Critical_Fish
Critical_Fish
About
- Username
- Critical_Fish
- Joined
- Visits
- 2,189
- Last Active
Comments
-
The power is cool, but weak. It doesn't fit an officer either imo. If you want to keep it, allow the killer to move and change the ripples to be brighter the closer the Survivor is (Within 12 meters would be bright, within 24 would be somewhat bright, and outside of that would be dull.)
There is Nothing for Now: I love the concept, but it would probably need to be increased to 40/50/60 seconds. Or maybe something less extreme like 20/26/32 seconds.
They Are Here: Needs to be when kicked 2 times. Other then that, amazing! I decent alternative to some of the other anti gen perks (thrilling tremors, pop goes the weasel, but absolutely not Hex: Ruin or Dying Light.) It could also combo insanely well with Pop Goes The Weasel!
Just A Little Jump: Bloodlust should not be supported. It is a useless system that is made so a Killer who isn't good can at least land a single hit once and awhile. Maybe the first lunge of a chase has increased range (1/2/3 meters)? Also killers can't be exhausted, for now at least.
I also think the Killer's speed should be 115%, terror radius 24 meters (because of the lack of map pressure but good detection), and then average height.
Regarding the first question, no idea. From my knowledge nobody's idea on here has ever gotten into the game.
-
The power is interesting, I suppose.
But all the effects except at 20 seconds and 60 seconds are terribly weak. A buff to the numbers of 0 and 10 would be amazing (maybe 10 and 15% slowdown respectably.) 40 needs a massive buff, and needs to only effect negative status effects. 10 second increase, and 20% increase in effectiveness. 30 and 50 both need total reworks, simple as that.
The first perk: It should be they are injured and broken for 60/75/90 seconds if the Killer is outside 32 meters of the hook. Hindered for 4 seconds is insanely weak. Hindered for 10000 seconds isn't even worth a perk slot.
The second perk: Useless. It is absolutely useless, even with a massive buff to the numbers it wouldn't be good. Please see Overwhelming Presence. I'd say it needs a rework. Maybe Survivors with items get a 20/30/40% action speed decrease, to make Survivors abandon their items or be terribly punished.
The third perk: The wording makes the aura reading pointless. Since it's 1, a Hex perk, and 2, only activates in 1 specific scenario, as well as not being effective, it is not worth a perk slot. I don't even know what a rework for it could be.
All the Survivor perks need increases in numbers, and that's it.
Thank you for reading my response.
-
@TheALIEN said:
https://forum.deadbydaylight.com/en/discussion/comment/804772#Comment_804772
Hm- I appreciate your feedback on this stupid brain fart of mine ^.^
I’m a dunce on how much time it would take for a afflicted to topple over in fear. Certainly wouldn’t be slow- but not instantaneous either.
The reason I wanted it so silent with its terror radius was to invoke what it truly felt like bumbling into the Alien aboard Sevastopol Station in Isolation.
As for its Terror Radius booming while on all fours was to mimic its frenzied state within the Leadworks of Fury161 in ALIEN³.
I see it as a slow methodical Killer in its attacks: something akin to EW1 Michael while upright, but not afflicted with a nonexistent lunge and sporting the longest of standard M1 swipes...while being able switch up into something that is more along the lines of Legion’s Frenzy, mixed with a less controllable, onetime lunge of Demo’s Shred.
Sounds silly, I know ^.^ xx
I was thinking it could take 15 seconds to remove from yourself, 5 from others, and 30 seconds to curl over (timer pauses while in a chase.)
Still, a semi fast killer with a tiny terror radius is good in first strikes, but bad in map pressure and second hits. Let's not make a fourth Wraith (second is Pig, third is Legion.)
Making it a base killer would make more sense in my mind, and then it coulddd be faster while on all fours, but it should have no downsides besides making it harder to see, and slower break speeds. I don't believe in making a Killer a certain way, ignoring balance just to make it like where it came from.
Thank you for reading this.
-
@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/813737#Comment_813737
To be honest, im not a fan of sleepless nights either. Just really like the song and the effect fits with the name lol. I really dont think we need anything else to promote slugging.
Also if you aren't aware of who he is, look up any king diamond/mercyful fate song. You'll agree the power fits
The name is great, I get it.
Alright, just trying to make the power better.
-
I just think opening the hatch should take 12/10/8 seconds :/
Great perk though :D
-
Great perk, though I do think the timer should be for 20/30/40 seconds, and the amount of exhaustion that can be gained should be capped at 60 seconds. Just my opinion, though. The way it is now is fine if you think it is.
-
I think it shouldn't be limited to a cone, but a red addon could limit the power to a cone and make it do damage. The Banshee does also lack map pressure, but decent chase potential, great power over all.
All the perks are great, I just generally don't like Slugging and therefore don't like Sleepless Nights. That's a personal preference thing, though. Good job!
-
@GeneralSpudmuffin said:
https://forum.deadbydaylight.com/en/discussion/comment/805749#Comment_805749
An easy fix for Dirty Rat: give it killer instinct instead of aura reveal, and make it a TR perk.
That's a really good idea, I never thought of it :D
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/805959#Comment_805959
How'd you change it then? I added the "Resets on hook" clause so it'd work similar to BBQ, or rather the timing of it anyway. I do see how it'd be better though, say, if someone is next to a hook. I may also need to add a distance component to it too.
Also, how long does it take to open a chest? The main idea behind that one was at level 2, it's the same speed as a survivor opening a chest, with 1 slightly slower and 3 being slightly faster.
I'd probably just make the timer shorter :/
I don't think a single Killer would be willing to spend the same time it takes to open a chest, closing one. That is a complete waste of time.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/805749#Comment_805749
Yeah, like I said though the values can be tweaked. And I did change Dirty Rat slightly. But yeah, it was meant to replace stuff like BBq and discourage dribbling, since that was big and Decisive Strike was completely different then.
I think Dirty Rat could be an alternative for BBQ (ignoring the bp gain), but it shouldn't be better than BBQ.
-
The power is insanely unique, and I love it. That's all I can say, really.
Bloodthirsty's first effect needs to be buffed a lot, but other then that it is amazing. I myself don't care for bloodlust perks, but this one is interesting.
Out To Dry is a cool concept, but if hooking no longer forces progression, it should increase the speed of sacrifice a bit more. But either way I don't care for it supporting camping. Maybe it only activates when the Killer is a certain distance away?
Sadoma- um- big word is really good, but it should not boost the speed so much. Maybe 1/2/2% faster instead? With max stacks, it still boosts speed more than Play With Your Food and NOED, both of which are situational and easy to get rid of. Possibly just remove the speed boost entirely, and replace it with a different effect/effects for 1 and 3 tokens..?
Thank you for reading this mess of a response :D
I am aware I'm very late.
-
The power is cool, but seems more like a perk than an actual power, and it isn't that good imo.
Collateral Damage is a really good idea, I like it! I see nothing wrong with it.
Dirty Rat is broken. It'd be amazing, too good even. It would render BBQ worthless. Maybe after injuring a Survivor, the auras of others are shown for 1/2/3 second(s)?
Send a Message is gimmicky, and takes too long to be used. Great concept, though!
-
Cool concept! I just think it shouldn't have such a downside. Maybe a 1% hindered, and up to 10 tokens?
This is great though, for rewarding people for being good.
-
@Nurse10 said:
These are however original perks..
Contagion, the time passes the infection grows and the survivors can not see (and maybe even hear) much... so it really changes a part and advantage too the killer! This is all that is more original, you walk in a map where you do not perceive much more.. it blocks the auras, the perception of the radius of terror, the time of repair or care is increased....
Virus Threatening, why not.. but the survivors would find that too much cheated...
Infectious agent.. it is about a character virus, the borrows of not it is especially for a style hunter no?
I did not understand ;
"The end goal in my eyes is a killer to be able to exist in the game in a balanced manor. I do not care if you like the concept if it does not work as a concept. Sorry."
"W-where did that last bit come from..?"
Ps : It must be realistic because changing a perk is also a cheat .. but it's interesting !!!😀
I do not understand the first 3 paragraphs, please rephrase. Also, perks are made for ALL Killers, not just the one. If they were, the Hag would be the best killer because she has Hex: Ruin.
"The end goal in my eyes...": That was me saying that I would like every Killer and concept and perk here to be balanced. Again, I do not care if you like THIS concept, because it does not work as a Killer concept. I can't put it simpler then that.
"Where did that last bit come from..?": Im talking about you saying that bit about the Demogorgon. What does THAT have anything to do with anything?
A perk is an interesting cheat..? What? Why does that matter? Perks aren't cheats, they are things to help and change gameplay.
-
I like the power, but do they look like a Survivor in the game, or the same?
The first perk isn't good enough. There are other ways to counter Decisive Strike better, and it is not worth a perk slot.
The second perk is just really situational. There are some scenarios where it would be great. I like it, just because I think all perks should be good though a bit situational.
One question, can the third perk hit the same Survivor twice in a single attack?
Great concept over all, good job :D
-
@Nurse10 said:
Yes lol. The problem is the consistency of the perks.. but I count on you to improve it, because personally a character Resident evil style I like it.
Demogorgon is great but he should have walked like a dog, not like a man. it would have been more original, in the sense that he would have been the only one of small size (for example)...😀
Contagion does not work as a perk, simple as that. It needs a completely new idea to be an actual perk.
Virus Threatening (Possible rename to Threat of Infection). Make it a bit like Dark Devotion, but effects all Survivors and only slightly decreases the killer's terror radius.
Infectious Agent just has to not work with a specific debuff. See the footprints of a Survivor you have injured for a certain amount of time after being injured.
The end goal in my eyes is to get a killer to be able to exist in the game in a balanced manor. I don't care if you like the concept if it does not work as a concept. Sorry.
W-where did that last bit come from..?
-
It has a lot of abilities, but I guess they do have to be there to make up for it's lack of map presence. They are all very good, though.
I do think that while standing up, it has a regular 32 meter terror radius and the regular 115% movement speed, but then while prowling it has a 8 meter terror radius and 105% movement speed, along with the other effects you talked about.
How long does it take to curl over in fear from the roar? And how long does it take to recover?
Great idea, I would love to see the perks for it :D
-
The time to be infected fully is too long, and the wording is a bit odd for the first power.
The second power is pretty cool, I like it :D
The Perks should not be exclusively for the Killer they are originally on.
Cool concept, but a bit of an odd thing with the perks.
-
@Thecoolestguy said:
https://forum.deadbydaylight.com/en/discussion/comment/801098#Comment_801098
Hey thanks for all the feedback! I'll admit right away that I know survivor more than I do killer, especially when it comes to balance.
Let's address Hypothermia first: I'm very hesitant to make this not a Hex. It changes how the game is played too much.
Instead I'll make it:
Including performing a temendous skill check at level 3, they also heal 75% slower. I'll remove the recovery rate of dying survivors.
Chilling Grasp:
A previous comment by Raekko mentioned it should work with DS and Flashlights. I think that makes it more viable, but I'll also buff the numbers by 10 each.
As for Terrifying Gaze:
You simply need to look in the general direction within your terror radius/whatever your level is. You don't need to have the survivor visible on your camera.
For the power tweak you mentioned:
Remember that Snap Freeze needs 30 seconds to be applied. I think it's fair enough.
Hypothermia shouldn't just effect Dying Survivors. Let's not support Slugging. Maybe if it effected all Survivors injured by a basic attack, but it isn't as punishing. Even then, I still don't think it should be a Hex perk.
Chilling Grasp would be great, even if it only worked on DS and nothing else. That would be a great change.
Terrifying Gaze would be really good then. There's no counter play at all. It changes gameplay more then Hypothermia. It's actual effect is not that great, but even then it is almost as anti-stealth as the Doctor.
Snap Freeze slowly covers an area over 30 seconds, yes. But it lasts for 2 minutes. If 3 Survivors don't want to have the terrible effect of Frost Bite, they would leave 1 Survivor on the hook until they die. 3 minutes = 1st to 3rd hook plus an extra minute. Either Frost Bite has a 100% chance to be removed (like madness 3) but has a secondary effect after being removed, all frost goes away after an unhook, or the time is decreased.
Thank you for reading this.
-
The time it takes for the frost to be removed is simply too long. Maybe it lasts for 30 seconds once the full area is frozen over?
Chilling Grasp is nearly useless, in the same tier as Monstrous Shrine. There's no way to make a perk based off of a Survivor wiggling off useful, since sabo squads practically don't exist anymore.
Terrifying Gaze is alright, I guess? It'd require the "looking at" function to actually work. One question, does the Killer have to be able to see the Survivor, or not?
A considerably difficult skillcheck is easy. Any Survivor above rank 15 or so can hit DS skillchecks, which I believe are tremendously difficult. This perk in general shouldn't be a Hex perk, and definitely needs a buff, even if it's no longer a Hex. Good concept, though.
The power is great, but the perks? Not so much. Terrifying Gaze is cool, and Hex: Hypothermia is a cool concept, but could use a better execution. Chilling Grasp, though, would be useful in at most once every other game. And for all I know it does not effect DS and flashlight saves, making it even worse.
Thank you for reading this, and I hope you take my critiques into consideration.
-
Great concept, debuff management is an interesting concept.
Savor the Moment is great, simple as that. I do think it should include Exhaustion, but have less of a decrease of the duration (5/10/15%, or 8/12/16% unless any other ideas come to mind.) Or, if it doesn't effect Exhaustion, it could probably be 16/20/24% since it requires Great Skill Checks. In addition, that condition is amazing and rewards skill.
Critical Review is great as well, and punishes Killers for getting stunned. One question though, why would it need to be active for 60 seconds? Unless you escape the Killer for just long enough to stop sprinting and use an exhaustion perk again (repeat), why would it last that long?
Cleanse the Pallet shouldn't have that long of an Exhaustion timer. It should probably only have the base 60/50/40, if there's any Exhaustion at all.
Again, great concept. Each of the perks are great, with very few flaws I can think of. Good job :D
-
@Guy_without_a_plan said:
Your fury calls the will of the entity.
You gain bloodlust 10/15/20% faster
For every level of bloodlust you have, survivor times they can vault the same window is decreased. (Level 1: can only vault twice, level 2: can only vault once, level 3: all windows in a 4 meter radius are blocked)
I think for this to be good it'd have to gain bloodlust even faster, just my thoughts though. Killers relying on Bloodlust aren't doing well, and a 20% increase wouldn't help. Maybe 30/40/50%?
Just an idea, if you think it's fine, it's all good. Just a thought.
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/797706#Comment_797706
Well, I'm looking at it from a mechanical standpoint.
Ruin and Devour Hope deserve a hex spot because they are very powerful effects, even if Ruin doesn't seem powerful.
Yours, I think, has the opposite effect: It sounds powerful on paper but probably isn't in practice.
It could be a survivor main... but I wouldn't presume. If you think the perk is fine, that's your choice as the creator. All I can do is give my opinion.
These are also Hex Totems that look like Dull Totems, and at least in green ranks (where I currently am as Survivor and Killer), Survivors generally don't break Dull Totems most of the time. These perks are meant to punish Survivors for that, but since they only have half the downside of other Hex Perks, they have half the power.
On a Killer that can hit Survivors, that Broken effect does a lot. But I try to make perks good on most Killers, so I guess it could have a stronger effect, but that would also make it even better on Killers that can abuse the current perk even more efficiently. 10% is 8 seconds extra of gen time, which is 8 extra seconds to kill the players that are still Broken but decided to pop a gen anyways.
Now that I explain it like that though, how likely is it that 3 gens would pop in a minute and a half...
The second effect would probably be very uncommon, so it could have the effect you said. Sorry for not thinking of that.
Thank you for the feedback :D
-
@Raven014 said:
it seems like it's effect only can happen, what, 3 times at the most? That kind of effect is limited anyway, not to mention its' effects are so unique/.
Now, if spam was like this: if a gens are completed in rapid succession, a random gen will be reset. This will force gen progress will stall, since another will be reset if they do a gen too quickly.
In that case, they'd be stuck at around 2 gens if they genrush which makes their job take a lot more time. And therefore be worthy of a Hex perk.
I have no idea what to do with Hex: Spam, one person says it was too good (and shouldn't revert a completed gen), and you say it's not good enough. The too suggestions and such have no middle ground either. For now, I think I might leave it as is unless someone else has a differing opinion.
In my opinion it's fine, though.
-
@Raven014 said:
Interesting concept. Although I think that 100% movement speed is a bit much for that. I think making them into a 110% killer would be more than enough to balance out the ability to block windows and such.
Although, System crash doesn't make sense to me as much. Maybe survivors are fitted with head/neck mounted devices so that it's like that's what's affected by the power? I don't see how an android can be capable of interfering with survivors like except for maybe nanomachines... but I think that's a weak excuse, imo.
The perks though, as powerful as they are, are still hex perks, which makes them weaker than most.
Hex spam doesn't seem like it needs to be a hex perk, but just a cooldown perk similar to Thrilling Tremors. Idk.
I was thinking like- something in it's head emits energy waves that momentarily interfere with a Survivor's brain or something with that.
What makes you think Hex: Spam shouldn't be a Hex perk? I saw it as too strong.
Thank you for the feedback.
-
@Megaguardain said:
The Power is pretty good. The Perks are kinda broken.
About the Power: Personally, I don't want to the Survivors to freeze. At least by default. They should slow down or 'lag' in some way. An addon could make it so they completely freeze.
About the Perks: I don't think there should be 'Hidden' Hex Totems, apart from when the game places them in a wall. If there was a Perk that made all Hex Totems look like Dull ones, that'd be fine. But Hex perks that are naturally disguised is too powerful.
System Down shouldn't make an already completed generator lose progress. If it only worked on Generators that the Killer damages, kinda like Overcharge or Surveillance, that'd be good.
I like Spam, it'd help punish/prevent gen-rushing. But I feel like the time is too long. If it was say, 25/20/15 seconds of each Generator being completed, that'd be good. And the extra part of a completed generator losing progress shouldn't be there.
Wire Tap is...interesting. It's not a bad idea. But I'd much rather have it tied to them doing a Rushed Action and not just something like repairing a generator or healing.
Thank you for the feedback!
I did think about the freezing thing, and might change it to a lag of sorts, thank’s for the idea!
When making System Down, I was thinking of it as a unique way to punish Survivors for not cleansing dull totems. As an addition, this is the concept for all the perks. If it’s still op with that in your eyes (or anybody else’s), I’ll gladly change it. For now, though, I think a bit more discussion is needed. If anything, I could change it so 3 random completed generators lose 5/10/15% of their progress and cannot be interacted with by the Killer, since it keeps the original idea but is also a big nerf in general.
I was thinking the time for Hex: Spam was a bit too long. I think your suggested time is too short, though. Sure it’d work well, but not well enough to encourage Survivors to break dull totems. Maybe 25/30/35 seconds? Also, that second effect is a bit overkill, I’ll probably remove it when I get the chance.
Now that I think of it, it should probably be just for a rushed action. Again, thanks for the idea! But with that, should the range be increased? Just something I thought if, maybe 12/16/20 meters?
-
Underperform should have a bit of a longer limit, maybe 180 seconds (3 minutes). So it truly punishes over altruism and, well, underperforming.
Hex: In The Dark should effect all survivors for 80 seconds or something. Simple as that.
These 2 perks do not require this much discussion, really.
-
@Rattman said:
This concept suck. Entity wouldn't transform killer into survivor if killer don't want to kill, ok? Entity enjoys to watch other suffer and do stuff against other's will. Like, if you don't wanna kill, you will suffer. Then suffer more. Then you start killing, even if you don't wanna. Or be placed to void, I guess.
Bloodthirsty - don't give any benefits, since if you see blood - you probably can hear injured survivor. Or, like follow the bloodtrail. Survivor won't be far enough, cause blood dissapears quick enough.
Communion - injure healthy survivor and heal yourself? Pls no, this game is toxic enough already.
Unbridled rage - you can't fight back, you can't freakin attack the killer! This perk goes way too far breaking not only balance, but lore.
At the end, it literally showed the Entity's though process.
The Entity has never done something like this until this concept, you cannot tell how the Entity would act. If you don't notice, Survivors get hurt and suffer A LOT. Making a Killer a Survivor would 100% beat them into being a Killer again if their will is not strong enough.
Bloodthirsty helps in an altruistic build. It could be beneficial if in the Survivor's eyes, blood trails lasted longer, but eh. It would be based on playstyle.
Communion would work in one scenario. If the injured Survivor had a medkit and the other one didn't. Sure the 10 seconds of broken hurts, but they can still be treated faster than the Survivor that used Communion. Think about scenarios it could work in before you critique it. Communion also helps in an altruistic build.
Who said you couldn't fight back? If you forgot, this Survivor is not completely human. Sure most of their power is gone, but still some is contained. If you actually read other comments, youll see how Unbridled Rage is balanced. It is a short stun, and does not affect lore.
-
@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/788726#Comment_788726
https://forum.deadbydaylight.com/en/discussion/comment/788726#Comment_788726
there updated the discussion and i gave you and Fibijean a shout out for your help
Neat! Thanks for the credit :D
-
@Adeloo said:
@CriticalJunction First of all : Thank you for your opinion and feedback !
I guess you are right, 5 powers is too much. But maybe my eggs idea isn't the best way to include them. Maybe there could be 4 hooks with an egg underneath, that would bring the animation i mentionned. Getting hooked on one would perhaps leave you will saliva that great you with the Broken status until someone is hooked.
That would leave us with the Tail attack, the saliva passive and passive hooks. Now i'm looking back at my saliva effect maybe the Hindered effect is too strong ? Maybe it should be that the survivors are exhausted ? That could work great against Dead Hard for example.
As for the perks, yus there is a need for tweaking that's for sure XD What i noticed is that killers or survivors rarely comes with 3 Great perks but more like 1 Great, 1 Good and 1 meh.
That's a cool idea for including a fair few of the powers in a very cool way!
Hindered is fine, since it's a small effect. Maybe Blindness instead if you think slowing down is too strong though.
I think all perks should be good, but situational to some degree. Kinda sucks that 1/3 perks are almost guaranteed to be bad.
-
@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/788718#Comment_788718
sounds good but that might be a little too much so 25/30/35 lets dial it back by 5
Aight, it's your idea. Edit it as much as you want :D
-
@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/788596#Comment_788596
ooo everytime you hook a survivor you hex totems become dull totems for 5/10/15s
Good idea! Just needs a lot more time. 15 seconds is not long enough imo.
Maybe for 30/35/40 seconds?
-
@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/788006#Comment_788006
Now i just need to come up with a perk that would mesh well with the totem support.
Maybe something that changed 1 random Hex Totem to the appearance of a Dull Totem?
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/788015#Comment_788015
Thank you. : D
Bloodthirsty: I was thinking standing like 10m or less to a bloodstain will activate it. And yes, you'd have to follow the blood trail to continuously track them. The duration of the aura lasts as long as you're "tracking" the trail. (fits with the ex-killer theme).
Communion: The animation would probably be around 2-3 seconds. It'll be quick.
Unbridled Rage: I originally had the tiers at 30/45/60 seconds, but I realized that was too long and would just be a major detriment to the killer... so I changed it back. I was also thinking of giving a visual cue for it as well, like having arms outstretched or something... It stuns only for the length of the animation, as you get a health state back as well as buying time.
I was going to update it right now because the image needed an update, but I'll add these in there as well.
Alright, thanks for the extra info on the perks! :D
-
There are too many powers in my opinion. 5 to be exact. The tail part is cool, but the rage mode, saliva, eggs, and everything else are very powerful.
The saliva and tail were unique, and if changed they could be good. But rage mode and the eggs are boring and simple. Often repeating the same song and dance every time they are written. The main problem is the amount of powers, but the generic ones are also a factor. I'm fine with you including them, but you had 2 unique powers, don't add more just because. (This paragraph is very opinion based, feel free to ignore it.)
Killer instinct is just like one of Ace's perks, in both function and usefulness. Such a cool name for a perk that must be used with other perks.
Bloody Prey is interesting, and with a bit of tweaking it could be great!
Spreading Fear doesn't fit with the Xenomorph in my opinion, but still pretty cool. Punishes Survivors for not healing, good job.
Thank you for reading this opinionated mess.
-
Cool idea!
By vault locations, do you mean windows and pallets? It should probably only block windows.
Besides that ^, amazing perk!
-
Great concept, even better execution.
Bloodthirsty is a cool perk that could work somewhat well in a more altruistic build. One question though, what counts as tracking? Following the blood trail specifically?
Communion is a cool way to gain back a health state. Especially if you have a medkit and the other person doesn't, it still heals faster than if you didn't use it. Again, one question, how long is the animation?
Unbridled Rage is great. I originally thought it was going to be another DS like perk, but it actually punishes the killer for making a mistake. Does attacking the killer extend the stun, or does it only gain a health state, though?
-
@Romey95 said:
https://forum.deadbydaylight.com/en/discussion/comment/787511#Comment_787511
https://forum.deadbydaylight.com/en/discussion/comment/787511#Comment_787511
I'm still think about the ability It has to be dodge-able. so lets 3-5 charges but a slow recharge which could be adjusted by addons.
teachable perk two: Name in progress
this perk spawns an addition 3 totems on the map. survivors cleansing totems auras are revealed. Survivors get double blood points for cleansing totems.
Cool concept, but it definitely should not have that strong of a second effect. This would just get rid of the need for Thrill of the Hunt. Maybe Survivors who cleanse a totem are blinded, exhausted, or something for a set time afterwards?
And I still think the power should have a set time between when charges come back. It should be slow, but not as slow as 1 per hook. The Clown causes hindered and can cause a multitude of other effects, and has a minimum of 5 charges that can be replenished in a second or two. Reversing controls isnt amazingly strong by itself, especially not with only 4 charges that are replenished after each hook.
-
@Fibijean said:
I think the ability is too weak - it sounds more like a perk. Maybe it should have a cooldown or an alternate means of collecting tokens. I'm also not sure whether it would be interesting or frustrating to play against, so that would need to be tested.
The first perk sounds really cool, but like @Critical_Fish said, it should include Ruin as well. I like that it encourages cleansing totems, and discourages tunnelling. Although perhaps it should consume 4 tokens instead of 3 on use, because I think being able to activate something like that three times in a match is a bit much.
I never thought of how many times it could activate, the idea of changing it to 4 tokens is pretty good.
-
@Sziosis said:
Intimidating has a good debuff at the cost of watching the killer, so survivors would be more likely to look away and catch glimpses only. In retrospect, I would probably make the debuff higher (about 25%) and make the effect last 1s/2s/3s after looking away to discourage anyone from looking at the killer.
Call of Darkness was a quick thought up idea. If I wanted to add another feature to it, or just rework it, I would give the unhooker the oblivious status for 40s/50s/60s.
Eyes for Shadows would let you see the crows fly. I thought about a loud noise notification, but survivors don't get loud noise notifications. I would probably give them a crow sound though. I know some maps would have a crapton of crows, but that's just a drawback for certain maps. If I give them a set limit to something like 30m with a 32m terror radius, there's no reason to have the perk, but to find teammates. Basically a worse version of Bond. It doesn't work inside a terror radius because I would think the auras could be disorienting as you are running from a killer.
Preparation is still my baby. I love it for what it is. My bias refuses to listen to reason, but I know it kinda sucks. There would only be select few who want to use it just like Lightborn ;P My idea was something to do with a flashlight, because it fits with a paranormal investigator. My only "balanced" thought was to make it like Pharmacy.
In other words, some tweaks may be needed to make them all viable, but I don't want anything to be too overpowering or completely useless. All in all, we don't always get groundbreaking perks, but there is usually one or two good ones in a set. Thanks again for the feedback.
All that's needed is a glimpse at the killer to know where they are. They can just look for a second, and look away. Sometimes people just aren't doing anything that can have a debuff applied to it. Debuffs for such a short amount of time just dont matter.
I get making a few filler perks, and it's fine to make filler. But once you get a new idea, change it so it's no longer filler. I gave you a list of possible changes to make it a good perk, if you wanted to make a filler perk more than filler.
Eyes for the Shadows could just deactivate during a chase, simple as that. To avoid cluttering of crows, decrease the range to 20-16 meters I guess.
If you like Preparation, it's all good. You could add a second effect to make it actually usable in some situations, though.
My favorite perks are situational, but good perks (Monitor and Abuse + I'm All Ears specifically), so I get not wanting to make groundbreaking perks. The goal, however, should be to make all perks good, but situational to some degree.
No problem, thank you for listening to what I have to say.
-
A very good concept, but most of the time end game collapse starts by an exit gate being opened. Maybe if the actual effect was nerfed, it could activate when the last generator is complete, or slowly apply hindered over the period of all 5 gens.
Cool concept, just needs a bit of work.
-
Cool idea, but does need 115% (4.6m/s) movement speed. The ability also is not so good to have to hook someone to be able to use more than once. Maybe 1 charge every 20-30 seconds? With a max of 3-5 charges.
Osseous Ignition is an interesting perk, but it should include Hex: Ruin. It's another perk that makes it beneficial to destroy dull totems. Maybe instead of "with the exception of", it should be "that was active at the start of the trial". Chances are, Noed wouldnt ever be able to reactivate, if it activates at all. By the time you could use this to get Noed back, there are very few, if any, dull totems left on the map. It shouldn't include Noed though, just because of how Noed works.
In general, so far a really good idea! Looking forward to the next 2 perks.
-
I just don't like Xenomorph powers based off of facehuggers and not the xenomorph's abilities it has by itself :/
Personal preference, since I just don't like traps in the game (and therefore obviously don't pllayer hag or trapper).
-
@Toxicboii said:
https://forum.deadbydaylight.com/en/discussion/98183/killer-perk-hex-stockholm-syndrome
Jeezus! 250% slower unhook? And you're notified about it at the start of it?!
Permanent Hindered during chases?!
And survivors can't even escape?!!
Absolutely not. Nope, go the ######### back to planning, this is way too op.
The inclusion of it being disguised as a Dull totem just makes it worse.
Though I can agree that not being able to leave is a bit odd, all that needs to be done to make it balanced is remove that it stays a dull totem until then.
Even then, Survivors should spend some time breaking dull totems, because of the threat of NOED, so more perks like this are needed. In that case, this perk would need to be nerfed a little I'm sure, but still the point stands.
250% more is absolutely nothing to hook speeds. You can ignore that part. The important thing is the notification, which also means near nothing. All it does is grant another 3.5 seconds to get there. Most killers move at 4.6m/s, so that would grant a 15.5 meters off from the time it takes to get back to the unhooked Survivor. Mind you, 15.5 meters is basically pointless. Your own words from one of my posts are that 8 meters is nothing. 16 meters is double 8, but still not long.
Hindered is a weak effect that is only a slight help to Killers. Simple as that.
Like stated above, not being able to see the totem with that last effect is a bit extreme, but even then stop exaggerating things that have simple fixes. Also remember this requires 7 hooks to even have that effect. In an ideal scenario, 3 hooks per gen popped. All hex totems are destroyed within the first 2 gens. 6 tokens at max in the best scenario before it's gone if it's not hidden.
You can't tell balance very well, can you? Besides the last effect this perk would rarely see use. It is still a very cool idea, but not a "way too op" one. Don't exaggerate in responses and still act like it's constructive criticism.
Just a quick note, never EVER say "back to planning" unless the item in question is so unbalanced and so dumb that the mere concept must be reworked, alright? This instance requires one line... ONE LINE to be removed in order to be balanced.
Actual feedback for the post: Just remove that the totem is hidden.
-
@Sziosis said:
https://forum.deadbydaylight.com/en/discussion/comment/782395#Comment_782395
It's a normal killer. Tall, 32m TR and 115% movement speed, but drops to 110% with Tormented Soul active.
Tormented Soul will cause survivors to hear the voices for 5 seconds max after out of the terror radius, but addons would extend this time.
The Flight ability I thought up as mostly a movement based ability to get around faster, but can be used as a lunge. I considered making it to be like the Hillbilly's chainsaw while Tormented Soul was active, but thought the extension was enough. The cooldown I considered was high, but that was because it would cover several meters with Tormented Soul. Think twice the length of Shred for Demogorgan, but not as fast as Shred.
Possession can be inflicted on all survivors, but can only activate once per hit. They don't stack, by the way.
Intimidating only works while in a chase and The Demon has undetectable with Tormented Soul. Survivors will still suffer the penalty for looking in his direction, but without seeing him. Other addons can increase the range of Tormented Soul and I thought of one that causes Tormented Soul to cover the map while in a chase. I didn't add this in the main concept or any other addons because I had little time and if I forget a concept, it's gone forever.
Call of Darkness is the anti tunnel perk that rewards you for getting away from a hook, thus the long ranges. I considered 32m, but that can easily be made up with most killers, so there is a gap where it does nothing, until you get far enough away to benefit from it. Also, if you chase someone around the hook, it progresses as normal so survivors can't take advantage of it.
Eyes for Shadows is made to track the killer while they are not too close to hear their Terror Radius. It does make sense to see crows closer, but Ambiance makes up for that for being anti-stealth killer.
I am also a killer main and the one thing I love facing is someone with a flashlight. I randomly run Lightborn all the time. With this, survivors have a bigger chance to get flashlights and they are less likely to get keys or medkits. Some people like flashlights too, but this perk is just to satisfy my own desires.
Thanks for the feedback by the way. Always appreciate constructive criticism.
Alright, thanks for the extra info about the power and everything!
Just a few things about what's said about the perks;
Intimidating would work with the Demon, but only the Demon. A decent perk should work to some extent on at least 10 killers (currently around 17.)
Call of Darkness, with the extra context, makes a lot of sense. Until you think about how quickly a Survivor will get unhooked once you leave them. The effect would only work for at most 30 seconds at a time. Just adding this now, that is in a best case scenario. If everything goes as planned, you have 30 seconds of use time per hook. But for the small effect given, that isn't a lot. Against good Survivors someone will always be off the hook within 10-15 seconds once out of that range, sometimes in even less time. This makes the already small effect even more meaningless.
The response you had for my critique of Eyes for Shadows does not answer my main question. Can you see crows flying off? Also, imagine how many crows are on a map. You will see massive clutters of auras everywhere, making it hard to see anything but groups of crows. With a set range of around 30 meters, you won't see nearly as many crows. You also shouldn't need to run a perk with another perk to make it viable.
Nobody would use Preparation the way you were saying, straight up. If they want an item that isn't a flashlight, they will not run it. You cannot guess what perks someone has to counter it with other perks (Lightborn) either. If Preparation was a Killer perk, and made it harder to get items other than flashlights from chests, it still would not be useful. Most of the time, people good at using flashlights have a lot of flashlights to use. There would be absolutely no point in using this perk unless you wanted to get a bunch of flashlights. Seeing as most players don't bring items into matches, they would not need a perk to help them get a surplus of flashlights. Flashlights are pretty common in the blood web, there is no need to make them easier to get. In my personal opinion, this perk would not be good without a rework. If you disagree, please explain why, and please say why you did not consider my proposed rework in my original response.
Thank you for the response, and thank you for reading this.
-
Love the sarcasm tho
Ik I'm very late :,)
-
@Chris95072 said:
https://forum.deadbydaylight.com/en/discussion/comment/782892#Comment_782892
Depends on who your asking some will still say nurse is better others will say spirit. If you ask me I have no idea I will have to experiment with it first to me though it just sounds like it requires more skill to play her to succeed but like I said I don't know seeing it is different than playing it.
Nurse's nerf actually makes her take skill outside of learning how to blink. Spirit requires none. All she has to do is hit a Survivor once, and if they don't have Iron Will, that Survivor will die next time the Spirit phases. Nurse's best attribute, the second blink, is what is being nerfed. the Spirit's best attribute is being able to hear the exact locations of Survivors, run into Survivors, etc while phasing. The mere existence of the Prayer Beads makes her even more unfair then the two things already listed do. A Spirit running Prayer Beads will get the first hook without having to try, since she can just pop into existence without any warning even when outside the husk terror radius.
If it isn't obvious I hate the Spirit :,).
-
@Chris95072 said:
The Developers have even said this "Were not always going to try and out do the meta or make a killer better than the nurse, were going to add characters that are fun to play and play against". Therefore we may never get a killer better than nurse she can go through pallets and walls how can you compete with that, they just want to add characters that are exciting and bring life to the game. Because I don't know about all of you but nurse is pretty boring especially being out as long as she has been. If they do out do the meta it will not be on purpose, then again just because its the meta doesn't mean everyone's using it I personally like to play plague with bbq and chili, ruin, pop goes the weasel, and the 4th perk depends. And by the looks of it this killer pretty much fits the bill a killer that feasts on death that would be interesting to see, but who knows we'll have to wait and see.
The Spirit is about to be better then Nurse, since Nurse is being nerfed. Just had to say that because I can't go 5 milliseconds without being a brat-
-
Alright; How long does everything with the power last? Can the Shadow run into objects? If so, the Shadow's power is nothing but something to be activated to see everybody. If that's the only purpose, then it should have a hefty cool down. Since it's a BBQ and Chili on standby that can be activated by clicking m2.
Fear of the Follower: This perk is useless. Simple as that. Maybe Survivors should be blinded for a set amount of time after escaping a chase..?
Blind Fear: This is a decent idea, but could be written better. One question though, how long does the Blindness effect last?
Hex: Whispers of the Moonlight: The name is awesome, and there are a million different ideas that could be made off of it. The one you went with, however, I don't believe would do the name justice in the slightest. Only causing fog if the totem isn't destroyed before the gen that's most certainly right next to it is finished and the hex is still up is awful. First off; fog helps Survivors. It only benefits Wraith and Ghost Face. 2 killers that do not need this bad a perk to weigh them down even more than their power alone does. Without a complete and utter rework. I don't believe the perk will ever actually activate, let alone do anything in general. Amazing name, poor execution.
I didn't read the add-ons, because most of the time they depend on practical scenarios.
Over all, great concept, but could use better execution. Thank you for listening to my response, no matter how dumb everything above is.
-
Changed the following perks:
Cold Blooded: Now includes Killer's Belongings in the aura change (previously only effected the Killer.)
Hive Mind: Extended the time it took to see auras by 5 seconds (previously 10 seconds,) and the debuff to action speeds is no longer hidden.