff there's also a lot of things that are unclear or unhealthy.
First and foremost, this is a Killer much like pre-patch Freddy or Sadako who has to work to be a threat to the Survivors. This has been proven to be a poor formula.
Second, the current system for placing scarecrows has no cooldown, and thus just enables you to block every single vault location on the map with a scarecrow and force Survivors to sit through the lengthy 25 second dismantling, for minimal reward as you can just place the scarecrow again. If there are a limited number of scarecrows procedurally generated across the map or something like the Trapper's traps, not only is that a bad idea for balance as Trapper has shown, but that is never specified.
Third, being able to create a hook anywhere is incredibly broken. This fully removes a very interesting, and already pretty bad, form of counter play from Survivors, being sabotaging/stunning. Further, it allows you to create hooks in a dead zone, thus ensuring you win nearly on the spot just by camping and trading on the hook.
This is all fixed by a fairly manageable rework:
- Have the Scarecrow spawn as a normal 4.6 m/s Killer, entirely without the spirit form.
- The Scarecrow can place a scarecrow in a short channel, much like a Trapper's trap. Scarecrows would be unable to be placed within 8 meters of each other, and would be able to be dismantled by Survivors in about 10 seconds. You'd be able to place maybe 6 scarecrows total.
- The Scarecrow can teleport to a scarecrow they've placed, creating a scarecrow in their original position and taking place of that scarecrow they teleported to. This would be on a decently long cooldown, like the Dredge's power when Nightfall is not in effect.
- Scarecrows would be able to block pallets and windows, but doing so would require precision. Scarecrows within a pallet's hitbox would be destroyed immediately upon that pallet being dropped.
- Scarecrows could act as information tools, telling you when a Survivor is near them, or any other effect you may like to see them have.
- Scarecrows would be unable to become hooks.
These are all just suggestions, but I think them to be fairly functional- although tweaking is an option and encouraged as these were not super thoroughly considered before being written down.
The Survivor's perks now. Much like the Killer perks, these are thematic and have potential, but miss in execution.
Hard Working is interesting and rewards a slippery playstyle that can be very fun, but all action speeds increased by 50% also includes vaulting windows and pallets... that big of a speed increase for that is influential to say the least. Further, this re-enables the sub-10 second self heals that BHVR has shown with this upcoming patch to want to remove from the game. Both of these, in addition to the blatant +50% generator repair speed, which should be as blatant an issue as something could be, make me think this perk needs to be a little more focused.
Hard Working could, with the same condition of escaping a chase, enable for a flat 100% (2x) faster buff to cleansing/blessing Totems for 20/25/30 seconds. This enables it to act very nicely in a build with, say, Shadow Step to enable your escapes, or a very efficient self-heal with Inner Healing. The reason why this interaction with Inner Healing is fine in my book, despite the mentioned fast self-heal issue, is that you do have to work for it, like the developers seem to want you to do for heals.
Buddy is just cool, I like this perk despite it being fairly niche.
Been Through Worse is interesting, but... Mettle of Man exists, and proves that this format of Protection Hits doesn't work. Mettle of Man only requires 3 and gives you a whole extra health state for it, but it's complete trash simply due to how dumb you have to play to get Protection Hits. A measly 9% buff to other people specifically when healing you isn't worth the amount of time you waste getting even 1 Protection Hit, let alone 5 (although +45% healing speed to you is pretty good).
If the Tokens were instead gained on being downed, it'd remain in theme while acting as an anti-slugging tool and being way more functional over all. But, this would still make me think buffing the stacking to 5/10/15% per Token and capping Tokens at 3 would be a good change for the perk. Same maximum (45%), way easier to reach.
Overall, your ability to make these perks on theme alone is impressive- I often find making the perks feel in character for their Killer is the hardest thing about them. Balance is easy to come by and learn how to accomplish, but theme is incredibly difficult to make up if you don't have a good one. In terms of actual presentation though, I beg you please put spaces in between things. A big reason add-ons are not included is because they are just a wall of text that hurts the eyes to look at.
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This is indeed one of the concepts of all time. It's interesting, but difficult to work with because of just how much freedom this gives the Killer, especially at the speed you've allowed them to fly at.
Some missing aspects of the power:
- The way the forging works is never mentioned. How long does it take to forge new wings? Where is it allowed to spawn?
- The time it takes for wings to degrade is never mentioned. How long does it take for this to occur?
- Landing mechanics are never mentioned.
- Hit cooldown when crashing into a Survivor is never mentioned.
- The actual feel or mechanics of flying are never mentioned; is it basically walking with a reduced turn radius and the ability to walk upwards?
Some issues with the design of the power itself:
- There is no penalty for starting to take off. This makes it practically impossible for Survivors to interact with you, and makes this Killer entirely brainless as you can just... stop taking off at any time with no penalty to your speed, potentially getting free hits. I'd say the Angel should be unable to move while taking off.
- There is no acceleration mechanic, meaning you immediately go from 110% speed to 260% speed, which would make for an incredibly high skill floor that makes this Killer almost impossible for those who don't invest dozens of hours to play with any efficacy. Sure, the Nurse exists, but at least there's an add-on that helps with this curve. Perhaps the Angel starts at 110% speed for all wings while in flight, but progresses over a few seconds to max speed?
- Having wings break as easily as getting hit by a pallet or stunned by a flash grenade isn't good design, as it encourages the most passive gameplay for all sides (camping at pallets or not committing to chases, respectively). It encourages Survivors to run perks that aren't nearly worth it against other Killers as well, such as Blast Mine. I'd remove wings breaking from these factors entirely.
- This Killer has an insta-down with no commitment whatsoever... for some reason. I'd remove the grab mechanic entirely, flying is more than enough of a powerful ability to justify having no "chase power".
- The Rare add-ons and up are all very very strong for no discernible reason. Horn makes the Angel a 145% speed Killer on foot, or a 290% speed Killer in the air, which is ridiculous even for 3 seconds. Burnt String makes all chases 0 commitment as you can just... fly away at the same speed Billy moves while using his chainsaw (or faster), with no time taken to do so. Angel Feather is sort of like one of Hillbilly's add-ons, but Hillbilly's saw makes a ton of noise, and his takes a significant period of time to activate. Angel Feather has neither of these drawbacks. Golden Wings are funny but you'd be unable to see anything with hooks highlighted by this add-on. Also, the Killer can already see generator auras, so that aspect of the perk does nothing.
Are perks or more add-ons planned to be added?
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DREDGE ADD-ON (Rare)
Malformed Eye
Nightfall charges 3% when the Dredge exits a locker for each Survivor within 16 meters of it.
HUNTRESS ADD-ON (Very Rare)
Bloodstained Poppet
When a Survivor is downed by a hatchet, all other Survivors within 24 meters of that downed Survivor have their auras revealed for 5 seconds.
TRICKSTER ADD-ON (Very Rare)
"DANCE WITH ME"
Knives are 100% more accurate, but are thrown 150% slower. Both of these values go down 10% and 15% respectively every 10 seconds of a chase, and revert after 15 seconds of not being in a chase.
WRAITH ADD-ON (Ultra Rare)
Chipped Locket
The Wraith can attack while cloaked. Healthy Survivors hit by the Wraith while cloaked are Hindered by 15% for 30 seconds, while Injured Survivors are both Hindered and are inflicted with Deep Wounds. The Wraith recovers from swings while cloaked 50% faster.
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Given you compared it to Distortion for survivor, it should 100% have the usage of tokens but not a traditional cooldown.
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In the future, much more detail into the Killer's power would help significantly in both explaining and understanding it. Further, an RNG related power such as this has examples of how it would pan out already in the game; the Plague's fountains. A minimum of 1 fountain will end up entirely unused by the Plague out of how inconvenient and, in many cases, game losing it would be to go potentially a total of 1 minute round-trip to it and back to the rest of the map.
Having an entire power, that isn't as situationally oppressive as the Plague's, based around not only placement but orientation rng wouldn't bode well. Some restrictions on how they'd spawn, such as spawning near objectives or preferring spawning closer to the center of the map would be huge. With these changes, these would be a good secondary power.
Currently, the Grotesque lacks a power tied to its Power Button, meaning it lacks the slot traditionally reserved for "active" powers for the killers. These are your tentacle whips for Nemesis, Plague's puke, and Pinhead's chains. All of these have a secondary mechanic very similar in general contribution to the game as the Grotesque's Green Men, but all have an equally powerful and applicable power to help deal with the Survivor directly infront of them
You mentioned that the Grotesque would be slow, I assume 4.4 m/s (110%) speed similar to the Huntress, with a large terror radius. Currently, with a power only involved in finding Survivors, the Grotesque has the easiest and most boring counterplay in the game. Holding W. It's so easy to just run away from this Killer, due to its lack of an easily accessible "chase" power. This would be the problem Onryo suffers currently, but Onryo not only has full movement speed (4.6 or 115%), but she has teleportation and the Undetectable status condition.
To fix this, I'd suggest making Grotesque a standard Killer. 32 meter terror radius, 115% movement speed. Then, giving it a power like every other killer has. Something it can do in the moment, rather than something map-wide and situational.
Onto perks; Scourge Hook: Sloth is my favorite. I think, if it only applied the debuffs to the unhooking Survivor, and showed their aura or made them scream, it'd be awesome. Not affecting the unhooked Survivor would be to discourage tunneling.
Crusader is workable, and a cool concept. But at current, it's just stronger than Spirit Fury. I think if it started the match deactivated, and charged by chasing the Obsession for, say, 40/30/20 total seconds, then only shortened the stun/blind from pallets and flashlights instead of removing it.
Deceit is a fundamentally flawed perk, I think. Especially with the new changes to generators, at level 1 it innately wastes 30 seconds of time. This goes up to 89 seconds of time wasted when fully upgraded, which is very very strong. I think a full replacement of it would be best.
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There's quite a few good ideas here, that with tuning can lead to quite the nice chapter. The concept itself is already a great start, though, so for the first go I'd say it's a success.
On actual balance though;
The Burnt's Power, "Burning Rage"
The power has shades of both the Shape's and the Oni's powers, but lacks agency on the Killer's part to activate it, leaving the Burnt as a normal 4.6 m/s Killer without a power for 60 seconds, which is more than enough time for you to be severely set behind.
The power itself is interesting and would be nothing if not terrifying to be in a chase with, but the Burnt lacks the stealth or speed to truly capitalize on its benefits. Survivors can just run in a straight line away for a majority of the duration, which they can't do easily against the Shape or Oni because both of them have a tool to allow them to quickly down a Survivor with their power; the Shape's stealth and the Oni's dash.
Something that irks me a little as well is that it was stated the Killer was based on stealth and speed, while his power offers neither. The only stealthy part about the Killer is his smaller-than-average terror radius and smaller stature, which while helpful won't make sneaking up on Survivors any easier.
If you're committed to the concept of stealth and speed, I'd probably make Burning Rage more akin to a movement power, and give him a secondary ability that's stealth oriented, but if you want to stick to the actual rage aspect I'd say it's effective, but needs some way for the Burnt to actively charge it rather than having to wait for it to charge, or just be able to activate it for free by holding the Active Ability Button. If the latter route is taken, it'd probably be necessary to reduce its duration to 30 seconds and give it a 20 second cooldown. He could still benefit from another power as well, to further solidify a certain playstyle while also helping the Burnt during Burning Rage's cooldown.
The Burnt's Perks
Hex: Fearless Rage
This perk is interesting, and creates a massive risk and reward. However, the obvious "it'd be broken on Nurse and bad on lower tier Killers" applies to it, though that's likely going to end up being unavoidable.
Maybe if the Survivors who completed the generator screamed, so you know which Survivor(s) are Exposed?
Silent Night
This perk is short and simple, likely to its detriment. It's exceptionally uncommon for Survivors to see the Killer's aura, and more often then not they just use sound queues such as the terror radius to keep track of where the Killer is.
To keep the thematic aspect of Silent Night, it could instead reduce the sounds the Killer makes while using their power, or even just standard sounds like footsteps? This would be to differentiate it from the Undetectable status condition, as it doesn't seem like it's meant to apply that.
Shadow Walker
Shadow Walker is a nice perk, all things considered. It wouldn't be used commonly though, due to it being situational as not all Survivors use a boon perk, and the most common boon (Circle of Healing) is often placed in the most inconvenient places for the Killer to reach, making it hard to capitalize on the Undetectable the perk grants.
As a small boon for Shadow Walker to make it easier to use and more rewarding, it could also reveal the aura of the Survivor who placed the snuffed boon totem for 5-10 seconds?
Elizabeth Gold
Smartass
This perk, while funny, is simply a way better version of Deliverance without any of the requirements or downsides of that perk. Due to this alone, I think the perk would need a complete rework, as Deliverance is already amongst the best perks in the game.
Said rework could be something related to pallets and breakable walls, like the Survivor with the perk can spend apply something to a dropped pallet or breakable wall so that when the Killer breaks it, they're blinded. Only one would be able to be applied at a time and it'd have a long cooldown, but this is just an idea I got for it.
Boon: Exposed Weakness
This perk breaks an unfortunate amount of rules the Boons follow. It expands in range as it increases in tier, meaning other Boons you're running with it have a different radius than it, and full aura reading on the Killer over 76 meters in diameter is legitimately ridiculous, especially since it's revealed to all Survivors, not just ones in a smaller radius.
Tweaks I'd make to the perk would be removing the range increases, and capping it at 24 meters in radius. Instead, the aura reading could only apply for a short amount of time after the Killer does an action (such as kicking a pallet/generator, picking up a downed Survivor, snuffing a Boon) and for a short time after a chase starts in that radius. Maybe something like 6/8/10 seconds for the aura reading.
Planned Out
This perk is really funny. Free purple medkits are pretty strong, but something I find interesting is that the second tier of this perk can arguably be better than the third because of how broken Commodious Toolboxes and Emergency Medkits are. One question I have with this perk; do the other items of the rarity disappear after one is chosen or do they stay in the chest?
Overall, the chapter concept is an exceptionally good one. Oddly enough, despite it being your first concept I found this easier to read than a majority of other chapter concepts on this site. Keep doing what you're doing really, the flavor of the Killer and Survivor are wonderful, and they both have defined personalities that you can pick up on even if you skip the lore sections.
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The Xenomorph's base properties are already a bit rocky. Full movement speed but a 24 meter terror radius? With a pounce that likely rivals Demo or Wesker in range, such a low terror radius could cause problems. If this version of the Xenomorph was stealth related, it could work, but it isn't, so I'd say it should stick to the standard 32 meter terror radius.
While the power combines basically every possible ability for the Xenomorph (except its wall climbing or tracking abilities) into one power, I wouldn't say it's for the benefit of the concept. The pounce is effectively identical to Wesker's first dash, it seems, even down to picking up a downed Survivor. This isn't a flaw by itself, however it could severely hamper the Xenomorph's identity.
The vent system works well, although it has shades of the Dredge and a few of the specific numbers for it are off. I do think the "vent kill" is thematic and a nice inclusion, however.
The real meat comes with the face hugger ability. This ability has been made multiple different ways on these forums, and while I personally have no problem with the constant use of it due to how ingrained it is with the Xenomorph, I tend to not enjoy the concepts that use it and I am incredibly iffy on this one in particular.
The face huggers can spawn anywhere without the Xenomorph needing to do anything to spawn them, they offer map knowledge (not only through the screen but also through how the new eggs spawn or what eggs are open), they disrupt gameplay extremely effectively at practically at random due to rng spawns, and my least favorite part of them: They kill you, instantly, in 1 minute.
There's no mention of the timer pausing while hooked or on the ground, there's no telling how long it could even take to have a SWF remove one of these due to how hectic matches of Dead By Daylight can get, if 2 or more Survivors are afflicted at once then 1 of them is almost guaranteed to die as well. This power does everything for the Xenomorph, while not requiring setup. Getting the eggs to activate could be a pain, but rng dictates some of them will spawn in the middle of shack, or in the middle of a hallway.
How would I fix that? I'd personally start with maybe removing the pounce and focusing more on the eggs. The pounce is done by many other killers and concepts, and a trapping Killer with mobility via vents would give the Xenomorph a unique playstyle. Second, the Xenomorph needs to work to set eggs up, as them spawning by themselves is simply too strong. Third, they should absolutely have side effects, but that side effect shouldn't be immediate death.
The Pig has Jigsaw Boxes, which give you multiple minutes to remove them without consequence and the Pig only gets 4 of them. Side effects could be blindness, obliviousness, having reduced action speeds without doing an extended action to remove the embryo (the tables can persist for this purpose), etc. There's plenty of opportunities, even down to just having the face hugger deal 1 health state of damage but be able to chase Survivors to distinguish eggs from the Trapper's traps.
Onto the perks;
I really don't know what to think about Rapid Infestation. It does a lot, but all of its values are too low to realistically mean anything. The way it gains tokens is really interesting, but I think finding a specific effect to work on for it, or otherwise streamlining the design could do wonders for it. Thinking more Save the Best For Last and less Devour Hope, which seems to have been the inspiration here.
A possible change could be changing it to extend the duration of negative status effects and reduce the duration of positive ones?
Game Over faces exceptionally stiff competition from NOED and No Way Out, both amazing end game perks that do what it does better. Game Over could be a hook based perk instead, or if you like the idea of it being an endgame perk, be more focused on tracking the remaining Survivors than killing or trapping them, which are NOED's and No Way Out's specialties, respectively?
Acid Burn is a bit messy. For one, it is standard for there to be 4 Scourge Hooks generated by a Scourge Hook perk (if you run multiple you still only get 4, but 4 remains the standard). Acid Burn having less causes some odd questions, such as which Scourge Hook trait takes precedent? The higher number, the lower number, do they add together? Standardizing this part of the perk would make it more consistent with other Scourge Hook perks, and cause less complicated questions.
Onto the effect itself; I can see why Acid Burn has less Scourge Hooks than other Scourge Hook perks. What happens if the unhooker is injured, are they downed? This perk has potential in concept I think, but the specific idea isn't working well for me. Mayhaps if it instead burnt away items? Like, Survivors unhooking another Survivor from a Scourge Hook have a massive reduction in charges their items have? It'd be niche but would still be thematic without being so incredibly powerful.
I'd love to read through the Ripley perks, but unfortunately I am ridiculously tired and need rest, so I'll get to them tomorrow in an edit.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2917282#Comment_2917282
It’s not a buff when you fix a perk so it runs the way it should.
I never said it was a buff in title, as in a change to its values to make it better. I said it was a buff in how it made the perk better. Making DH more consistent made it better, and that's not debatable.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2917560#Comment_2917560
You might know that good Players with Sprint Burst are gonna be annoying, but the majority probably does not know.
And no, it was still not a Buff. Or was Nurse recently buffed when they fixed her Bugs? Bugfixes are no Nerfs or Buffs.
Nurse was functionally buffed. She got better with her bug fixes. It was a buff in all but name, just as with DH's bug fixes.
Please return to 1st grade to get some grasp of English comprehension, thank you~~.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2917282#Comment_2917282
The thing is, "newer players" are not really a factor in this discussion. Because a newer player with DH or Sprint Burst would not be a problem at all. Those are the players who use their Sprint Burst at the start of the Match and never really recover it. And those are the players who use DH in a Deadzone or plant their face into a wall while using DH.
And the good players who make good use out of DH (lets be real, good players play loops greedy with DH in mind and dont get outplayed by the Killer and negate their mistake) will also make good use out of Sprint Burst. Will not be fun for Killers if those players switch to Sprint Burst.
On a side note, DH did not get buffed. DH got fixed. It used to work like this before Dedicated Servers were a thing, the Devs did not buff the Perk, they just restored the intended function of it. It just took them a long time to do it, which makes Killers get used to Hits they should not have gotten in the first place.
The new players thing was just a side note, as the point I brought up carries to a majority of players until you get to the best of the best, though it cannot go without mention its prevalence in new players in particular.
Do you really think I don't know how annoying a good player with Sprint Burst is? My entire point there was that Sprint Burst would be the preferred sweat exhaustion perk of choice given the scenario laid out in this post, though I suppose you got too swept up in "especially newer players" to notice.
The change to DH was a buff in all but name, as well. Restoring its original consistency made it leagues better than all of the other exhaustion perks, when with its inconsistency from the change in servers brought it down to the level of Sprint Burst and only just above most other exhaustion perks. I was there for the DH before the server change and the inconsistent DH after it. Evidently, I'm also here for the new one, and I can say definitively the fix to its consistency was a buff in all but name as it removed the only weakness of the perk.
Mayhaps someone could use a lesson in reading comprehension before they try to sound like a smartass, eh? All of the things I've said here were things I said in my initial comment, but unfortunately someone needed a little extra elaboration to pick up on them.
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@nostrada96ass said:
sb is far better than dh, it doesn't have any weakness
This is just not true. SB and DH are likely around the same effectiveness, however SB's mental factor preventing especially newer players from sprinting when they should in addition to its inability to be activated on command makes it everso slightly worse than DH. DH is the definitive superior exhaustion perk however, ever since it got buffed by the increase to its consistency.
To answer the question, Sprint Burst would be the strongest I think. Overcome is a major pain in the ass, but is significantly easier to deal with. Overcome is countered by applying pressure on multiple survivors consistently to prevent healing, Sprint Burst prevents you from applying pressure on multiple survivors at all.
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If it glows it goes
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*the map is functional and I don't mind it
I was going to add an additional "I despise it" option, but accidentally hitting a button to instantly post and having no way to edit the poll itself is a fun feature ain't it?
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Change Log (over the course of many days of small tweaks):
- Reformatted Power (with added table of contents, this power was a nightmare to format without it)
- Tweaked numbers of Asha's Wing
- Added passive charge to Asha's Wing
- Bolded the consistencies across all of the projectiles for emphasis, and to break up the power
- Reworked Burnout
- Tweaked numbers of Scourge Hook: Promises
- Reworked Hex: Hellfire
- Tweaked numbers of Immortal Mark
- Added the deafen effect to Angel's Rend
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@pimin said:
https://forum.deadbydaylight.com/en/discussion/comment/2750052#Comment_2750052
Don't feel bad about the length, Doctor's Power barely fits on screen in game. Most of my changes come from imagining playing them in game through a bunch of scenarios. So, a passive gain would help allow some of the worse skilled players (no offense to anyone reading this) cope with a well-formed team. to sort of demonstrate the passive gain Look at The Oni.
https://us.v-cdn.net/6030815/uploads/VSNEA7BSENB2/image.png
Oni being a 4.6 killer by default has a lot more wiggle room and his power is an activated effect, so a couple of things don't add up exactly.
The change presented is 2.5% per second not using the power with the charging capping off at 35% (a threshold for allowing charge level 3) so it would take:
4+ seconds to passively gain enough to perform level 1
~9 seconds to passively gain enough to perform level 2
14 seconds to passively gain enough to perform level 3
all three of those is an ample amount of time to sneak in a basic attack which would (in some cases) push you over the passive charge threshold. the power applies an active drain to make higher gains (ie. drain 11% to try and earn 22%) so this passive charge does not apply when charging the power.
the scenarios it comes in use are two-fold:
In stage 1 when for some reason you are unable to get a basic attack in.
recovering from going up a stage by thin margins
this change was made with changing her to not get a base speed increase. In all honesty you could raise or lower the threshold or charge speed to anything, it's your killer.
onto your next question: I have no idea. Your idea works fine for what you believe the game needs. (I read though some of your other posts and noticed that you want chests to become more than side objectives. for that we need more perks like this.)
Thanks for explaining! I haven't considered a system akin to Oni's passive charge, I like it a lot. And it would make sense to remove the increase in speed once you reach stage 2.
And, honestly I haven't noticed that. I do think the game needs an additional objective, so I guess it fits that I've been pushing for it with my perks ^^;;.
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@pimin said:
Okay... this honestly took me a second to make as I had to read through the power a bit and then see what I'd change about it If any of this is wrong go ahead and correct me. You're creating a Killer that is designed to close gaps by affecting both her and the survivors' movement speeds. this is a very fine line that is hard to balance around. Haste is very powerful on killers and is thusly a very restrained touch. You don't need to make her a 115 killer with this dynamic in mind, she would not be underpowered in any way without it. projectile speed is also a very fine line the slowest moving projectiles in-game are clown's bottles 8.5 with the fastest being a fully charged hatchet or the spear from Death Slinger at 40. this is a wide range but with how you worded things The Artist came as best inspirations. if you want to hard limit the power with range, I'd say reduce them drastically and remove the limit at her "strongest".
Default
Stage 1: 4.4 m/s
Stage 2: 4.6 m/s (Remove this effect)
Holding power button
Stage 1: 3.3
Stage 2: 3.5 (increase to 3.7)
Stage 3: 4.1 (remove this effect)
To Start with
70%
(Added effect recover 5%/2 seconds when below 35%)
+ 11% on basic attack hit
Charge level 1: 11%
Charge time
Stage 1: .5 seconds
Stage 2: .4 seconds
Projectile Speed
15 m/s (Stated)
25 m/s (Change to)
Projectile Range
32 meters
Effects on Hit
Survivor is Hindered by 10% for 3 seconds. (Change to 15%)
Killer receives 10% Haste for 3 seconds. (Change to 5%)
Asha's Wing also gains 22% of its charge back.
Charge level 2: 22%
Charge time
Stage 1: 1 second
Stage 2: .8 seconds
Projectile Speed
30 m/s
Projectile Range
64 meters (Stated)
48 meters (Change to)
Effects on Hit
Survivor is Hindered by 10% for 6 seconds. (Change to 18% for 4 seconds)
Killer receives 10% Haste for 6 seconds. (Change to 7% for 4 seconds)
Asha's Wing also gains 44% of its charge back.
Charge level 3: 33%
Charge time
Stage 1: 1.5 seconds
Stage 2: 1.2 seconds
Projectile Speed
45 m/s (Stated)
40 m/s (Change to)
Projectile Range
96 meters (Stated)
No limit (Change to)
Effects on Hit
Survivor is Hindered by 10% for 9 seconds. (Change to 20% for 5 seconds)
Killer receives 10% Haste for 9 seconds. (Lower time to 5 seconds)
Asha's Wing also gains 66% of its charge back.
Cooldown: 1 second reduced speed (3/3.2) + 2 seconds "I'm Confused by this one the reduced speed for a second is fine, but I don't get why"
This is all I'd say for the power and If I'm wrong about anything correct me.
As for Killer Perks:
Burnout
you can increase the percentage without any consequence a killer has to waste a lot of time to get an effect similar to Pop Goes the Weasel with its current state but other than that it's good. the fact you mentioned it doesn't stack makes this an even higher requirement.
Scourge Hook: Promises
Add an expire condition to the effect maybe after the first or second time it happens
You're missing a tier up thing so seconds blocked should build up 20/25/30.
Hex: Hellfire
boost the effect. 15% minimum. 5% is too small an effect that can be bricked super quickly and suddenly.
Survivor Perks:
Immortal Mark
5 seconds to use for such a short endurance effect is a little too slow for what survivors are going through. either increase the time you have endurance or lower it's time to use.
Desecration
Brilliant Perk I see no issue
Angel's Rend
Why? Why would anyone ever use this? there is little point aside from escaping from chase and that's a hard maybe if the killer is good enough with audio tracking.
Change the method of obtaining the needle.
Make audio muffled slightly for the killer for 3 seconds.
Allow a survivor to use it from a slightly longer range (make a larger drawback here) maybe force the survivor to have a health state to even attempt this blind.
increase that time on the aura reading max it out at 7.
That should be it.... I care about balance, and this is an amazing concept don't let my harsh words fool you. there's just a fine line between practical and thematic.
So, to start off with, I apologize for how long the power was. A lot of values had to be kept in check given I was making practically 3 separate projectiles in addition to a tier up mechanic.
Anyhow, The numbers you're proposing are interesting however I'd have to say I prefer mine. 25 -> 30 -> 40 messes with my OCD significantly. I wouldn't mind dropping it to 25 -> 30 -> 35, however.
Could you go into more detail about the addition to gain charge while under 35%? It seems pretty interesting as a way to keep your ability if the values don't quite work getting up to Stage II or III, though your idea for it is missing quite a few values.
The main differentiating factor with Burnout is that it also blocks the generator afterwards, preventing progress for an additional 30 seconds.
I didn't notice I had missed the perk tiers of SH: Promises, thanks for reminding me. And, the point of Promises is that it doesn't disappear over time. Though, I could make it so its effect disappears if you heal a Survivor.
I'd be fine buffing Hellfire to 10%.
Making Immortal Mark take 3 seconds to use would likely be fine, still keeping it as a longer to use styptic with a better effect while boosting it in viability.
I've had a habit of giving Survivors I make meme perks cuz I think they're funny. Angel's Rend is one of those. Though, the muffling effect would be a nice addition. What do you suggest I change the method to acquire it to though?
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That add-on idea is.. not it, but Ghostface could use better add-ons in general.
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Some of these are downright incomprehensible, but the ones that are are beautiful and atmospheric. This AI looks good as hell.
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Boon: Resistance is completely useless.
Last Resort is cool, but I think it should start at 0 Tokens with a way to gain Tokens (though that way should be difficult).
In The Eye should probably have a cooldown of 60/50/40 seconds, and show auras for only 5 seconds.
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Changelog:
- Heavily reworked Silent Waltz
- Altered iridescent add-ons to fit with Silent Waltz's rework
- Replaced Hex: Insight with Hex: Hindrance
- Reworked Dexterous
- Reworked Scourge Hook: Stygian
- Reduced values of Boon: Bonfire
- Specified that Boon: Bonfire cannot stack with any other action speed increasing effects
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@Cherpmoid said:
https://forum.deadbydaylight.com/en/discussion/comment/2721643#Comment_2721643
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!
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.
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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?
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@VinoTintoArg said:
https://forum.deadbydaylight.com/en/discussion/comment/2714816#Comment_2714816
Yes, because I am very afraid of you, I apologize to you
I'm sure many people would appreciate you toning down the passive aggressive attitude. This isn't worth just you not thinking a creepypasta has no place here.
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@IlliterateGenocide said:
the only problem i have is with the boon: Bonfire. i really dont want a boon that speeds up gens
That's understandable. I should edit it to not include generators.
Edit: Seeing as taking generators out of account, it'd only include healing, therefore stepping on Circle of Healing, I'm not really sure what to do ^^;;.
I want the perk to encourage working together, though.
Edit 2: Given that it doesn't stack with itself or Prove Thyself, if it was 15% I think it'd at least be fine (being the same value as from Prove Thyself).
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2710640#Comment_2710640
please link me that concept that sounds hilarious
@Maniacal_Matro said:
KILLER CONCEPT: THE PSYCHOPATH
Real Name: Jeffrey Woods
Killer Name: The Psychopath
Weapon: Stainless, Steel Kitchen Knife
Terror Radius: 12 meters
Base movement speed: 6.9 m/s
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OVERVIEW:
A persistent killer, able to use his ability, "Night Terror," to use sneak up on Survivors and ambush them out of nowhere.
His perks, "Happy Thoughts," "Scourge Hook: Counting Sheep," and "Bloodied Smile," allow him to maim Survivors while in a chase and intimidate cooperative Survivors.
_______________________________________________________________________________________
POWER: NIGHT TERROR
The Psychopath’s mind had snapped years ago, making his desire to kill so pure that even the bravest of his prey see him as the monster of their nightmares, and soon they will not be awake much longer.
- The Psychopath's stun duration is decreased by 90%.
- Movement speed is decreased by 8%.
- The Psychopath can stalk Survivors within clear view.
- Stalking all remaining Survivors for 30 seconds will activate "Go To Sleep."
___________________________________________________________________________________________
SPECIAL ABILITY: "GO TO SLEEP":
For 60 seconds:
- Movement speed and action speed are increased by 30%.
- Terror Radius is increased by 50%.
- Red Stain is removed.
- Killer Instinct reveals the location of Survivors within 10 meters.
- Survivors interacting with props within the Terror Radius are Incapacitated upon activation.
- When a Survivor is hit, they suffer from the Deep Wound status effect.
- Dying Survivors' movement speed is decreased by 60%.
- When injured Survivors come 6 meters near other Survivors, the other Survivor screams out, revealing their location for 6 seconds.
- When 3 Survivors have been sacrificed or killed, the last Survivor is Exposed. When they are in the Dying Stage, The Psychopath can kill the Survivor:
- The Psychopath pulls them in and stabs the Survivor in the stomach. As he rips out the knife, blood gushing from their body, The Psychopath carves their mouth into a smile. He then lays his index finger against their mouth and says, “Shhh… GO TO SLEEP.” He swiftly slits their throat, laughing hysterically at the sight of blood gushing from the cut. After that, he drops the dead body as he licks the blood off of his knife.
_______________________________________________________________________________________
Stalk:
- Hold the Ability Button to stalk Survivors.
- While stalking, The Psychopath is granted with the Undetectable effect.
_______________________________________________________________________________________
SECONDARY ABILITY: LURK IN THE DARKNESS:
- Hold the Secondary Active Ability Button to teleport between chests, generators, and lockers. During this time, Survivors will hear The Psychopath's faint, hysterical laughter in the background. During this time, The Psychopath can be seen flickering with his body twitching in a ghostly distortion effect.
- Has a Cooldown for 60 seconds.
- Cooldown reduced by 25% for every injured Survivor.
“Go to sleep.” -Jeff the Killer
_______________________________________________________________________________________
PERKS
Perk #1: "Happy Thoughts"
Pain merely fuels your desire to slaughter your prey.
When a Survivor blinds or stuns you in any way while in a chase:
- The Survivor’s aura is revealed for 6 seconds.
- Movement speed is increased by 2/4/8% for the rest of the chase.
- At Bloodlust Tier III, the Survivor is Exposed for 5/10/20 seconds.
- Has a Cooldown for 30 seconds.
(Survivors’ perks do not affect Happy Thoughts).
"I'm not going anywhere." -Jeff the Killer
______________________________________________________________________________________
Perk #2: "Scourge Hook: Counting Sheep"
Your victims are nothing but lambs to them slaughter.
- At the start of the trial 4 random hooks are chosen to be scourge hooks, which are revealed by a white aura.
- When a Survivor to a scourge hook for the first time, gain a token (maximum of 4 tokens).
- For each token, movement speed is increased by 8% for 12/15/20 seconds.
"How ignorant of you! You are unaware of my demonic presence in your life. I will destroy everything you stand for, worthless coward!" -Jeff the Killer
————————–——–——————————
Perk #3: "Bloodied Smile"
The smile permanently carved into your face shows how focused you are to harm your victims.
You become Obsessed with one Survivor.
- When you down your Obsession with a basic attack, action speed is decreased for all other Survivors within the Terror Radius by 2/4/6%.
- Survivors’ auras are revealed for 2/4/6 seconds.
(The Obsession is not affected by Bloodied Smile)
(Survivors' perks do not affect Bloodied Smile)
"If I don't get you, I'll get those you love and care about." -Jeff the Killer
_________________________________________________________________________________________
MORI
The Psychopath knocks the Survivor to the ground and begins slashing and stabbing through the Survivor's body, laughing hysterically as he enjoys the violence. When he is done, he watches the Survivor choke to death on their own blood. He pulls them in and stabs them in the throat, ripping out the knife as blood gushes from the open wound. The Psychopath then stands up from their dead body, chuckling as he licks the blood off of his knife.
(I know that people think that Jeff the Killer would be like the Legion and that not everyone likes him to be a character at all, but honestly I don’t care. I made this for fun, not because I feel like Jeff should be added to the game as a killer. Either way, feel free to tell me what you think).
My physical pain from it can be witnessed in the comments
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@VinoTintoArg said:
https://forum.deadbydaylight.com/en/discussion/comment/2713641#Comment_2713641
indeed, it is your opinion. Meanwhile and with your permission I will continue reading really stupid posts because I have the freedom to do so, kisses
Woah, thanks
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@VinoTintoArg said:
I do not see it as part of the game, neither him or any other creepypasta, the power and perks very well thought out but in my opinion it's not worth it
Crypt TV got featured, so it's possible some of them could be part of the game eventually.
As I started this post off with, though, this was made entirely because someone else's Jeff the Killer concept was god awful and they were being stubborn as hell with fixing it.
