Critical_Fish
Critical_Fish
About
- Username
- Critical_Fish
- Joined
- Visits
- 2,189
- Last Active
Comments
-
Change Log (courtesy of QTASTIC):
- Reworked Scourge Hook: Methodical.
- Reworked Vehement.
- Removed the first effect of Hex: Diffusion.
- Altered values of Incalculable.
Additional Note:
Mania lasts as long as Smash Hit, since they're both more niche than your Lithes and Sprint Bursts out there, which both last 3 seconds.
-
Change Log:
- Added an overview of both the Killer and the Survivor.
- Improved spacing.
- Decreased The Zealot's base speed to 110% (4.4 m/s).
- Decreased the Zealot's Terror Radius to 24 meters.
- Reworked Shadow Spear.
- Reworked Cloak of Darkness.
- Reworked Add-ons.
- Renamed Apple of the Fog's Eye to Apple of Your Eye.
- Altered values of Hidden Presence.
- Altered values of Together as One.
-
A majority of these are incredibly interesting, however a few standouts include:
- A majority of the Survivors have a trend of just getting a mini version of one of their perks, which is fine, but still it's a bit uncreative and something that could be ironed out with some extra thought.
- Dwight is a meme. Good.
- Quentin's would have to probably be good enough to fully finish a self heal with a brown medkit after missing a skill check, but anything past that or even that for that matter would be absurd.
- Overall, the Survivor passives are all generally fitting and balanced, despite what I've mentioned.
- Nurse's passive ability. What the #########. If it were something like, Survivors that are healing are significantly louder, that'd be cool. But this is.. something else. Nurse doesn't need a buff at all, let alone one like this.
- Hag's passive ability is just as mind boggling as Nurse's, though at least she can't immediately teleport to someone when alerted. If she could see which Totem had which Hex/Boon, that'd be cool.
- Doctor's passive is super cool, huge fan of this one.
- Clown making vaulting require skill checks? That'd be pretty neat.
- What is this Spirit passive? Why is this Spirit passive? In what world would this be okay? Maybe if Spirit becomes Undetectable for a few seconds after doing any action, instead? Like, breaking a pallet causes her to be Undetectable for 5 or so seconds.
- I'm just not a fan of Legion's passive. If it were something like, Survivors bleed significantly more or the Legion moves slightly faster while in a chase with an injured Survivor I think it'd be better while also directly improving on Legion's weakest aspect, albeit only a little bit.
- Plague just has built in every information perk ever. Why? If she could see the auras of Survivors for a few seconds after they unhook someone, maybe?
- I've never liked concepts akin to Ghost Face's passive. Maybe, while he's stalking, he can see Killer Instinct of any moving Survivor within maybe an 8 meter range?
- Deathslinger's is just the same as Nurse's. Instead, if he saw the aura of any Survivor that causes a loud noise notification for a few seconds? Or, if for maybe 1-2 seconds after causing a loud noise, Survivors in a chase are Hindered by 10-20%?
- Blight's is not only annoying but also generally pointless and weird. Instead, if he could see the auras of Survivors currently affected by the Haste status effect?
- Cenobite's passive is really odd and also removes a decent bit of his counter play. Maybe if Survivors who make a loud noise are significantly louder for a few seconds?
-
Changelog:
- Specified certain aspects of Mirror World for clarity.
- Increased the time it takes to return to full speed once exiting the mirror dimension from 2 to 3 seconds.
- Removed the Distortionist's ability to see Survivors breaking mirrors with Killer Instinct.
- Removed the Undetectable status effect while Mirror Demon is active.
- Reworked the Distortionist's secondary attack.
- Reworked some add-ons.
- Removed Hex: Deplorable Perception's ability to stack with Corrupt Intervention.
- Reworked Hex: No Time.
- Reworked Scourge Hook: Twist and Turn.
- Renamed Act Coy, Play Nice to Play Nice.
- Reworked Play Nice.
- Reworked Excorcism.
-
@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2694394#Comment_2694394
I wanted to try to make a power that allows him to torment Survivors through injured Survivors. You know when you see a mutilated corpse and go into shock from how extremely cruel the injuries are. What do you think?
It would depend on the execution, however I do think it could be done well.
-
@QTASTIC said:
https://forum.deadbydaylight.com/en/discussion/comment/2701189#Comment_2701189
you say Hex: Obtest is obnoxious for no reason.
And here I'm thinking the same thing about you I see you post after post going to all kinds of different creators being extremely rude and practically insulting them while not even providing any positive/constructive criticism. I'd personally be glad if you'd applied what you say to other people to your own concepts I've literally banned your concepts from my YT channel because they were so off the wall like you are daily.
Here's my advice, for every thing that you talk about go into further detail saying whether that particular addition to their concept is a good by base or not provide any kind of constructive criticism without the snarky remarks and comments with them, and get off your high stool and learn the basics of respect between creators. I've gained respected with creators by showing them that and have built my self up slowly over the last month or so.
Long story short don't just point out things you see wrong, criticism, recognition, and respect are some of the things you need to have in order to become a successful and well respected reviewer.
-P.S. if you give advice and the creator takes the time to engage you in conversation and replies back to you, have the respect to reply back don't just ghost them and waste both of your time.
I apologies to the original poster but this guy needs to be spoken too because he's been disrespecting creators on every post he goes too.
If you'd like to explain what's so off the wall and bad with my concepts that you, the almighty capslock, would ban them from your Youtube channel good jab btw cuz my sole goal was your recognition, feel free to comment on them yourself. Your entire argument could use more examples, though this bit interested me the most.
And sure, I know I'm harsh but I do offer solutions to things I'm invested in. I personally like the rework I though of for that one Jeff the Killer concept a lot.
I try to refrain from saying anything one could take as a personal attack, rather than a criticism of their creation, though if I slip up feel free to let me know and call me a ######### or something for it if it makes you feel better.
And, I'm going to be honest. If I don't feel like there's anything I can add, or if I'm not interested in the concept, I won't respond. I'm not here to make other people's ideas. Though, I'll be honest and say I was extremely unmotivated when commenting on this and reading op's response. This is why I'll be doing that now.
@Anniehere said:
https://forum.deadbydaylight.com/en/discussion/comment/2701189#Comment_2701189
My concepts are open to adjust and all that is written above are basically a base idea for new characters/perks.
This character is a mix between Demo and Nemesis. I thought his power could help him during the chase and locating survivors.
I haven't written more details because I leave it open for change and opinions.
I get not really going into specifics, however specifics are practically what makes or breaks a Killer. Spirit comes out of her phase immediately, while it takes Wraith a few seconds to do so. A little detail like that is fairly easy to go over and not think of in a concept, but Spirit is in the top 3 best Killers while Wraith is just mediocre.
I would describe your Killer as an almost reskin of Hag, over Demo or Nemesis, but with some alterations that makes them more like Trapper than Hag is. Sure it helps in the chase a bit, sure it offers some detection but it sounds like it just takes 1 skill check to get out of the trap. Meaning it takes a max of 3 seconds if the Survivor who's caught in it is good at hitting skill checks. The Killer's lack of mobility and inability to even injure people affected by their traps leaves them feeling very weak.
The one aspect of this Killer that could break them is that you neglected giving a maximum number of traps.
If Nine Lives activated by getting unhooked, rather than escaping from a trap, I feel like it'd be significantly more useful and infinitely less situational.
If Devious Information worked by showing the auras of Killers belongings (except traps) within a certain range of a Survivor who's hooked, or something like that, I think it'd be more unique as a perk, no longer treading on Small Game.
If Punctilious punished Survivors for not interacting with the Killer, rather than just treading on Tinkerer's ground, it could have a more unique niche. Say, if a Survivor hasn't been chased in 100/80/60 seconds, that Survivor's repair speeds are reduced by 33% (the numbers on this are just examples).
Seeing as Obtest means to call a witness, if Hex: Obtest forced Survivors to work together rather than split up, it'd be much less annoying to play against while still heavily encouraging Survivors to go out of their way to remove it.
I'm going to be honest, I don't know what to change about Bloody Prey. Its concept isn't bad or anything, it just feels like it isn't really influential enough to be used even in meme builds like Starstruck, Agitation and Mad Grit. Though, depending on how big the Hindered effect is, it could be pretty funny on that build.
-
9 Lives is hilariously situational, and Devious Information is just a middle finger to already one of the worst Killers in the game, Trapper. Not a fan of these two.
What's the max number of Deadly Traps? What's the range of the being? Why is this just a worse version of Trapper somehow?
Punctilious is not explained as much as it should be. How long does it last? Does it affect all Survivors, or just the ones on that generator? Also, it's just a worse Tinkerer.
Hex: Obtest is obnoxious for no reason.
How Hindered are Survivors by Bloody Prey? What even is the point of Bloody Prey?
-
There is SO no way you're not trolling. This is.. legitimately adorable, how ignorant you are of not only the game, but even if this is a joke, how irony and sarcasm work.
-
I'm a big fan of all of these, though the Killer's power does seem very reminiscent of the Oni's. That's just about the only complaint, though, as all of the perks are really interesting and perfectly executed. The only change I'd really suggest is decreasing the required Protection Hits for Fatal Blow by 1.
-
Boil Over buff is fine.
Don't buff Borrowed Time. Sure, the increase in the length of Endurance is fine, but it should not apply to both Survivors.
Dead Hard? Being buffed? Cute.
Distortion is fine.
Diversion is fine.
Gens go by way too fast to buff Fast Track. It's underwhelming, but it's good that it is.
.. This isn't the buff Guardian needs. It shouldn't show your aura, though it's kind of funny that it does. If you're going to keep the thematic element of Guardian, you can't really buff it. Maybe if the unhooked Survivor gained 50% Haste for 3 seconds, ig?
Power Struggle is fine. This buff is not.
Smash Hit... what the #########. Smash Hit is fine as is.
You know how you buff Technician? You remove the thing where it loses additional progress on a missed skill check. Not this #########.
Steetwise is fine, it doesn't need a buff.
Stake Out is fine, it doesn't need a buff. It's gimmicky and that's okay.
Kinship is already absurdly powerful, it doesn't need a buff.
Iron Will... okay you're just trolling, you have to be.
-
4 of over 12 hooks isn't that huge, making Scourge Hooks a little limited but fair in that limitation.
4 of 7 generators is a LOT, though, and I believe decreasing it to 2 would be fine.
-
@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2694210#Comment_2694210
It does stack with itself. When you put an action speed decrease on Survivors, there’s no point of having it as a perk if it’s just gonna consumed whenever you use a basic attack, especially when the stacks are consumed by a missed basic attack.
Ah, alright. That's fair then. I think it's cool, though it could be a little obnoxious when paired with Dying Light and Thanatophobia.
-
@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2692728#Comment_2692728
Also, the possibility of using it is rare, and if the Killer wants to achieve such a privilege, they must sacrifice as many Survivors as they can. I could add additional Bloodpoints if you want, but let’s talk about the rework for “Bloodied Smile.”
Well yeah. As I've said, I haven't mentioned it for a reason. It serves practically no use outside of style.
Anyhow, the Bloodied Smile rework. It's on the right track, though for something that doesn't seem like it'd stack its slowdown effect is kind of minimal. If it were maybe 8/12/16%, but this slowdown didn't stack? Also, it doesn't have a duration or end point of any kind. When does it end? Is it permanent? If so, does it stack with itself or does it not?
-
Change Log:
- Made the speed values of Utopian Lance consistent
- Remade add-ons to include actual values
- Reworked Disruption so it could be used multiple times per match
- Reworked Reversal in order for it to fit more with a Boon
-
@CLB198 said:
for Wretched Scar do you mean that everything in a 12 m radius is made dark red like the ground and loops?
Every object, yeah. Depending on the angle it could be impossible to tell the difference between a pallet and a wall.
-
@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2691963#Comment_2691963
Actually, it’s only when you prevent Survivors from escaping beyond the Exit Gates. Even if there are 3 Survivors who escaped, you can’t kill the last Survivor.
What? What is this mystical "it" here? If it's referring to the weird additional mori thing built in, then I never mentioned that for the reason of.. it's pointless. It's practically a vestigial mechanic that is just a waste of space on the post.
-
Weighted Head for the Huntress
Rare Add-on
A reinforced metal hatchet head, meant for increased damage.
Increases the arch of the Hunting Hatchets by 20%. Survivors hit by Hunting Hatchets are Broken for 30 seconds.
Sculpted Head for the Huntress
Rare Add-on
A gleaming, thin glass hatchet head. More for decoration than effectiveness.
Decreases the arch of the Hunting Hatchets by 20%.
Iridescent Rook for the Doctor
Ultra Rare Add-on
A rook piece made of an iridescent glass.
The Doctor's shock can be held indefinitely, and is now activated by m1. Depending on the length it is held, it grows in size (from its base radius to a 16 meter radius), and moves away from the Doctor at a rate of 20 meters per second. The shock can be canceled by letting go of m2.
-
I'm not a fan really of Happy Thoughts' design concept, being rewarded for playing bad at all, and it does just do everything but it's not bad.
The changed Counting Sheep is good, no comment outside of that.
What was the idea behind Bloodied Smile? 5 tokens for a Survivor being in your terror radius when you down someone? That's a 30% action speed reduction for 3 of 4 Survivors, from one down. That's all action speeds too, including vaulting. That's not even considering the 30 second aura reading per down on all Survivors, seeing as that stacks with the tokens too based on how the perk is written.
So, uh, nice movement speed (6.9 m/s), but what? Is his base movement speed the same as the Wraith's post-uncloak speed (172.5%)? That would mean, while Go To Sleep is active, Jeff the Chef moves at over 200% speed. Ain't that crazy. And, with how speed works in percentages, while Go To Sleep isn't active Jeff moves at a poultry 164.5%.
As Chordyceps has gone over, there is a few weird things remaining with the power. I won't be touching on the things they've already talked about as I mostly agree.
However, still Incapacitating Survivors for up to 60 seconds, still knowing where Survivors are within 10 meters of you when your speed rivals Hillbilly's, still got the weird screaming thing, still works like a more risky Michael Myers.
Despite the lack of creativity in Jeff the Chef himself, you've got a ton of ways you could work a sneaky boyo with a knife that isn't stalking, as stalking just isn't Jeff's thing. Michael Myers stalks to learn everything about his targets, Ghostface stalks to do the same, what does Jeff stalk for? To learn their bed time?
-
@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2688911#Comment_2688911
If I take anymore stuff out, it’ll break the entire concept. I’m not upset, but Chordyceps’s recommendations were more balanced. At this point, the concept is not really overpowered.
Those links were to show you how bloodlust could be projected. If what you’re saying was true, Michael Myers would be nothing more than a catatonic asylum patient who wanders out of his cell on an annual basis.
That would mean that Michael Myers being the embodiment of evil is a misinterpretation of psychopathy as well, but it’s not.
Michael Myers is a fictional character. And not a very good representation of mental illness. He's defined as evil itself, anyone calling any real person with a chronic illness that is the evil one. And are you for ######### real? You think Michael Myers is a good representation of a real mental illness? Really?
I'm not saying just remove things. If anything, I'd say rework the whole damn thing. Cuz nothing works together, nothing is original, nothing is focused.
And sure Chordyceps' suggestions were more balanced. What of it? I was kind of spitballing, I have other stuff I'm working on, etc. Suggestions are suggestions, recommendations are recommendations, take them or leave them.
@Maniacal_Matro said:
Look, sorry for the negative comments. I understand that you guys are truing to help me with the concept since that’s what I asked for. I just need things to add, not excuses for me to stop making the concept.
Find, I’ll change the name, and see what else I can change.
I don't see anyone telling you to delete the thing or anything.
Now, onto additional things I noticed with the original post that are... a bit not it. This Killer is just Michael Myers but obnoxiously extra. Getting to "Go To Sleep" is obnoxiously long, but once you do it you just... win?
Movement speed goes up to 175%, 2.5% faster than Cloak during his post-uncloak speed boost. For 60 seconds. In addition to this, it increases your terror radius to 58 meters, effectively covering the entire map, and therefore stalling all Survivor progress for 60 entire seconds due to the Incapacitated status effect.
Hitting a Survivor might as well be an instant down with your absurd movement speed and the Hindering effect, along with effectively removed stuns.
Killer Instinct on Survivors within 10 meters sounds fine on paper, but just getting that for free on all Survivors near you in addition to your movement speed is disgustingly cracked. With STBFL you just shred through people like tissue paper.
This Killer is so all or nothing it's kind of hilarious. Like, the Oni is peak all for nothing in this game at the moment and he isn't even this bad.
For a full rework idea to make the Psychopath (pain) more unique from Michael Myers, and less... iffy, I'm thinking of keeping a stealth aspect. However, this would be something triggered by m2, akin to Ghost Face, without messing with your movement speed. In addition to this, as a replacement to the stalking mechanic, implementing an "assassination" mechanic while Undetectable could be cool depending on how it's done. Lurk In The Darkness is perfectly fine I'd say, but perhaps limiting it to just lockers as to not tread on Freddy's property would be a welcome addition, albeit not an overly necessary one.
To go more in depth on an assassination system, it'd be like a silent instant down triggered by m1 on any Survivor while you're Undetectable. Maybe, in addition to the Undetectable status, also allowing Jeff the Chef to climb over objects while Undetectable could be cool. Not as fast as Legion or anything, but he would also be able to climb over walls and stuff maybe. I'm not sure how you'd balance being able to turn Undetectable at will, but maybe a cooldown like Ghostface's power in addition to losing it upon a non-assassination attack could work.
-
@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2686582#Comment_2686582
Dude, “Bloodied Smile” is no different than Michael’s “Dying Light” perk. It doesn’t need a maximum amount of tokens.
Fun fact, you can get 3 tokens in one down with this perk. In addition to this, Dying Light gives 3%. It gives the Obsession a bonus of 33% altruistic action speeds. This gives over 2.5x the boost for one token. It's not a fair comparison.
Edit: Dying Light gives a max of 27%, with this resulting in the Obsession being the only one left and literally every other Survivor being hooked 3 times. As someone who used Dying Light for a VERY long time, the max you usually get is 7 tokens, 21%.
This perk gives you 8% basically every time you get a down, resulting in a minimum of probably 36% just by getting 4 downs, not even considering the chance of getting 3 tokens per down.
It also encourages not only targeting, but also slugging, the obsession. Thinking about it further, the perk just encourages you to play like a dickhead. Not a fan, rework requested?
@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/comment/2686582#Comment_2686582
It’s not a misinterpretation when you’ve never had it, so I doubt that you would know for sure even if that was true.
Also, Jeff’s bloodlust seemed does seem to be supernatural in a way.
Also, I’m not completing this concept in one day, thank you!
And for the last time, Idgaf about how bad Jeff’s original story was written. Think outside the box in the context.
https://powerlisting.fandom.com/wiki/Killing_Intent
Here, click this and find out.
Oh no because psychology isn't a thing that can't be studied am I right? Just assuming I'm not someone with antisocial personality disorder either? Just gonna disregard what misinterpretations even are in the first place? Also... not even gonna consider the Sleeper as a name idea? It just sounds better than the Psychopath, not to mention everything I've already brought up.
Jeff's bloodlust is an excuse for him to kill people, don't try to justify the poor writing. I'd love it for you to rewrite it in a brief summary for the backstory section, legitimately. I like my sarcasm as shown by the last paragraph but I'd like to see what you could do with the concept.
Read my concepts. All of which done within less than a day.
Hey, hey. I kept my bullying of the original story to 1 jab, gimme some credit.
What are those links even for? Like.. seriously. I know how fiction tends to treat this stuff, I don't like how fiction tends to treat it either tho HunterXHunter tying it into its power system is cool af. Is there a problem with that?
@Maniacal_Matro said:
Guys, I’m not going to make the concept to where Survivors can have more advantages than the killer. This is as balanced as it needs to be.
We're really going into this now? When was this even brought up? Enlighten me.
@Maniacal_Matro said:
https://forum.deadbydaylight.com/en/discussion/297804/killer-concept-the-psychopath
Guys, I’m not gonna take anymore out of this concept. This is as balanced as it needs to be. I will not sit here and make the difficultly for the killer “Hard.”
Is it too much to ask for a relatively functional design? You asked for thoughts, you've been given thoughts, now you're upset?
-
Chordyceps covers a lot of issues with the killer itself, I'm just here to complain about the name. Why not the Sleeper, the Poorly Written Character, or something else? I'll cut this short before I go into a rant about how you're misusing and misrepresenting a subsection of a medical condition, being antisocial personality disorder, and just say the name doesn't work.
Edit: OKAY so I have stuff to add based on balancing.
- Where's your perk tiers?
- Bloodied Smile needs a cap on how many tokens it can have. You can implement perk tiers with these (probably 2/3/4).
- Scourge Hooks: Counting Sheep is... a lot. With some good play, and good rng, you can get 4 hooks on a single well placed Scourge Hook easily. This would result in a total of a 36% increase to movement speed. Having the Killer move at 151% speed. Needless to say, no. A potential rework (because just a nerf would make it either bad or not change it at all) could be giving an 8% speed boost for 12/16/20 seconds after hooking a Survivor on a Scourge Hook.
- Holy crap Happy Thoughts does everything. I'm not a fan of perks that reward players for playing bad, but I can't say it doesn't fit with how BHVR has been treating this game so I can't complain all too much without going on a rant about every Survivor perk that's actually used. Anyhow, this perk just does so much. Too much, I think. Much like the Killer's design in general, it could use a great deal of focusing.
-
Honestly, really cool concept for a Survivor, with We Want Answers and Boon: Spirit Box both being incredibly interesting. However, Stop Running! is not only an absurdly popular and generic idea, but it's just a bad one. If I were to suggest a change, I'd say something like:
When you do a loud action within 16 meters of the Killer, all other Survivors within 24 meters of you at the time of the loud action will have their scratch marks hidden for 12/16/20 seconds.
-
Changelog:
A single, short change, being halving the time it takes to get a charge from Red Flag.
-
Changelog:
- Removed Defiance's ability to allow a Survivor to pick themselves up from off the ground
- Added perk tiers to Alchemic Remedy (pretty dang late for that ik)
- Removed the requirement of you being injured to use Alchemic Remedy
- Reworked Mortal's Peril
- Reworked Spiteful Reawakening, renamed to Reawakening
- Reworked Hex: Buried Alive
-
The power is.. weird. I think the different modes triggered by different events is cool, but I have a few issues with the modes.
- The vision impairment isn't necessary and would seem to just annoy the player more than anything.
- Why not just make Patrol Mode Undetectable?
- Pursuit mode shouldn't be slower than the other two modes.
In addition to this, I'm just not a fan of the powers gained throughout the trial. The way to switch through them would likely be majorly hard to implement on console, and console players have enough struggles already.
I also just feel like the Killer would be relatively weak overall. Having a fast, mobile and hard to track Killer would be super interesting but I think it could be a lot better than this. Perhaps, making the mode system something you switch between with CTRL rather than something triggered by certain events? Say,
- Patrol Mode is Undetectable, but moves at 110% speed. Any Survivor making noise (using the same noise chart you made, or a slightly altered one) has their auras revealed. Holding m2 would allow you to climb on/over walls and ceilings, maybe getting a speed boost for a second or two after beginning to climb onto a wall (being ~ a 20% speed boost maybe).
- Search Mode is a base Killer, with the same general abilities you'd expect. It allows you to, at the click of m2, scan everything within a 24 degree cone in front of you extending out 16 (or whatever value) meters. The auras of all objects in that area are shown to you, including Survivors. The cooldown for this could be anything from 10-20 seconds.
- Pursuit Mode could be a base Killer, though I wouldn't complain if it was naturally faster than Search Mode (being something like 120-130% speed.) Its m2 would be somewhat akin to Legion, boosting its speed and allowing it to vault windows and pallets extremely quickly, though it would likely only last ~10 seconds and have a cooldown of 30, though without that godawful stun Legion has. For a more original idea, it could be a short burst covering a certain distance depending on how long m2 was held (holding for 1 second would be 8 meters, 2 being 16, 3 being 24 and that being the cap) where you move incredibly fast (like.. from where you start to where you end almost immediately). This wouldn't need a cooldown/slowdown at all, and could be a pretty cool ability in chase to quickly close the distance while still being able to be countered by good play.
I feel like these changes would keep the depth and amount of strategy you want with this Killer while being more responsive to the player themselves, giving the player agency and all. And, for the record, I haven't played Metroid Dread yet-
Onto the perks.
I feel like Mine Layer is too unique. It's super cool, don't get me wrong, but honestly it seems like it'd be better if they were adapted to be the power of a Killer rather than a perk.
Scourge Hooks are just pretty cool, honestly. I like it.
Soulless Hunter is.. strange? Gaining a token when you're stunned and getting a speed boost at the cost of consuming tokens is cool, but I think consuming all tokens when breaking a pallet/breakable wall would be better; getting a 5% speed boost for each Token consumed. Though, likely the time the speed boost lasts would have to be cut to 5-15 seconds rather than 20. In addition to this, it'd likely need to be unstackable due to how much of a speed boost could be stacked up, and only ~ 4 tokens should be able to be saved at a time.
-
@Shadowstoast said:
https://forum.deadbydaylight.com/en/discussion/comment/2581306#Comment_2581306
https://forum.deadbydaylight.com/en/discussion/comment/2581306#Comment_2581306
Swf is the only way to play rn randoms are being stupid they rush unhookes when the killers 2 feet away so the only way to win is to play with friends
Well, yeah. Must suck being at low MMR. That's still no reason to buff Survivors as a whole, though.
-
You 100% need to explain why you made this poll. Is this even a question? Solo queue needs something new, like a simple callout system, it's that simple. But that's not what you're asking about here, you're asking about universal Survivor buffs. Under no circumstances should SWF be buffed.
Edit: Also, also, no POSSIBLE change can be made to prevent camping without making it abusable. No possible change. Just use Camaraderie, it's good.
The best way to discourage camping would be to make the game fair without exception, so it's easier for people to accept the loss. In addition to that, having MMR work on general performance rather than just escapes/kills would further discourage camping. Also Insidious rework. Haven't you noticed nothing I said is a Survivor buff? Survivors don't need universal buffs.
And on your point of how some perks need to be buffed, which perks? How is this a buff to Survivor, even, Killers have perks that need to be buffed too. If you want ######### like DS to be buffed then ######### that, but if you want bad perks buffed to be usable, akin to the rework of Lucky Break, then that's a perk buff, not a Survivor one.
-
I'm not knowledgeable on NFTs, honestly, therefore I won't be going on decisions themselves and only gameplay decisions. Because of this, I'd say breakable walls are by far the worst decision of the available options and probably of any option in general imo. In general, I think this because of how they make some fairly fair structures obnoxious or prevent other structures from being fun.
In general, they just lead to poor map design. See the Game map, that thing isn't too bad in my opinion because of my tendency to play Killers who eat pallets faster than Survivors can drop them, but even then it's just poorly designed and would've been fine if all of the breakable walls were replaced with empty spaces.
Edit: Plague's changes were nice and pretty deserved imo, as despite being a good Killer she did still have some QOL changes that she desperately needed. Even Nurse has some lack of QOL and could use some changes to fix that. Trapper's and Spirit's changes were also objectively necessary, why include that on the list of the last option?
-
Nurse has never not been the best.
-
@fogdonkey said:
You can practice in real game as well, just accept that it is going to be a 4man escape.
Oh yes cuz its so fun to waste time and get your ass beat just cuz you wanna try out a new killer.
-
@bunnytrips said:
Gens seem to fly so fast these days, thoughts on upping the repair time? Perhaps ruin could be reworked alongside it to compensate?
There does need to be a fix to gen speeds, this is true, but upping repair time is just... not that fix.
-
Ok, so Hawkins is a ######### map and is awful to play on. The first part is my opinion, the second is objective fact. Fight me.
-
I prefer playing as Twins, and prefer playing against Nemesis. Yeah Twins' "nerf" is stupid and bad, and isn't a real nerf it just makes them feel like ######### to play, but I just prefer playing them.
-
@TwitchyMike said:
Just so no ones confused an example of elaborate killer power would be like Executioner or Freddy. An example of simple one is Huntress or Hag. Post your answer and you killer with your answer if you wish and you can even explain why.
I personally like more elaborate killer powers with extra stuff to it.
Simple powers like Blight's are infinitely filled with potential, but elaborate powers made correctly like Demo's are also equally great seeing as they have multiple simple and versatile elements. I would say in general I prefer simple powers, though both can be good if BHVR worked at it.
-
https://forum.deadbydaylight.com/en/discussion/265575/re-enable-penalties-for-disconnecting
I want to DC from the new map without penalties.
-
@Troman said:
Indoor maps are Hawkins, The Game, Lery's, Gideon, Racoon City
Indoor maps are ######### baddddddd.
Seriously remove a ton of skill from both sides, and invalidate a majority of Killer powers while barely helping any Killers. The only Killers not hindered in some way by indoor maps are Pig, Wraith, and specifically Scratched Mirror Myers.
-
https://forum.deadbydaylight.com/en/discussion/268457/which-is-the-worst-map-in-dbd
I play Hillbilly, Blight and Demo the most. The Police Department is ######### hell for Hillbilly and Blight, and I refuse to play it even as Demo, who could theoretically actually be decent on it.
You won't catch me even hating on Haddonfield really as someone who mainly plays Killer (I love Survivor but I'm stuck in low rank hell), but this map? ######### this map. It's awful in every way except appearance. The aesthetics are nailed as per usual, I must say, but everything else is a failure of map design.
-
@Jarol said:
Well, I did one of the classic eighties movie slashers, I want to know what video game license you want to see in Dead by Daylight? Personally I opt for an Outlast and Slender chapter, but also one by Manhut that I don't mention due to lack of space.
Alien, since the option isn't there (unless I'm blind).
-
The ######### is with people hating on Twins D,:
Seriously though, I get it. They're not NEARLY as bad as a well played Hag, Spirit or Deathslinger though. Not even close.
-
@Seiko300 said:
Ghostface is a narcissist- or at least is narcissistic on some level, he loves himself and what he does more than anything else, so he'd be one of the worst candidates for shipping.
Also, I guess what would be an unpopular opinion on this kind of a thread: shipping itself is pointless, why does every character need to have some romantic interest. :/
Narcissists aren't people who'd avoid relationships. They just have different goals in one. I don't really know how to explain it better than that ^^;;
Also, people ship because they find it fun. I think it's fine until people start harming others in some way for disagreeing.
Anyways, I think Ghostface x Susie makes the most sense for the characters imo.
-
The new ones are way worse. I just think they're funnier.
-
Im impartial on proximity chat, but full game voice chat is a no.
Something that I'd be fine with is a callout system of sorts, where a text box saying something from a menu you can select appears next to your character on the hud. Allowing for some communication in solo queue.
-
Most of these options are fairly similar, which is eee but okay enough.
Anyways, I think there should be 1 more mechanic. Something to do with generators that makes them slower without using the mechanic, but faster when you do. Something like Scott Jund's idea in that one video he made awhile back would be good for this I think.
A good way to slow down generators without just increasing the time they take imo, while also making the game more based on the interactions between Survivor and Killer, seeing as it forces Survivors to go around the map more.
-
@Givti said:
Power:
Fog of Distain - I think survivors should also see the aura of blocked pallets/windows.
Contaminating Smog - so kinda like spirit but only to track survivors, why would you do this? This is such a waste of time.
1. You have to corrupt someone, which seems pretty hard.
2. You have to do the whole animation.
3. You have to actually find someone, because you can only see the aura of corrupted survivors in a 12m radius -> wastes more time (it should be a bigger range like 40m).
4a. You have to appear back and then walk again to the survivor, while the survivor will hear your terror radius and run away. -> All this for nothing, because you still have to chase the survivor then.
4b. If you teleport to a survivor you waste 6.5s of your time while the survivor gets a head start of 1.5sec (the head start is necessary, otherwise this would be a second spirit, but it still doesnt seem worth it) and you remove the Corrupted status effect from the survivor -> which makes you even weaker
My suggestion: After you hit a survivor with Fog of Distain, they get Corrupted for 90s. If they vault any window/pallet while Corrupted, it gets blocked by the entity for 20s. Auras of affected objects are shown to all players. When using Contaminating Smog you get the undetectable status effect and you can't move, but see the auras of Corrupted survivors in a range of 40m. The starting animation takes 3s -> then you see the auras for as long as you want -> the ending animation takes 1s, after this animation is finished you stay undetectable for 20s. Hitting a corrupted survivor while put him in deep wounds.
Perks:
Unconformity - Do you see the aura of the other 3 survivor or is the survivor seeing the auras of the other survivors?!?!?
Hidden Presence - okayish, useless on high ranks
Hex: In Darkness - maybe too strong, because you can be Oblivious the whole match, cool idea
Corrupting someone isn't that difficult, kind of being more precise than, but also faster than, Plague's purges if I were to describe the projectile. I should allow Survivors to see the auras of the blocked objects as well, though.
I might make it so you can reappear wherever you want, and remove that secondary action to appear out of a Survivor. If I were to update this, I would add a timer to how long the Corrupted status effect lasts.
For Unconformity, the aura is only shown to the Survivor. Looking back at this, though, I should allow you to see the auras as well.
I added the second effect (the aura reading) to Hidden Presence because of that. It's not gonna be meta defining, but it doesn't have to be.
Hex: In Darkness' first effect is removed if either the Hex that is Cursing a Survivor is cleansed, or In Darkness is cleansed. With this I think it should be fair enough, though it is fairly strong for all Hex builds.
Thank you for the feedback!
-
@B_Random said:
Okay, so let me start by discussing this "NERF" to a Killer who really doesn't deserve one, but there is a reason to add it and it's involving the BUFF idea I got for him. Trapper, the face of DBD and one of the handful of very weak killers currently in the game. Yes, I'm well aware you can still win games with Trapper even in his current state but sometimes it's not as easy as most other weak killers because of the way he's made. So, lets get the nitty-gritty out of the way first:
NERF IDEA FOR TRAPPER: Survivors can pick up and place traps around loops to aid them if ever in a chase, after disarming a trap they can pick it up which will grant them the Hinder Status effect and oblivious status effect until they put down the trap. When they set the trap down, the traps aura will not appear to the trapper until he steps on the trap. Survivors will see the Aura of the trap they set when they're in 15-28 meters away from said trap, survivors have a 50% chance to get caught by the trap they set but the other 50% will allow them to hope over said trap.
NOTE: Traps can not be set at the edge of the maps, traps can only be allowed near the Killer Shack or the Main Building as long as they're 32 meters away from either. If the traps are placed near the edge of the maps within 10-20 meters then the traps will respawn at a close distance from the trapper himself.
(The Buff can only work if he can get caught in a trap, another idea was to not allow trapper to easily get caught in his own traps considering he can see their aura so that should entail that he knows it's there.)
BUFF IDEA FOR TRAPPER: IF the trapper gets caught on his own traps or ones set by survivors, he's granted a 30 second boost to all actions. If he's caught on his own trap that he set, his actions: Breaking pallets/walls/generators, vaulting, picking up traps, setting traps, checking lockers, picking up survivors, and stun recovery (Except by DS) will be increased by 10%. If he's caught by a trap set by a survivor then his actions will be increased by 20%, and it will all last only 30 seconds (this effect can not/will not have any addons to increase it's effect or time). A new action in this "Enraged" mode will be the ability to WALK THROUGH (Breaking Through) breakable walls (ONLY).
NOTE: Timer starts to countdown as soon as he's OUT of the trap, not immediately when he's in the trap and in the undoing animation. If the trapper is running: Brutal Strength, Fired Up, or Bamboozle, then this buff will overwrite those perks action speed, but it will not overwrite Bamboozles vault blocking effect.
Now this might sound a bit OVERPOWERED and might sound like rewarding the killer for messing up, however if you think about it a little it could make sense. It's either this or not allowing trapper to get trapped by his own traps, but to keep a mechanic already in the game, I think this is better. It can help strategically plan for Trapper, if a survivor Dead Hard's over a trap or goes past it somehow, it can add a sort of boost for trapper to help him get back in the chase a lot faster. Think of this BUFF like the Antidote for the Clown, it's not much but it aids the clown none-the-less so I thought why doesn't Trapper have something like this to help improve his chases? Thinking that the devs might also never remove the ability for Trapper to get caught in his own traps, why not make the negative into a positive so he has a little leverage. Personally I feel it's a fair idea, and it probably won't hurt the gameplay too much, so if a Dev or someone from BHVR could read this thread and consider this then that would make me very happy. I'd love to also hear the thoughts from the community on what they think about this idea.
MAP IDEAS:
I was thinking to myself about how DBD has quite a few maps, but also how it kind of gets just a little tiresome to always play the same map every now and then, while watching a horror movie (SCREAM) I thought to myself why can't there be Variations to certain maps or just extra maps like: Gas Heaven. Except a little different.
I was thinking making variations of maps out of: Macmillan's Estate, Autohaven Wreckers, Coldwind Farms, and Crotus Prenn Asylum. Making maps based on a few of the killer's outfits with assets already in the game or completely new buildings to spice things up. The Skins in question I would think are: Macmillan Miner, Blast Furnace, Beast of Nature, Marrow Miner, Shadow Walker, Mangled Wreck, Phantom of Vengeance, Frontier Miner, Auto-Repair Reaper, Sunday Slaughter, Waste Management, Until Death Parts, and Ashen Lady. These skins could have potential to make some interesting maps and allowing to have a bit more of a challenge for survivors and killers alike. I was also thinking possibly varieties of other existing maps like Father Campbell's Chapel, adding a blighted version of the map surrounded with pustula flowers while looking a bit more decrepit due to the flowers. This could add a bit more variety or give a nice look to existing maps with minor changes such as weather or time setting or so-forth. It sounds like a lot of work and I know it most-likely is quite a bit of work, but I believe it would be both interesting and a little fun to have a few new things other than just skins and charms alone. Spice up the game and how it's played, it's not much and possibly won't make much of a difference but it's something a little different and new. I would enjoy to have some helpful feed back and hear thoughts from everyone who reads this thread.
Be sure to share this thread with friend to get people considering about this idea, maybe even get some of the Dev's attention too if bringing this thread up enough.
Ok, so there's 1 massive problem with these proposed changes. It makes playing Trapper as the machete man instead of the Trapper better, and makes regular Trapper worse. It encourages him to just not use his power.
If I were to buff Trapper, I would make the Trapper Bag basekit, for one. Two, give him a speed boost when someone steps on a trap and for 5 seconds afterwards (prob a 15-35% speed increase). Three, I'd make all trap spawns be close to the center of the map.
A giant rework like you proposed is just unnecessary, and all things considered, kind of stupid.
-
@Gnarly said:
☆Killer
THE CHEMIST(Jane Mindley)
STATS
•Terror Radius: 28m
•Lunge: 1.25
•Speed: 115%
WEAPON
•Clever
BACKSTORY
At a young age Jane's mother died from an illness, leaving her alone with her father. As she grew up she would be antagonized by him whenever she would do anything not considered traditional by women standards. When she got into high school, she would be bullied for her being taller than normal, she was intimidating to the other kids there. Seen as a freak, she never had any friends. This isolation become a strength for her, studying a passion she developed of over chemicals. Becoming a self taught chemist.
Still during this time, she was still antagonized by her father, all that mistreatment build up inside to become rage. A victim no more she thought. So she made a batch of a special mixtures to have her father drink. She didn't want to kill him however, she preferred to use him as an experiment. Testing and recording the data of these mixtures. He eventually become bedridden and hospitalized.
These mixtures would all become finalized over time, all having their own special properties, some enhancing, while others harming.
The treatment by her father build a hatred of men that she would carry throughout her life. Convincing men to go on dates with her, and by the end of the night, she would have one of her mixtures ready for them
All those tests would come to an end when the police kicked in her door and arrested her. She was sentence to death by chair. When she got into the chair, she closed her eyes and as the lever was flipped...
Nothing, she opened her eyes and found herself in the world of the entity, promising her more test experiments for her mixtures.
ABILITIES
●Mixtures
(Shared Stock of 4:Reloadable)
•Mixture Spill
-A mixture that can be applied for a limited time to gens, pallets, windows, and hooked survivors. When a survivor interacts with the mixture, they will be put into the mending state.
•Mixture Toss
-A mixture that can be tossed at survivors. When hit, they will apply mending.
•Mixture Tampering
-A mixture that can be applied to a downed survivor, this effect will stay on the survivor for 60 Seconds after. Anythiny they touch as well their blood willl glow yellow.
PERKS
•My Domain
You love to establish what's yours
-When a survivor goes into the basement, they are exhausted and put into the exposed state for 40/50/60 Seconds.
This perk has a 90 Second Cooldown.
•Ain't No Rest
-Any survivor in your Terror Radius will have the Exhausted, Mangled, Broken, Hemorrhage status effects paused.
•Maneater
You can be picky with your victims at time as it makes things more fun.
-When hitting your obsession with a basic attack, you gain a token(Stack Up to 4). Next time kicking a gen, it will regress 15%/20%/25% instantly.
☆Survivor
Greg O'Malley
PERKS
•Self Assured
You will find a way back to your loved ones.
-When unhooked by another survivor inside the killer's Terror Radius, the perk activates. When you are injured and hit into the downed state, that is ignored and you are instead put into the mending state. This will last for 30/45/60 Seconds.
Perk will deactivate once any actions are attempted(Just like DS.)
•Burning Flame
You have a drive to survive when the cards are stacked against you.
-When last alive in the trial, your blood trail and scratch marks will not be seen.
•Dragged From The Ashes
You know how to survive against all odds.
-After getting a safe unhook, the perk activates. Next time you are injured, your aura will be seen by 1/2/3 Survivors and they will recieve a 15% healing action bonus on you.
Well, one, the power is kinda meh? Also, why does a 115% speed Killer have a 28 meter terror radius?
Tampering is literally useless. It might be nice finding slugged Survivors, but only might be. The time isn't long enough for them to be hooked, unhooked, and then for you to get good use out of it. The Killer also has no movement abilities or slowdown, legitimately making them seem like a worse Legion, who at least has a decent speed boost in his power. Also how long does it take to reload and apply the mixtures? Does it slow them down to throw the mixture toss? Why is this Killer so much like Clown?
My Domain is kinda gimmicky but it's not like its bad or anything, with Territorial Imperative it makes going into the basement a death sentence, but it also makes long distance basement camping as Demo, Hag, or any high mobility Killer even better, so I'm iffy on it.
Ain't No Rest is actually really stupid. Picture yourself as a Survivor against a Doctor with a Calm addon. Already not very fun, right? Then you also realize after using your Sprint Burst that you aren't recovering from exhaustion at all. Then when you use Deliverance you don't recover from Broken either. That sounds ######### miserable. Also, this perk has no perk tiers. I'd say it should be reworked.
Maneater is better Pop Goes The Weasel, which is potentially among the top 5 best killer perks in the game. Don't.
Self Assured is just Decisive Strike before its nerf with a spice of pre-rework Borrowed Time. Don't.
Burning Flame is... cute? There's not really a point to it honestly.
For Dragged from the Ashes, how long does the healing bonus last?
-
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2168405#Comment_2168405
Reaper Calls gives you a 7% Haste effect, and the action speed boost isn't like Spinechill, so it won't effect things like vaulting. I admit though the numbers on it are pretty nutty, so I'll probably tone them down. And yes, while it does reward you for the killer playing well, the kicker is that you can't control when it may proc. For example, if the killer is chasing someone and they earn 1,000 in Hunting, the Haste effect isn't going to be useful to you at all if you're on a gen.
I'll probably change Life On The Edge to be an exhaustion perk.
Spine Chill has the same boost as something like Leader, but its boost affects all actions because it doesn't specify what actions it affects. You need to specify what action speeds are increased.
-
@QwQw said:
So, I got bored in class and decided to make this. The chapter is work in progress right now, as I have no clue what the killer or their power is going to be. Right now it's just the survivor. If you guys have any suggestions for what the killer could be or any criticism of the survivors perks/lore, let me know.
@Dabihwow @Beelzeboop, I would love to hear what you two think.
Choking Sorrow
New Killer: ???
New Survivor: Graydon Smith
New Map: Ashton Streets
Appearance: Graydon is a tall pale caucasian male in his late twenties. He has dirty down hair, and a stubble where a beard would be. Because of his bad habits and aggressive work schedule, he appears to be in his mid thirties. His outfit consists of black trousers and shoes, a white t-shirt, a dark green overcoat, and a tan baseball hat. He can commonly be found smoking a cigarette and striking his classic grin.
Life can be a cruel mastermind at times. Graydon Smith was one of its many victims. Despite the tough circumstances, Graydon pushed through it all for the sake of others. He could always be seen with a gentle smile, willing to lend a hand to anyone who needed one.
Abandoned by his parents at the age of twelve along with his seven year old sister Marry, he marched through the dingy cold streets of Ashton City to the nearest orphanage he could find. Luckily for Graydon and Marry, the Graydon Orphanage was one of the few not rundown buildings in the city, as it was government funded.
Graydon got along fine with the other children, but he preferred to stand alone most of the time. Marry was a different story, as she was far more sociable than her brother, a way to compensate for the sadness she felt at the loss of her parents. When Marry would weep with sorrow during the long nights, Graydon would always sing to her to warm her heart.
At the age of eighteen, Graydon was kicked out of the orphanage. With not a dime to his name, he tried desperately to get any job he could, but no company with a high paying job was willing to hire him. With nowhere else to go, he hesitantly settled for a job at a cheap gas station. It wasn’t enough to pay the bills though, so Graydon was forced to sell drugs to keep food on the table. The job at the gas station as well as drug selling was just enough to afford living in his run down apartment. As a form of stress relief, Graydon turned to smoking as a pastime.
This cycle continued until Marry turned eighteen and was kicked out of the orphanage just like her brother. Despite his poor living conditions, Graydon accepted his sister with open arms - willing to bear the weight of supporting another person. Marry took up a job working at a small cafe, to help lessen the load her brother had to hold.
One of Graydon’s hobbies was taking long strolls during the cold nights. Staring up at the sky and taking a drag of his cigarette, he would hum his favorite song and ponder his life. It was a great way to clear his head of any worries and remind him of what kept him going - his sister. After five more years of living like this, and even would happen that would change the course of Graydon and Marry's life.
During one of his nighttime strolls, Graydon had decided to stop at a local convenience store to pick up a couple packs of cigarettes and some snacks.
When he entered the small store, he noticed that it was just him and the clerk. The clerk, judging by a quick glance, was a young lad, probably eighteen or nineteen. He had ginger hair and a blank look on his face, accompanied by a tired expression. Made sense to Graydon considering how late it was.
As Graydon looked around the back of the store for a bag of Marry’s favorite chips, he heard the bell ring that signaled the door to the convenience store had been opened. Taking a quick look over the shelf he was browsing, the man he saw enter the store was dressed in a back hoodie and sweatpants. He gave Graydon a bad vibe.
Graydon’s fears were confirmed when he heard a startled gasp from the counter. He poked his head out from around the shelf to see the man in the hoodie holding a handgun to the clerks head. Graydon silently thanked the lord that the man with the gun didn’t know he was in the store. Graydon knew he had to do something, otherwise the clerk could be harmed. With nothing in the store to use as a weapon, Graydon slowly crept up behind the armed man.
Using all his strength, Graydon swung his hands around the man's neck and put him in a headlock. To his surprise, the man didn’t drop the gun like Graydon was hoping for. Instead, he fought back by elbowing the butt of the handgun into Graydon’s ribs. Graydon stumbled back as the man swung around and quickly fired two rounds at him. Both of them hit, striking his torso. Blood began leaking from Graydon’s chest, but because of the adrenaline coursing through his veins he barely felt the bullets. Using his remaining energy, Graydon charged the man and tackled him to the floor.
The man still hadn’t dropped the gun, and Graydon knew it wouldn’t be long before the man overpowered him. Doing some quick thinking, Graydon did the only thing he could think of. Plucking the cigarette from his mouth, he shoved the burning butt of it into the man's eye. He recoiled in agony, screaming brutally as he finally dropped the gun on the tiled floor. Graydon had been too distracted fighting the man to notice the clerk had ran away. The clerk returned holding a metal pipe, and he slammed it down into the hooded man’s head.
Graydon couldn’t tell if the man was dead, or simply unconscious, but he guessed it was the ladder. Stumbling to his feet, he looked over at the clerk and cracked a small grin.
“Hey, can I have a pack of those cigs?”
The clerk shakily nodded and handed Graydon a pack of the cigarettes he had pointed too. As he pulled one out of the package and grabbed the lighter in his pocket, he let out a cough. Looking down at his hand, he saw it was speckled in blood. The sight suddenly made him aware of the burning pain growing in his chest. Now that the adrenaline was wearing off, Graydon realized the graveness of his injuries.
It became too much for him to bear and Graydon fell backwards onto the floor. Coughing up more blood, his vision started to blur as he saw the clerk dialing an ambulance. He wouldn’t let go though. Graydon knew what would happen if he closed his eyes.
Because of how long the ambulance took to arrive, and because of the poor state the hospital was in, Graydon knew he wasn’t going to make it, he just needed a little more time…
Laying in the hospital bed, he heard the door swing open, and he didn’t even need to look over at it to see who had opened it. Marry rushed over to her fatally wounded brother, and sobbed as she hugged him. Graydon also noticed standing in the doorway was the store clerk, and he slowly shuffled into the room after Marry. Looking over at the young lad, Graydon urged him closer.
“Hey, be careful out there alright?”
Graydon spoke to the boy in a quiet voice, and although he tried to hide it, he could tell the clerk was starting to cry. Looking back over at Marry, he gave her one of his classic grins.
“I think I just about got time for one last send off.”
Just as the sun began to rise and peak through the window next to his bedside, Graydon sung Marry’s favorite song, the same one that he would sing to her all those years ago back in the orphanage. And then Graydon closed his eyes, and let out his final breath.
When he opened his eyes, Graydon was nowhere near Ashton City. Instead, he was in a dark forest. A cool breeze brushed past his face, and Graydon wondered just where in the hell he actually was. Looking off in the distance, he saw a group of silhouettes sitting around a campfire. Shrugging his shoulders and lighting up a cigarette, he began taking a calm stroll towards the light. I mean, what the hell else was he going to do?
Graydon Smith comes with three teachable perks.
Life On The Edge: You live dangerously, hell, you’ve seen all this world’s got to throw at you. When injured, press the Active Ability button to activate Life On The Edge. Your next rushed vault regardless of approach, will be a fast vault with 50% increased vaulting speed. Life On The Edge will cause the Hindered Status effect for 30 seconds after use. Life On The Edge has a cooldown of 75/60/45 seconds.
“Smoking helps calm the nerves, y’know?” - Graydon Smith
Reflective Reassurance: Life’s been cruel to you, but that doesn’t mean you have to be cruel to others. For every survivor you heal, gain a token. Each token increases the chance to trigger a skill check while performing any action that can trigger them by 7%. Increases great skill check success zones by 15% at all times. Can earn up to 4/5/6 tokens.
“Sh sh sh sh sh, I’m here, I’ll sing you your favorite song, okay?” - Graydon Smith
Reaper Calls: You’ve seen death before, and it sure as ######### ain’t gonna stop you now. Whenever the killer gains 1,000 bloodpoints in the Brutality scoring category, you gain a 15% increase to action speeds for 20/25/30 seconds. Whenever the killer gains 1,000 bloodpoints in the Hunting scoring category, you gain the Haste status effect for 20/25/30 seconds.
“Alright then, come at me you ugly son of a #########.” - Graydon Smith
Ok so Reaper Calls is already really iffy in concept, but how much haste to you get? Like, 5%? Haste is either 7% speed increase from Hope, 4% from NOED (for Killers), or 50% from Sprint Burst. Just like Hindered, the value it changes needs to be specified. Also, 15% increase in action speed for 30 seconds when the KILLER is doing well??? Something that rewards you for the Killer doing well, especially with such a high increase to action speeds (including vaulting because you didn't specify what action speeds it increases), is kinda really bad design.
Life on the Edge is really interesting imo, but it should be an Exhaustion perk in replace of the cooldown and not hinder you after use.
Reflective Reassurance with Fast Track would be pain and suffering, I like it. I wouldn't consider it op either because then you can't run some of the better perks out there, but it'd still be insane if all 4 Survivors ran it.
-
@ThePotatoPlayer said:
I am doing mine, so i will post it later :)
I have a few good ones if you wanna check them out at some point. I'm not gonna link them since I've made so many, and you can see all of someone's posts by clicking on their profile.
-
@SOMENINJANAME said:
Good Luck getting more than a few of these whining, entitled Survivor mains to agree to this. I like the idea, but 10% would be a bit too high lol. The name of the game is DEAD by daylight, not, let's escape every match. Lol. Escaping should be rare and thus ACTUALLY impressive.
Oh I don't want people to just agree, I want to hear peoples thoughts. That's why I put this here in the first place. These "whining, entitled Survivor mains" have a voice and I'd like to hear what that voice has to say as much as I'd like to hear yours, and not just a lukewarm take about how Killer should be overpowered.
This is a multiplayer game. You're saying Killers should be grossly overpowered so Survivors have next to no chance unless they majorly outplay the Killer, or at least that's what I'm getting.
Think of it lore wise and not just the name of the game, the Entity can feed off of ANYONES strong emotions, including the Killer. It is in this eldritch being's best interest to make everybody in its realm feel the hope to win the game, just to have that hope crushed in front of them, or to crush the hope of the opposing side.