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Critical_Fish

Critical_Fish

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Critical_Fish
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  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/776637#Comment_776637

    Heat sense - If you want it to be used on survivors working on gens, use either Surveillance or Discordance. Both perks are more effective. Heat sense itself is way too weak, as 8 meters is essentially as far as you breathing down their neck. Extend the range, or rework their effects to be more gen focused.

    Cold Blooded - An aura change and dim still doesn't help. It counters no perks. If the perk hides your aura at all times, it becomes op. As it cripples the Survivors' consanstantly with no drawback. Better off reworked.

    Also would you like to look at my suggested change that was NOT sarcasm?

    Thank you.

  • Over all, love the concepts. Everything down to the perks have a theme, though sometimes only loosely followed. But there are a few missing things that could change a lot of things, along with some things just being borderline useless. I'll try to come up with some fixes for these things. Another set of eyes can be helpful, of course.

    First off: What speed does the Demon move at, what height, and what is their Terror Radius? I was thinking 115% (4.6m/s), Tall, and 32 meters, but just wanted to make sure you didn't have other ideas.

    Also, how long can Tormented Soul last? How long is the average/enhanced range of the lunge? Small things, but they can definitely help in figuring out any other changes to numbers. Another note, I don't think a 25 second long cooldown is needed. Instead, if missing Vengeful Flight and hitting a wall, it should stun the Demon? Kinda like the Demogorgon's lunge. But, unlike Demogorgon's lunge, maybe change it so there's a greater turning radius, like half the turning radius of a regular lunge or something, that's for you to decide.

    Possession is an amazing perk, and fits with the listed themes of the perks in general. One thing, however; How many people does it effect?

    Intimidating is odd, what would it's use be? It actively gives the Survivors information, for a minimal upside. Possibly show the aura of Survivors within the Killer's terror radius for 3 to 5 seconds after injuring a Survivor? Just an idea, or it could only apply a debuff. Like instead of showing the aura, it applies a 4/8/12% debuff to all Survivors within 48 meters for a set time after injuring a Survivor? Just ideas. In general, Intimidating is a good concept.

    Call of Darkness is almost amazing. I just think it should be when outside of 30 meters of a hook, it should apply the extra progression. And, Survivors unhooking when you're 30 meters or more away should have their aura revealed, or a debuff applied to them. Amazing idea nonetheless, good job!


    Now for the Survivor, Gabriel. Take everything I say from now on with a grain of salt, as I'm a Killer main.

    Eyes For Shadows is a cool perk, but can you see the crows flying away? Also, the range is too far away. Maybe within 30/36/42 meters? I know the range is technically shortened, but it's still a good amount of information, if you can see crows flying away. The "while not in the Killer's terror radius" part is useless, why is that there? In my eyes, that removes all functionality the perk has. But if you wanna keep it as a way to track from a distance and not things that are an immediate threat to you, or can immediately help you, I guess that's fine. Doesn't make sense to me, but it's all personal preference.

    Ambiance is really cool, I see nothing wrong with it. Good job with this one! It's a good deal of information, and allows for good training wheels to predict where the Killer is walking.

    Preparation helps, I guess? Most people who want an item will bring one in, and once it's gone, oh well. Most people searching chests just want good items in the future, and this would only help find flashlights. Maybe if you were doing an action, you'd get an alert when the killer was walking in your direction? Kinda like Premonition, but without a cool down. Also, why not flat percentages since Preparation is a perk and not an add-on?


    In general, great idea. Just a few things to make it better. Thank you for reading through this mess of a response.

  • 10 seconds is insanely long.

    I would say 5 seconds, but even then that is so much for revealing the auras of 5 or less items that don't move. 3 seconds, I think, would work.

  • Maybe change it to 115% movement speed instead..? Small change, but would fix the issue of being slower than killers.

  • @MysticAdvisor said:

    https://forum.deadbydaylight.com/en/discussion/comment/780336#Comment_780336

    Yep I’m just glad someone actually acknowledged my posts presence.

    Usually these things go quickly into the 3rd and 4th pages.

    Rip, hope it stays first page so more people see it :D

  • @MysticAdvisor said:

    https://forum.deadbydaylight.com/en/discussion/comment/780262#Comment_780262

    Thanks!

    I actually agree with everything! I definitely can tweak some things.

    Yeah originally I thought of caution as a perk to shut down chases and loops faster, and Chosen as a more lore themed but info giving perk.

    Technophobia, I wanted it because it sounded nice but definite changes are needed.

    Caution is definitely good, especially with bamboozle if the survivor continues trying to loop the same spot even without the window there.

    It's cool basing perks off of lore, sometimes you don't see that. Chosen One was definitely a good idea, even with what I said.

    Technophobia is a cool idea, you could even make a completely new killer based on it since it's a good idea. Even with it not being much of a perk with how much it does, still amazing.

    Also- someone actually agreed with the stupid stuff I say? Amazing. xD

    Glad you liked the ideas.

  • Check out Zenbe10's comment for some actual insight, I'm just here to add my stupid opinion. I'm not very knowledgeable of the game after all.

    First off: This is your FIRST idea? This is better then many things I've made (I have 7 posts relating to concepts), and many other things I've seen in general. You did great, looking forward to any other ideas you may have.

    I think the 40 second cool down for the power is a tad excessive, maybe once every 20 seconds and the timer doesn't go down in a chase? That might be worse, no idea. Could be only something to be figured out after some testing in game. Also, 2 meters isn't that much, and only for 3 seconds? Even with add-ons that will only effect Sprint Burst, and barely. There's a reason Berus Toxin (add-on for Huntress) lasts 30 seconds, even as a Common add-on. 15 seconds would probably be better suited for it. Or, since it has to do with the Entity, possibly block it entirely for 5-10 seconds? Then have an add-on to cause exhaustion afterwards. Just an idea, though. Otherwise, amazing power.

    The first perk is a bit eh. It stacks with fire-up, which is cool. But only 2 gens left? I don't think perks should help the killer for failing, but I have no idea how to not completely re-work it and still change that. Good concept, though.

    Aura Paranoia is cool, but see Zenbe's comment for some actual insight on it.

    Maim only works with Iron Maiden, and would rarely be useful. Why only when pulled from a locker? Maybe if it worked on all grabs, and grabs actually worked it would be pretty good, though situational. But that's just about it. Just like everything else, great concept, especially for being part of the first killer concept you've made.

    Over all, just like with many other things, a great idea that just needs a bit of tweaking to be great. Amazing job.

  • Caution is amazing, and so is the power itself. A bit odd the terror radius is 20 meters for a very non-stealthy killer, possibly change it to 24? Your choice, just thought it was a bit strange. The killer is also a fair bit like the Trapper, so 115% movement speed would probably be fine. 120% is a bit excessive though, even for consideration, seeing as he's a normal person.

    Technophobia is very much a killer's power more then it is a perk. A bit too game changing I'd say. Maybe a debuff to all action speeds that increases depending on how many people are on generators? Just a suggestion, a good concept but I think it's more suitable as a power.

    Chosen One is a bit too complex for what it actually is. I think it should just be an obsession perk. It'd make being the obsession a downside, but fixing a problem with the game with a perk isn't a good solution, it would still be a good perk.

    These are all just things I think, and if you don't agree feel free to ignore me. Over all a very good concept, and with a few changes it would be great.

    (I didn't bother to read add-ons or anything to do with the Survivor, as add-ons are weird and it's hard to nitpick any of them besides iridescent ones, and I know nothing about Survivor)

    Thank you for reading this mess of a response.

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/776637#Comment_776637

    Heat sense - If you want it to be used on survivors working on gens, use either Surveillance or Discordance. Both perks are more effective. Heat sense itself is way too weak, as 8 meters is essentially as far as you breathing down their neck. Extend the range, or rework their effects to be more gen focused.

    Cold Blooded - An aura change and dim still doesn't help. It counters no perks. If the perk hides your aura at all times, it becomes op. As it cripples the Survivors' consanstantly with no drawback. Better off reworked.

    Heat Sense is meant to see Survivors after they ran off and hid when you came near a gen they were on, or if they hide after escaping a chase, etc. I probably will extend the range though.

    Cold Blooded makes it harder to see the aura, so anything with a set timer to see the killer's aura is much less effective. Object of obsession also allows the killer to see the Survivor's aura, so making the killer's aura harder to see even for a split second is enough for the killer to get the info and get close enough for object to no longer work. Like I said, situational, but still good in the use cases it has.

  • @Toxicboii said:

    Heat Sense: I don't imagine myself or anyone using this. Radius is way too small, you'd have to be blind to not see somebody within 8 meters.

    Cold Blooded - This perk has NO REASON to exist. None. It's just- What made you think this was a good idea? Why? Are you honestly that f#cking idiotic to think an aura color change would make a difference?

    Hive Mind: Not a terrible idea, just lower it down to activation with 2 people instead of 3. However I do think the secondary effect is excessive.

    Heat Sense is just mostly to find someone who's hiding near a gen or something. Specific use case, but good if it's all you have.

    Let me explain to you how many things Cold Blooded counters. Negates half the use of the key, hard counters object, alert, babysitter, and buckle up. I did think of adding that it also affected the auras of chests, totems, and generators, which would counter so many other perks that I do not care to list. Would you like me to change it so the aura isn't shown at all? Probably wouldn't since someone in your SWF using object. Cold Blooded and Heat Sense are made with the same philosophy; Make them good in some cases, but not in others. I don't like op perks. I like good perks, and I believe these 2 are, though a bit situational. And just saying, Cold Blooded is so much better than a lot of other perks. Cruel Limits, Shrine, Spies from the Shadows, the list goes on.

    Hive Mind is just broken really, especially with that second effect. I guess it shows my idea of a perfect SWF team. 2 on gens, 1 on altruism, 1 on chase. I will probably just remove the second effect (reveals auras of all survivors within 10 seconds of the first effect activating, for future reference).

    Thank you for your opinion.

  • @t_tv_thasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/773498#Comment_773498

    great! i will not edit it into the post as ur intentions were genuine with the thoughts and i wanna give u credit, so thank you!

    Thanks, and np :D

  • @t_tv_thasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/773482#Comment_773482

    appreciate ur thoughts, it seems like u have a unique view on things, we've already discussed his power and as i said, its not final, we've thought of him having a hook that he throws and if it hits, it either slows or pulls the survivor, or both, what would u suggest?

    I think it should pull the survivor back a few meters, which would be a pretty unique power. I never thought about a power being like that, good idea! :D

  • Besides a really weak power and the third perk promoting camping, this idea is pretty good. The best way to fix the third perk though is to swap it from within the terror radius to outside the terror radius (or 32 meters to avoid insidious camping being promoted). The power isn't very good in general and would need to be completely replaced or buffed a lot to be good in my eyes. Just my opinion though. This is a great idea even with the flaws I talked about.

  • @Galklife said:

    youre not creative with your options xd both are giving killer free time for doing nothing, i would rather give sth that killer can work for not just given for free (because i dont want to buff killers that just camp/hard tunnel)

    my option is debuff on unhooked surv (for 60 sec after unhooked -20% gen rep speed) that promotes not tunneling unhooked surv and is slowing game xd but if you would add vote "ruin basekit" most killers would vote for that

    I was trying to make more options, but unlike everything else enter just ends everything instead of moving to the next thing

  • For god's sake, I just clicked enter to go down to the next poll option and it does not let you add others after posting. Why is there not an option to delete discussions?

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/767130#Comment_767130

    No, i think i got you wrong. 😅

    Let me try again: Do you perhaps mean how you can make multiple options in a poll?

    If you write in the first textbox, then the next textbox appears, allowing you to make more options.

    Sorry for being dumb, what do you mean by textbox? Like, Title, body, tags or each time you click enter?

  • Accidentally clicking "Post Discussion" at it's finest.

  • @Boss said:

    You mean like a new category on the category list to the right?

    Cause you can't, only the higher-ups can.

    Not a new category, a category in a poll discussion. Unless you worded that wrong or I read it wrong

  • How do you make the poll sections though? Ik this isn't related but I'm here because I thought it'd answer my question

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/752530#Comment_752530

    Oh lol "the Pursuer" is a mini boss in Dark souls 1 or 2 can't remember exactly.

    Oh heck- okay

  • @TheUnendingNightmare said:

    *praise the Sun*

    I dont understand but mkay-

  • I changed some stats to make some things more balanced. Again, thank you for the feedback I have gotten.

  • Oh, alright. And I would like to see your killer in the game, as it is a very unique idea. That speed would probably be fine while channeling, but I'm no balance expert.

    I never thought about the combo with Lullaby and the Doctor, and with those it would be pretty decent. I've had many people fail skill checks at around Rank 10 with Lullaby at 3 tokens, so at 5 people at higher levels might even have some difficulty.

  • You still have to hook once for a mori with Sacrificial Plague.

    Also, with Sacrificial Plague, the main idea was making being the obsession a bad thing. Maybe I made it too bad, possibly instead of not being able to unhook others, they take 150% longer to unhook someone, and have their aura revealed for 5 seconds after the unhook..?

    Hellish Scenario is meant to punish survivors for not striking a balance between altruism and objective.

    After making Hex: Bloody Mix, I did realize the Hex part is not really necessary, and probably should have removed that.

    The hook having a terror radius is just a weird thing I thought of, it does not do anything like the killer's terror radius, but is extended by Distressing.

    Thank you for the review, it was very helpful.

  • Really cool idea, and love The World add-on xD

    I would like to know how much slower the Watchmaker moves while channeling his power, though

    Broken Gears is also really punishing to newer players, but wont do much to people who are good at the game if not used with Overcharge and/or Unnerving Presence. I'm not sure if that's in design or not, just something I noticed.

  • @DeadbyDeathGarden said:

    https://forum.deadbydaylight.com/en/discussion/88864/killer-idea-the-double-feedback-appreciated

    The killer having no terror radius during ability might not seem OP but paired with the Radioactive Aura perk means that you can randomly exhaust players and then when baby dwight 420 pallet stuns the fake, you can hit them easily as they don't know where you are, you don't have collision and their dead hard doesn't work. Maybe make Radioactive Aura apply WITHIN the terror radius. Awesome ideas anyway! Upvoted!

    Thanks! Also up a bit I believe Radiactive aura had a suggested change so it activated off of the killer being stunned. Don’t blame ya for not seeing it though, I’ll also take your suggestion in :D.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/702883#Comment_702883

    Yea the mind games would be good. Just as long as the killer can't activate the power as you are about to lunge.

    Btw quote people if you want them to see what you've said. Happy you liked the suggestions mate.

    The Double won't be able to use its ability while doing any other action, and your suggestions were amazing, of course I liked them-

  • I was thinking about the mind games that could be done with the power. If the survivors know that chances are the killer walking towards them is a clone, then you could act like a clone without actually being one, potentially getting a free hit, since there's no way to tell if the killer you see is a clone or not besides the difference in terror radius. Not to mention you could always activate the power just before reaching the pallet, loop around, and if they figured out the first thing I said they would probably drop the pallet, resulting in them getting stabbed in the back from the real killer reappearing next to them. Also I might change it so if the clone comes into contact with anything it vanishes.

    I actually like that idea much more, since it punishes people for making a mistake instead of just getting exhaustion for being nearby.

    Yeah, I thought the new idea would be better. And yeah, that's a much better idea. If there's no way to prevent the gen from being blocked, I think it would be blocked for 3 to 5 seconds instead of 10. Thanks for all the suggestions!

  • I should've though about that, sorry for not including the extra stuff about the ability. The clone cannot hit survivors, it has no collision, and it can't be canceled. I might change if it can be canceled or not in the future.

    Also I never thought about the interaction between Radioactive Aura and Dead Hard. I could update it so it applies a different status effect like hindered or blinded. Depending on what others think I'll decide one of those two.

    Gamble on Life is weird, I might just straight up change the third perk to something involving gens maybe. Possibly something like this:

    Nuclear Leak - If a Survivor fails a skill check within 28m of the Killer, the Survivor must do 1 tremendously difficult skill check, and if failed, the generator is disabled for 10 seconds. Nuclear Leak can only be used once every 60/50/40 seconds.

    That's just an idea, and the numbers probably need to be balanced a lot, but I think it'd be more balanced and inspired then Gamble on Life.

  • Maybe they should scream within your terror radius or something? Kinda like one of the Plague's perks, but maybe change it so the activation is different. Maybe if it was at the start of the game, like: Survivors within 40/50/60m (or outside of 60/50/40m) are revealed for 6/8/10 seconds. Idk though, if you think it's fine how it is, it's a bit weak and not very useful outside of a chase oriented killer.

  • You gotta think about every killer when making a Killer perk. The Nurse, Wraith, and the Hillbilly could easily use this to get some early game hooks, I think. Maybe make it 30/35/40 seconds? Your choice though, if you don't think it'd be too good on the faster killers then it would be fine.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685962#Comment_685962

    Happy to hear you like them! I'll add the add-ons and possibly more lore later on.

    I'd like to see them. Seeing the possible ideas for Iridescent add-ons would be cool.

  • This was here for an error I made, where I didn't list the terror radius for the Hollow Knight or the Grimm, buuut there's no delete option. So, I'll leave it here. If there is a way to delete this now useless comment, I'd like to know.

  • Really cool ideas! They both sound like fun characters to play as, that wouldn't need too much balancing to make it into the actual game. Just a few number changes and they seem like they'd be fun and not too amazing or under powered. Maybe even without the number changes, they could still be pretty good.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685856#Comment_685856

    Yeah, I can reduce the stun time. I didn't want to make it so small that it does basically nothing to enduring, but on second thought enduring should definitely be able to counter this perk.

    Yeah, so it would decrease the effect of Enduring, but not make it completely useless.

  • Neat idea, but maybe the increase in stun should be reduced to 10/20/30 or 10/15/20? Making the stun 50% longer seems really good, especially when used by a good survivor who knows exactly when to drop a pallet, even against a killer who doesn't just walk into pallets.

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