Critical_Fish
Critical_Fish
About
- Username
- Critical_Fish
- Joined
- Visits
- 2,189
- Last Active
Comments
-
@Zesty said:
Just wanted to see what everyone thinks is the most toxic thing a survivor can do in the game !! Explain why you think its so toxic if you can
In my opinion I don't think any of these are explicitly toxic. Take is as a challenge, friendly rivalry of sorts. Now getting unhooked in your face then instantly doing a gen because of DS + Unbreakable is toxic, and DS needs another rework
-
@Jarol said:
Well, I feel disgusted and somewhat tense because the power of this movie monster must be perfect.
New Killer: The Slasher.
Name: Jason Voorhees.
Power: Jason's Revenge.
Weapon: Machete.
Speed: 115%
Terror radius: 16 m.
The Slasher is a relentless Killer capable of ending its victims from different points of its territory. His Power Jason's Revenge gives the Survivors no choice but to flee. His Personal Advantages: Blood Bath, Return from the grave and Hex: Bad Luck, make everything more difficult for the Survivors.
Background:
Jason Voorhees was a child who was born with a deformity and hydrocephalus, one day his mother Pamela Voorhees took him to Camp Crystal Lake where he works, Jason was bullied by the other children in the camp, one day, the children took him to the Lake, where they pushed him and where Jason couldn't swim, he ended up drowning and dying, the counselors paid no attention to the act committed because they were too busy using drugs, drinking alcohol and having sex. His mother blamed the counselors for her son's death, for which she took revenge against the counselors responsible for Jason's death, but one day, a survivor beheaded her mother in an act of self-defense, but that same day, That Friday the 13th, Jason witnessed the death of his mother.
After that, a curse was unleashed across Crystal Lake, The Curse of Jason Voorhees, returned from the grave to exact Vengeance against those who attempt to set foot on Crystal Lake. Over the years, Jason brutally murdered many Teens who were in his Camp. But one day, a Survivor set him up, taking him back to the Lake where he drowned as a child, Tommy Jarvis's plan worked out perfectly, Jason was trapped, imprisoned in those deep waters of Crystal Lake, but something happened, After being locked up, a fog took Jason and that young man who locked him there. Jason had appeared in a forest, very similar to his, he was confused but from far away, He saw some survivors, His mother's voice urged him to kill them, Jason knew what he had to do, It was time to kill everyone...
https://us.v-cdn.net/6030815/uploads/A4V38BAEHMMN/ddwnivb-38b875ba-7218-4c68-965d-125b2533d5f8.jpg
___________________________________________________________________________________________
Power: Jason's Revenge.
The Power Gauge starts out empty and slowly fills with Vengeance, taking 120 seconds to fill completely. Hitting survivors with basic attacks will fill the gauge by 10%, if a Survivor is rescued from the hook or healed, the gauge increases by 15%, being stunned will fill the gauge by 25%. When the power gauge is full, Jason's Revenge can be activated by pressing the M2 power button.
While Jason's Revenge is active:
- The Slasher terror radius [16 meters] increases to 32 meters.
- The Slasher movement speed [115%] has been reduced [to 110%], But his thirst for blood increases by 10% speed, every 20 seconds.
- The Slasher breaks pallets, breakable wall just by walking through them. He also does not receive the stun while Jason's Revenge is active. This costs 25% of your total revenge.
- The Slasher can grab healthy and injured survivors while Jason's Revenge is active. This costs 50% of your total revenge.
Jason's Revenge ends when The Slasher's power gauge runs out of revenge. This stuns The Slasher for 8 seconds. (As Legion with Frenzy)
SPECIAL ABILITY: Shift.
His Shift ability allows The Slasher to teleport a few feet forward. Upon entering Shift, The Slasher disappears and his movement speed increases by 200% when he teleports from side to side. (As nurse or spirit) When she teleports, she cannot go through obstacles. While teleporting, he becomes undetectable during that time. The Shift has a 30 second cooldwon.
___________________________________________________________________________________________
MORI: Jason catches the survivor and begins to break his skull to death.
https://us.v-cdn.net/6030815/uploads/EPA5AZW1TIYS/maxresdefault.jpg
___________________________________________________________________________________________
Perks:
1. Blood Bath: You leave a carnage around you, every time you hang a survivor, the effect of undetectable will be applied to you for 16/18/20 seconds, Blood Bath has a recharge time of 40 seconds. "Don't let her get away, mommy! Don't let her live!" -Pamela Voorhees.
2. Return from the grave: You become obsessed with one Survivor. Every time your obsession drops a pallet on you 4/3/2 times, increases movement speed by 10% and gets the Exposed effect for 30 seconds. You can only be obsessed with one Survivor at a time. "There is a maniac trying to kill us!" -Rennie Wickham.
3. Hex: Bad Luck: A curse that torments survivors with misfortune. Damaging a Generator will give up to 2/3/4 Survivors currently working on a Generator insanely difficult Skill Checks. Hex effects persist as long as the related Hex totem is standing. "Jason was my son, and today is his birthday" -Pamela Voorhees.
__________________________________________________________________________________________
New Survivor: Tommy Jarvis.
Age: 24
Gender: Male.
A scared survivor, fighting tooth and nail to survive. His personal perks, Self-Defense, Guardian and You are not Alone, help him survive when he needs it.
Background:
Tommy encountered Jason when he was just a child. In the end, he killed him. The trauma of facing Jason and losing his mother to him put Tommy in a mental hospital, where he was haunted by nightmares of Jason. Eventually, he left the hospital, and fought Jason one more time. Unfortunately, he would never be free from him. One day, he went missing. He's now trapped somewhere, facing more horrific Killers than he could ever imagine. However, he has one advantage: He knows how to fight back.
https://us.v-cdn.net/6030815/uploads/QHSM1U75HQ41/eedbb24f-ae5e-4959-85d5-5250900a80ec.jpg
__________________________________________________________________________________________
Perks:
1. Self-Defense: You face difficult situations with great determination. When in pursuit and drop a pallet on top of the killer, the stun will be 20/30/40% more effective. It has a reload time of 60 seconds. "Die! Die! Die!" -Tommy Jarvis.
2. Guardian: You value the lives of your friends, and that drives you to keep going. Every time you make a safe off-hook you will get a token, up to a maximum of 1/2/3, when you are injured and protect a survivor from a hit, you will spend a token and prevent them from leaving you in a dying state, Guardian has a time of 60/50/40 second charge. "The only way to kill Jason Voorhees is to destroy his heart." -Creighton Duke.
3. You are not Alone: Company and assistance calm you down in stressful situations. When performing a Coop Action, the Skill Check pointer moves 10/20/30% slower for every additional Survivor performing the action. "Can I help?" -Joey Burns.
__________________________________________________________________________________________
New Map: Camp Crystal Lake.
There are 4 variations of maps:
1. Camp Crystal Lake.
2. The Lake.
3. Crystal Lake Forest.
4. House Voorhees.
https://us.v-cdn.net/6030815/uploads/VZY7BPSVU0R0/dq8z3nbw4aauqn6.jpg
16 meter Terror Radius on a 115% speed Killer that doesn't have to work on getting that speed isn't something I think will ever happen, or should happen. Especially on a Killer that literally has a weaker version of the Spirit's power on an already faster Killer. This power would be fine, if the rage wasn't optional and would never have to be activated, because without it Jason is a 115% speed Killer, with an 8 meter Terror Radius with Monitor and Abuse, who has the Spirit's power.
All of Jason's teachables are fine.
Self-Defense is just reverse Enduring, and annoying more than anything else. It also forces Killers to always respect pallets, even if you don't have the perk, since you always could.
Guardian is just infinitely better Mettle of Man, which yes is a bad perk, but it used to be broken. This is just old MoM but worse, since Protection Hits are hard to get, while safe unhooks are the easiest thing in the world.
You Are Not Alone is fine.
Also, why didn't you just edit the original? The edit button is on the top right of the post for you.
-
@YukariTheAlpaca said:
New Killer - The Hunter
--------------------------------
Lore and Minor Details
--------------------------------
Born into a wealthy family with a popular history of competitive archery, Alexander Moser did not have it easy. With the pressure of obtaining the unobtainable in perfection, the child was forced into a role he did not want to fill, even though his ancestors had willingly done so before. The daily stress of seemingly endless practice sessions forced unto him by his parents just to keep the mantle of respect held by his onlookers was not the life he wanted. Alex's stress would change his feelings of constant depression into extreme anger issues. What started as self-harm turned into that of others. When Alex turned 24, he became accustomed to secretly purchasing people off the black market and hunting them in his family's hedge maze, without his parents knowing, as they didn't care much for Alex outside of his social image. The thrill of "his hunts" was the only joy for him. After his mother and father's deaths, Alexander would finally feel free enough to grow into and continue further down his dark path. Eventually Alex became bored of the same hunting grounds he used all his life; deciding to begin construction on a new area in the wide forest near his secluded estate; one where he could finally create his own challenges and feel freedom in his own sadistic way. On the day before the hunting grounds were finished, Alex left the comfort of his large estate and the stress of those around him to admire the decor of his new "arena" in his backyard. Alex, excitedly closing his eyes to take one large breath of air, releasing years of pent-up aggression in one exhale, was immediately forced back into his rage to only open them to a familiar and yet unfamiliar home, missing it's signature arena. No matter, the hunt must go on.
------------
Passive
------------
All chest auras are shown to you within a 32 meter range at all times. Upon entering the trial, 2 additional open chests (that are empty) are added while playing The Hunter. The Hunter has a default movement speed of 4.4 m/s (110%).
------------
Ability 1
------------
Hold the ability button to draw back The Hunter's Compound Bow. After drawing back the Compound Bow for a certain amount of time (depending on arrow equipped), Release the ability button to fire your currently equipped arrow. Depending on your currently equipped arrow, firing them will introduce strengths at the cost of some temporary weaknesses, as well as different draw times for the Compound Bow itself. Press the Basic Attack button to stop Drawing back the Compound Bow. Drawing back the Compound Bow reduces The Hunter's movement speed to 4.0 m/s (100%).
------------
Ability 2
------------
Press the alternate ability button to swap between different arrow types in order. Each arrow type has a certain amount that can be carried and fired at one time. Reload all arrows at the same time by interacting with a chest. Reloading takes 3 seconds and The Hunter cannot move while doing so.
------------------
Arrow Types
------------------
Trap Arrow - Travels in a tight arc at a speed of 14 m/s (350%) up to 18 meters starting in the direction The Hunter is looking. After travelling the maximum distance or hitting an obstacle, the arrow falls straight down and explodes into a Bed Of Nails with a radius of 8 meters on impact. Healthy survivors who remain in the effective radius of the Bed Of Nails for at least 2.5 seconds will become Injured and Broken for the next 30 seconds, as well as not gain the Recently Injured speed bonus. Failing to put the Broken survivor into the Dying State after the 30 seconds expire will fully heal them (timer pauses in chase). Injured survivors who remain in the effective radius of the Bed Of Nails for at least 2.5 seconds will be put into the Dying State and lose the Broken status effect if they have it. The Bed Of Nails remains active for 12 seconds after being created. Walking over a Bed Of Nails as The Hunter for longer than 1.5 seconds will cause it to disappear and stun The Hunter for 2 seconds. Maximum of 2 Trap Arrows at one time. Compound Bow must be drawn back for at least 0.3 seconds before firing. Only one Bed Of Nails can be active at any time, creating another will replace the older one.
Blunt Arrow - Travels in a straight line at a speed of 40 m/s (1000%) up to 18 meters starting in the direction The Hunter is looking. After travelling the maximum distance or hitting an obstacle, the arrow falls straight down and disappears upon touching the ground. If the arrow hits a survivor, however, even while the arrow is falling, that survivor will be slowed to 3.4 m/s (85%) for 4 seconds. This arrow requires a lot of energy to fire and slows down The Hunter to 4.2 m/s (105%) for 3.5 seconds after the arrow has been fired. Maximum of 3 Blunt Arrows at one time. Compound Bow must be drawn back for at least 1 second before firing.
Grapple Arrow - Travels in a straight line at a speed of 40 m/s (1000%) up to 32 meters starting in the direction The Hunter is looking. After travelling the maximum distance without hitting an obstacle or survivor, the arrow disappears and has no effect. Upon hitting an obstacle or survivor, the arrow attaches to it and creates a rope leading back to The Hunter, which increases his speed to 9.2 m/s (230%) while travelling towards the arrow, but reducing his speed gradually depending on his movement offset away from it. Upon entering a radius of 4 meters from the arrow or after performing a Basic Attack, the arrow and created line will disappear and reduce The Hunter's movement speed to 2.07 m/s (51.75%) for 2 seconds. The Hunter cannot damage survivors or switch arrow types while a Grapple Arrow's effect is active (or to cancel it), but can replace an older active Grapple Arrow with a new one. Maximum of 6 Grapple Arrows at one time. The Compound Bow must be drawn back for at least 0.3 seconds before firing.
----------
Perks
----------
Piercing Strike - By channeling the strength of the Entity, your blows become supernatural. Upon putting a survivor into the Dying State by any means, all survivors within your Terror Radius become unable to use items or interact with anything for 10/11/12 seconds. This perk has a cooldown of 60/50/40 seconds.
"The happiest part of life for me is the comfort of one's own company."
- Newspaper Article #212 Tips For Others: Staying Happy
Fear Shocked - Your presence invokes fatigue into your prey. Survivors within 4/5/6 meters of you become Exhausted for 2 seconds.
"Don't worry my dear, I am not going to hurt you..."
- Alexander Moser
Hope Drought - When on your hunting grounds, there is no escape. Upon starting the trial, 1/2/2 additional exit gates will spawn that have their escape boundary blocked by the entity and cannot be used to successfully escape. (Tier 3) Slightly increases the amount of time required to open exit gates.
"You have been purchased by me, selected by me, to be used as only I see fit. Do not try to escape."
- Alexander Moser
-------------
Addons
-------------
(Common) Leather Strap - A leather strap crafted from a Boar which was hunted by Alex during practice with his father. Increases the amount of carried Blunt Arrows at one time by 1. Stacks.
(Common) Heavy Arrowhead - A thick piece of metal firmly attached to the end of specific arrow shafts to increase their force, making them especially useful for hunting small game, like rodents, without a mess. Survivors hit by a Blunt Arrow suffer from Exhaustion for 5 seconds.
(Common) Training Quiver - A small training quiver made from the finest leather money could buy. Increases the amount of carried Trap Arrows at one time by 1. Stacks.
(Common) The Sportsman's Elixir - A homemade brew consisting of unknown ingredients and used to focus the mind while under pressure. Shows the landing area for each arrow type to The Hunter while drawing back the Compound Bow.
(Uncommon) Broken Padlock - A small padlock used to lock various containers, rusted and broken after heavy use over many years. Slightly reduces the time taken to reload arrows at a chest. Increases the amount of opened chests by 1. Stacks.
(Uncommon) Reinforced Construction Boots - A pair of construction boots used for easy movement in extreme weather. Slightly increases the amount of time required before becoming stunned while walking on a Bed Of Nails as The Hunter. Stacks.
(Uncommon) Average Souvenir - The Ripped jeans of an unlucky victim; the many pockets can be used to hold more arrows. Increases the amount of carried Grapple Arrows at one time by 2. Stacks.
(Uncommon) Land Purchase Document - The memory of what could have been invokes the anger of one's past. Slightly reduces the movement speed penalty inflicted upon The Hunter after firing a Blunt Arrow. Stacks.
(Uncommon) Broken Target - A small wooden archery target destroyed out of rage. Slightly reduces the duration of the speed penalty after a Grapple Arrow disappears. Stacks.
(Rare) Father's Briefcase - It reads "Do Not Open" on the front. Increases the amount of carried Blunt Arrows at one time by 2. Stacks.
(Rare) Mother's Inhaler - Slower and calmer breathing can steady the mind. Survivors hit by a Blunt Arrow have their auras revealed for 5 seconds.
(Rare) Professional Quiver - A gift passed down for generations. Increases the amount of carried Trap Arrows at one time by 2. Stacks.
(Rare) Flailed Blunt Arrowhead - Pointed bits extrude from the metal base to inflict extra blunt force trauma to the target. Survivors hit by a Blunt Arrow cannot see The Hunter's Red Stain.
(Rare) Rubberized Arrowhead - A rubber coating is placed over the arrowhead to add buoyancy to each arrow. Blunt Arrows will ricochet 1 additional time off of surfaces. Moderately increases the movement speed reduction applied to survivors for each additional ricochet before the survivor is hit by the Blunt Arrow. Stacks.
(Very Rare) Shiny Padlock - A brand new padlock, tough enough to sustain years of wear. Moderately reduces the time taken to reload arrows at a chest. Increases the amount of opened chests by 2. Stacks.
(Very Rare) Metal Soles - A pair of uncomfortable and restrictive metal soles to protect one's feet. Moderately increases the amount of time required before becoming stunned while walking on a Bed Of Nails as The Hunter. Stacks.
(Very Rare) The Souvenir - The leather jacket of Alex's first victim; the large pockets can be used to hold more arrows. Increases the amount of carried Grapple Arrows at one time by 3. Stacks.
(Very Rare) Written Notes - A list of things to say when addressing the public, restricting Alex's ability to speak his own mind lest he gets punished for it. Moderately reduces the movement speed penalty inflicted upon The Hunter after firing a Blunt Arrow. Stacks.
(Ultra Rare) Whetstone - A small stone used to sharpen metals. Survivors who are damaged by a Bed Of Nails are inflicted with Dying. Restricts the maximum amount of Trap Arrows at one time to 1.
(Ultra Rare) The Deed - What one would consider a gift, Alexander considered a curse; one last punishment. Inflicting damage upon a survivor by any means will instantly reload all arrows. Restricts the maximum amount of Trap Arrows and Blunt Arrows at one time to 1.
New Survivor - Samantha Cahil
--------------------------------
Lore and Minor Details
--------------------------------
A chemistry teacher for young children, Mrs. Cahil had a passion for teaching, able to improve the grades of even the most troubled students. While helping students study after school hours had ended a storm had formed seemingly out of nowhere, thrashing against the windows of the school and forming tiny cracks in the glass. Desperate to find safety for both herself and her students, Samantha told her nervous students to take cover under their desks. The deadly winds destroyed the glass, and at that moment, Sam thought she was dead; closing her eyes to embrace her fate, she was surprised to not hear the loud winds stop, but also the screams of her students gone. Looking out of the now repaired glass, Samantha though she had lost her mind. Exiting her classroom, Sam heard screaming and began running towards the noise to find out why.
----------
Perks
----------
Tough Upbringing - While in a chase, and attempting to vault a window or pallet, press the alternate ability button to activate this perk. While active, you become temporarily immune to damage during the vault. While immune to damage, if the killer were to damage you with their main weapon or grab you during your vaulting action, they are stunned for 4 seconds. If this perk is used and the killer is not stunned during the animation or no attempted damage was dealt, you are stunned in place for 3 seconds. You cannot interact with anything while stunned. Cannot be used while Exhausted. After activation, causes the Exhausted status effect for 60/50/40 seconds upon use.
"You can develop some thick skin working with some of the kids I have. Just gotta keep going."
- Samantha Cahil
Studied Approach - Your ability to effectively study the killer and your surroundings grants you an advantage. While within 20 meters of the killer but not in a chase, looking directly at them will cause this perk to gain "charges" each second up to a maximum of 20 charges. Upon reaching 20 charges, this perk becomes active. Upon entering a chase while this perk is active, your slow and medium vaulting speeds are increased by 10/15/20 percent for the next 10 seconds. After the 10 seconds expire, the perk is deactivated again. While charging this perk, your location is revealed via killer instinct.
"I have my eye on you! Don't do anything stupid."
- Samantha Cahil
Brute Force - For each second you are in a chase, gain a token up to a maximum of 30/25/20 tokens. While at the maximum amount of tokens, this perk becomes active. While active, call upon the Entity to convert unbroken breakable walls within 6 meters of you into survivor-only window vaults for the next 6/7/8 seconds. Converted breakable walls cannot be vaulted by the killer and must instead be broken.
"Sometimes you just need to use a little strength."
- Samantha Cahil
---------------------------
Dead Hard Rework
---------------------------
Dead Hard - You can take a beating. While you are Injured, press the alternate ability button to activate this perk for 1.5 seconds. While active, you become temporarily immune to all damage. While immune to damage, if the killer were to damage you with their main weapon, they are instead stunned for 4 seconds. If this perk is used and the killer is not stunned during the animation or no attempted damage was dealt, you are stunned in place for 3 seconds. You cannot interact with anything while this perk is active or while you are stunned. Cannot be used while Exhausted. After activation, causes the Exhausted status effect for 60/50/40 seconds.
The power is very interesting, I love it. With the specific numbers it also seems like you put time studying the game to make them as balanced as possible, as well. The only issue with the Hunter himself is the name, seeing as the Huntress is already in the game. Maybe The Archer instead?
Piercing Strike doesn't do too much other than slow actions, which is fine. It's simple and it works, it's a good perk.
Fear Shocked is a more generic, but also easier to remove Mindbreaker. It would be pretty good on Stealth Killers, but it shouldn't activate if they enter that range in a chase. It's already just a better Mindbreaker, so making it have that stipulation would be good in my opinion.
Hope Drought is incredibly interesting, I like it! Also the backstory of Alex is a yikes, and really fits with this perk.
I don't really see a problem with Tough Upbringing, but I don't overly care for it for whatever reason. It's perfectly fine though. The only thing this really needs is an indicator to the Killer that it's been used, like Dead Hard, like an entirely different vaulting animation.
Studied Approach is fine, but why doesn't it just use Tokens? It also has a pretty small upside in my opinion. Maybe 40/45/50% faster instead? It's only for 10 seconds and for a slow vault so it doesn't matter at all unless it's a big increase. If I were pushing it I'd say maybe 50/75/100% faster.
Brute Force is good, but it's needlessly complicated. I'd recommend making it so it's just an exhaustion perk that allows you to permanently make a breakable wall into a window that the Killer can break. At current it's perfectly fine, though, just again needlessly complicated in my opinion.
I disagree with the suggestion of a Dead Hard rework. This rework specifically isn't good at all in my opinion because it's too similar to Tough Upbringing. If any perk in the entire game needs a rework, it's Decisive Strike. I rarely see this perk prevent tunneling. It's just 60 seconds of invulnerability. If you don't want a DS rework, then try Unbreakable. There is no reason to rework Dead Hard.
-
@Tayte said:
Just an idea for a licensed chapter.
Killer: The Bioweapon or The Tyrant
Name: Nemesis
Gender: Male
Hair colour: Unknown
Eye colour: White
Power: Flamethrower
Weapon: Hand
Speed: 115%
Terror radius: 32 m.
Background:
An experimental bio-weapon created by Umbrella Corps. With its only purpose to turn the tides in war. That was what the T-Type was for, but only one would be known to be tested in combat. More commonly known as the nemesis. Designed to stop the remaining STAR members, who had been witness to the horrible crimes Umbrella Corps had committed.
Despite going head to toe against Jill Valentine in several fights. Getting destroyed over and over again and mutating to a more grotesque creature with each destruction. Nothing seemed to stop this tyrant from getting to its goal.
But then it happened. Jill had turned the tide with the railgun, piercing through the tyrant. Meeting its demise then and there. Or did it? As the tyrant stood up again in a new realm. This time with new orders in mind. Kill... everything!
___________________________________________________________________________________________
Powers:
Abiltity: Flamethrower
-The Tyrant comes equipped with a flamethrower. Using the flamethrower, he can create walls of fire. Blocking off areas for 20 seconds, before it fades out. If close enough to a survivor, he can also use the flamethrower directly on the survivor for impact. Any survivor who would walk into the fire will begin screaming, and reveal their location for 5 seconds, putting them in the injured state.
-Whenever a generator gets finished, the tyrant gets ammo for his RPG. Giving him the ability to shoot one round of explosives at survivors. Any survivors caught in the blast will immediately be put in the dying state.
Mori: Grabs the head of the survivor, and impales the survivor with the blob tentacle inside his hand. Then proceeds to squeeze the head and throw the corpse away.
___________________________________________________________________________________________
Killer Perks
1. Recipe For Disaster:
After downing 4/3/2 survivors prior, will cause the next basic attack to down a survivor instantly
2. Hex: Sharp edges:
one totem with sharp edges. When broken will give the survivor the broken effect status until downed.
3. No time for breaks:
After being hit by a pallet, the killer is filled with rage. The next hit you do on a survivor will cause the killer to skip the clean/staring at his weapon animation, to keep the pressure going. (Only works once per pallet)
__________________________________________________________________________________________
Survivor: Jill Valentine.
Age: 28
Gender: Female.
Hair colour: Brown
Eye Colour: Blue/gray
Background:
A high rank operative, in the forces of stopping bio terrorism performed by Umbrella. Leading her to a wanted list and to be pursued by the mutated forces of their labs. Having witnessed the cruelty performed at the mansion incident, umbrella would now be determined to stop her from sharing her findings with the rest of the world. Sending nemesis to exterminate the last remaining members of STARS. Jill is forced to attempt to flee the city, and to find a cure against the heavy mutations now developing all over the place. With no time to spare, she goes on countless encounters with zombies and mutants alike, to find the hidden underground lab. As the nemesis attempts to stop her in her path. Giving her a fight for her life. Now on a timer before a nuke blast develops the city to rumbles. She strives to her best effort in getting a cure. A cure destroyed by her antagonist Nikolai.
With no time to spare, she does the only thing left she can do. Fleeing into the helicopter as they watch the once great city behind them turn into ashes, as the blast wave fires towards the helicopter, making it spin, as Jill leans back into the seat, thinking its finally over, as she opens her eyes awoken in a new realm.
(Leon and Ada would also work as great survivors)
___________________________________________________________________________________________
Survivor Perks
1. Health checkup:
A survivor grants the ability to make one totem able to heal whoever stands near it. for one state before being automatically broken. A sabotaged totem will have greenfire when changed and can be broken by a hit from a killer.
Requires the survivor to plant said ability on to the totem. (cannot be broken by other survivors after being changed. Doesn’t replace hex: totems, but can be planted on it while sabotaging one. Also isn’t an instant heal. Takes 10 seconds before working, and is not visible to the other survivors.) Must be within 5 meters of the totem to work.
2. Kick it:
Speed up the process it takes to take down one totem, by 60% via kicking it, after finishing 2 generators
3. Knock it off:
sabotage a hook, to fall off immediately after a killer hangs a survivor on it
causing a stun to the killer for a few seconds, and gives the survivor endurance.
Still counts as a hook, and will not work if the survivor is on their last hook.
Respawns a new hook after 15 seconds. Once one sabotage hooked is used, it will turn all other sabotaged hooks into normal hooks again.
___________________________________________________________________________________________
New map:
Map: Raccoon City Police Department
https://us.v-cdn.net/6030815/uploads/876VAVYVSM3X/2tyh4jvhhprt95jbntpybz.jpg
The power is very good, but I don't think it'd be overpowered since he lacks map pressure. The rocket should only down on direct hit, though, in my opinion.
Recipe for Disaster is amazing, but it is probably too amazing. With the tweak of warning the Survivors and putting it on a timer of 20/30/40 seconds or something, it would be fine.
Hex: Sharp Edges is a cool alternative to Haunted Ground, I like it!
No Time for Breaks is... aaaa. I'd say it should decrease the clean time by 30/40/50%. Removing it entirely means Killers who are fast just instantly down Survivors every time they are stunned. Imagine this with Spirit Fury/Enduring.
Health Checkup is really cool. I would make it so it has to be broken to heal, though, and should have an indicator to other Survivors when they enter a certain radius of a totem effected by it. I like that it doesn't override Hex totems though, so it supplies a really good benefit at a pretty big cost, but with the changes I listed here it would also effectively mark that Hex totem for death later on in the game. It'd also be insane with Inner Strength, which is cool.
Kick it is pretty interesting. I have no problems with it, but it is reliant on the Killer's perk set. Ruin is such a common perk that that doesn't matter though.
Knock it Off is perfect. Good cost, good reward. It should only be usable once per match, though, like Deliverance for another Survivor, and it should also not sabotage. Maybe rig instead? Then there could be a new add-on on Toolboxes that allows you to rig hooks as well, or something.
-
@HashtagYeetGuy said:
Ok so hear me out. What if there was a perk where the killers heartbeat and stain are transferred to a random survivor or the obsession. The survivor given would suffer from the oblivious status effect and the killer being undetected until the survivor given is injured or downed. I would call this "Fatal Illusion" for a killer maybe called "The Magician." All names are a work in progress.
This concept is cool, but it was already done by Dark Devotion. Though it's only the Terror Radius, and not the red stain.
-
@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/1876471#Comment_1876471
For something I said that almost the entire concept was stolen.
Soo, about 90% of it? When you said half earlier? Either way that's not my problem, I'm focusing on the balance of the entire thing regardless of who made it. I have no care of that, I'm just looking at the post itself.
-
@Tayte said:
https://us.v-cdn.net/6030815/uploads/XD57JE1TLRZZ/fohpnxn.jpg
Killer: The infected
https://us.v-cdn.net/6030815/uploads/51VFKFP0L7NE/ezgif-com-gif-maker-282-29.png
Name: Bloater
Age: Unknown
Gender: Male
Hair colour: Unknown
Eye colour: Unknown
Power: Spores
Weapon: Arms
Speed: 115%
Terror radius: 32 m.
Background:
Darwin Watson lived a peaceful and healthy life, until the worst case scenario would happen. The outbreak was all over the news. Darwin struggled hard to survive, but the bite from his wife would soon succumb him to the infection. A growing fungus slowly taking over his brain, with only one motive in mind. Spread the infection. Over the years Darwin would grow into a senseless creature who evolved into a monsterous bloater. An easy grabbing for the entity.
___________________________________________________________________________________________
Powers:
Ability: Spores.
-Primary attack: The bloater is granted the ability to throw spores at survivors that infects survivors and puts them in injured state, and potentially in dying state if infected enough. (would look similar to plagues infection state, except it will not grow infection over time. Only by inhalation of spores. So the more you inhale. The more it goes up. Otherwise the infection bar stands completely still.)
The survivors can still heal health states by the help of others. Not by themselves. Which sets back the infection bar a little. Any item, generator, locker, pallet and window, will be infected when interacted with or thrown spores on for 15 seconds. Once hooked, the infected bar resets completely.
-Secondary attack: Plant spore nest in one area of the map. Survivors walking into the nest area will become infected overtime. The nest will have a 1 minute cooldown per plant. Can be removed by the survivors with the punishment of being infected.
(The survivors do not get covered in any goo, cough or vomit. Only the spore infection particles.)
Mori: Grabbing the survivor by the head and ripping their jaw up.
(I am aware its a bit of a mixture of clown and plague. Sorry about that. I'm also very uncertain how this would work from a balance point of view. If anyone has an idea as for how to tweak it or replace it, let me know)
___________________________________________________________________________________________
Killer Perks:
1. Hex: What's that smell?:
3 totems will cause a rancid smell that makes survivors gag and cough when near it. Gives a noise notification every 10 seconds for any survivor standing within the totem's proximity, while also making the survivors much more noisy and gives distorted vision until it's broken or they are out of its 25 meters range.
2. Hex: Gotcha!:
A hex totem infects every other totem until destroyed. Whenever a totem that isn’t the hex totem is broken, blind that survivor for 3-5 seconds, with a quick aura reveal.
3. Tooth for tooth:
reach bloodlust 1 in a chase to gain a stack. if 3 stacks are collected, you get the ability to destroy a pallet by standing next to it and holding a button down. Has to be 3 different chases so that you can't farm stacks in 1 long chase
___________________________________________________________________________________________
Survivor:
Survivor: Joel Miller
Age: early-mid 50’s
Gender: Male.
Hair colour: Black (and gray)
Eye Colour: Hazel.
Background:
Joel’s conscience slowly dwindles away as he shuts down his emotions to cope to his new life. Having lost family and friends to the newfound world of a pandemic plague and savages. He longs for a purpose in life. A purpose he finds in Ellie. Through years of hardships they both cross the lines of many enemies.
In Jackson Joel thinks he can finally escape it all until a mysterious meet up brings him together with a stranger. A stranger who has a personal vendetta with Joel.
As Joel gets held against the window by the strangers' associates.The stranger takes out a golf club, and starts smashing in his head. The world swirls before him as he finds himself in a new place within the entity’s grasp. The wound against his head had healed.
(Gun not included)
__________________________________________________________________________________________
Survivor Perks:
1. It's a deal:
Trading items with another survivor gives back 50% durability for you and the person you traded with. Can only be done once per game.
2. Every bit counts:
Finishing a generator by your own hands gives a small amount of durability back to your item.
3. Bombatage:
The first generator you touch becomes planted with a small bomb. Whenever a skillcheck should be failed, and the killer stands near, would trigger a small stun explosion that lasts for a few seconds. The stun and bomb can only be successfully achieved once. Will slow down gen progression slightly. Can be attempted again at the next generator if not successfully performed.
__________________________________________________________________________________________
Map:
New Map: The Dinosaur Museum
Would be night time to make it more spooky.
Notes:
Since we’ve gotten Silent hill and l4d in dbd, I think it could work with The Last of Us. The Last of Us also had a deal with Diablo once, where they got their monsters in that game. Which means they are likely open to the idea. I am aware some people may never have played tlou or be familiar with it.
I also know someone will question how an instinct killer like the bloater could hook anyone, but we have the demogorgon, so I don't think that's too much of an issue.
The power seems to be perfectly fine. Kind of unoriginal in what exactly it does, but in how it'd look it definitely would be very unique.
Hex: What's That Smell isn't well explained. 3 Hex: What's That Smell totems, or 3 random totems? Other than that, I can't think of anything overly wrong with it.
Hex: Gotcha is just a worse Undying, and even after Undying's nerf it still will be. Blindness is an awful status effect, and it's even worse when it only works for 5 seconds max.
Tooth For Tooth on Wraith. Farms stacks infinitely and breaks every pallet on the map. Other than scenarios like that, this perk is pretty cool! It would actively be bad on better Killers who end chases quickly, like Nurse, Spirit and Oni, while being good with worse Killers like Legion and Trapper.
It's a Deal is a cool perk with an interesting mechanic, I like it.
Every Bit Counts is entirely dependent on how much it brings back. If it requires you to complete a generator for it to activate, then it should be around 30/40/50% in my opinion.
Bombatage is very interesting and kinda bad based on how it was explained. Perks relying on Skillchecks are generally pretty bad. Ex. Autodidact seems like a busted perk, but it's entirely rng based, so it's one of the worst perks in the game. Maybe when the Killer kicks it, it explodes, decreasing progress by 5/4/3% but stuns the Killer for 5 seconds? With a cooldown of 100 seconds or something? Otherwise, another perk to add to a chainstun build, it's amazing.
-
This wouldn't make the Pig much better I don't think, since it's just more rng. If anything it'd make people hate her. The only thing for Pig to be fine would be 1 key per box, with each trap corresponding with 1 box. The main problem with this rework is that it amplifies the rng of everything. If you're the first person with a trap on your head, and only the first gen pops when youre unhooked, you're dead or you're lucky. That's not skill there.
-
@Tayte said:
A new licensed chapter idea based on the movies Underworld.
New killer: The werewolf
Name: William Corvinius.
Age: 1600+
Gender: Male
Hair colour: White
Eye colour: White
Power: Ferocious Jump.
Weapon: Claws.
Speed: 115%
Terror radius: 32 m.
Background:
The very first werewolf. William Corvinius. Ever since the unfortunate meeting with a wolf in a forest, William was found having a new grotesque body. Unlike the later to come werewolves who could transform back to their normal human self, William was cursed with the inability to do so. Now immortalized as a werewolf he was castaway. Hunted. Running with uncontrollable rage and thirst for blood through the countryside, he found himself getting surrounded by a fog that seemed endless. Before he could process what had happened he found himself in a never before seen realm with new victims.
___________________________________________________________________________________________
Power:
Ability: Ferocious jump.
The jump of a wild beast guaranteed to make any victim underneath fear the above.
-Grants The Wolf the ability to jump over small structures (pallets, windows, rocks etc), with 15. seconds cooldown. The jump gets increased and deadlier by the longer you hold the button, and in some maps allows the player to jump really high or forward(depending on the direction the killer is looking in). While in the air, you can slightly steer it a little. Missing the jump, can give survivors a high change of putting distance between you again.
-Automatically trigger the dying state when landing on a survivor with a fully charged jump.
(Extra note: I realise the jump would be hard to make work in indoor maps. That would need some tweaking with the windows and pallets to make work. He also lacks map pressure. So he needs to be really aggressive, hence why I think the cooldown can be justified, but it would require testing in action for me to properly tell. I am not really an expert in such)
Mori: Clawing the survivor, chewing on their neck and howling afterwards.
___________________________________________________________________________________________
Killer Perks:
1. Fainting fit:
You hit hard. Whenever you hit any survivor 3 times, your next hit on any survivor will cause their screen to be slightly blackened out for a moment, where they can’t see much to the sides.
2. I see you:
Unlocks potential in one's Aura-reading ability.
Hitting a survivor will reveal the other hit survivor's aura for 5 seconds.
This effect applies to any Survivors hit until they are healed or put in a downed state.
3. Hex: Paranoia:
One Totem will start with a fake killer radius upon it. Switching to a new totem every 15 seconds. The sound gets intensified the closer the survivor gets to the totem.
https://us.v-cdn.net/6030815/uploads/5NUIRRUR1597/9bdb07c1ba355412c59e7139c69354fd.jpg
___________________________________________________________________________________________
New survivor:
Survivor: Selene
Age: 632+
Gender: Female.
Hair colour: Dark brown
Eye Colour: Hazel or blue? (vampire form)
Background:
The ‘death dealer’ Selene was a vital asset in the war against the lycans. She woke up Viktor, the vampire elder ahead of time, because she believed Lucian, ‘the Lycan leader’ was still alive, but Viktor was not the saviour she had hoped for, and he sentenced her to death for awakening him before time
Selene fortunately managed to escape before this could happen. Now vampire allies had turned against her, and she would be hunted by lycans and vampires alike for many months
Humanity became aware of the vampire and lycan presence, and began drastic measures to exterminate them. In doing so, they managed to capture Selene and put her into a cryogenic coma for many years to come. Weakening her vampire powers.
When she finally woke up from her coma, she realized she was no longer in the same place she was captured, as she stood up awoke in the entities realm with no vampire powers or knowledge of how she got here.
__________________________________________________________________________________________
Survivor perks:
1. One with death:
Each time a survivor gets hooked you fall deeper into a bond you made with the entity,
2 hooked survivors = You can see the aura of survivors within 16m of your current location,
3 hooked survivors = The killer is less able to read your aura, reducing his aura reading on you by 20m
5 hooked survivors = You move 5% faster
if you get hooked it resets
2. Hurdling:
A dead hard for windows that activates automatically. Grants the ability to jump a little faster towards a window to jump through it, and gives a small frame of invincibility. High cooldown. Causes the exhaust status.
3. Glass cannon:
You put it all on the line, always. All your basic actions speed are moderately increased. However, if you get hooked the first time, you immediately end up in the struggle state. Your struggle bar timer decreases tremendously. A sacrifice with Glass Cannon equipped will count as a full 3 hook sacrifice for the killer.
https://us.v-cdn.net/6030815/uploads/DHTK0ZW9K2A0/kate-beckinsale-underworld-awakening.jpg
___________________________________________________________________________________________
Cosmetics:
For the werewolf:
Chains armor: A reminder of being held captive for many years with torment.
Stalker: An outfit blending into the shadows, with the dark fur.
A memory of a normal life: Ragged human clothing, from a past long gone.
https://us.v-cdn.net/6030815/uploads/NKEKUOT7H3S5/jb2mlz.jpg
https://us.v-cdn.net/6030815/uploads/WMZ8ZDA3TI8C/lciptn.jpg
For Selene:
Cape with hood: Exploring new lands requires you to stay warm.
Fur coat: What is more majestic than a big white fur coat?
With or without the big leather trench coat: Classic look, classic style.
https://us.v-cdn.net/6030815/uploads/JUH2SFXLFEOV/b06d70c92c471a5ff0d8af02b7d2cbf1.jpg
___________________________________________________________________________________________
Map: Ördögház (Vampire mansion/Coven)
https://us.v-cdn.net/6030815/uploads/4MHN3IL5U0RN/df0bf2d5aae29d6e511799d470cec795.jpg
https://us.v-cdn.net/6030815/uploads/NYO3AQRPM1VM/foyer-grand-salon-2528seen-from-above-2529.jpg
___________________________________________________________________________________________
Notes:
I will admit I always really wanted a werewolf, and Underworld just has the best werewolves in media fitting for dead by daylight that I could think of. Cosmetics for a werewolf are also hard, therefore I thought it would be fitting it would be a licensed one. Since they don’t get many cosmetics as is.
Selene was another tough subject, but it wouldn’t be right to do an Underworld chapter and not have the main character included. Of course the issue was she had her vampire powers. I had to somehow figure out a way to take that away. I really like the idea of her being added, since she would be pretty badass with Ash.
Some tweaks may be needed, but we'll figure it out.
https://us.v-cdn.net/6030815/uploads/N589MAFFKVVF/ci4jbzt.jpg
The power looks pretty good, promoting an offensive playstyle which really suits a feral animal style of Killer, similar to Demogorgon in a sense. I like it a lot!
Fainting Fit is cool, but I think it could be better. Maybe after 5/4/3 hits the perk activates, and it only works on uninjured Survivors? It could also apply the Oblivious status effect for 30 or so seconds, as well as cause a ringing so the Survivor can't hear anything for that time, since at the current moment it seems kind of weak.
I See You is just a direct buff to Legion, it's perfect.
Hex: Paranoia would be a meme, which is perfectly fine. It would mess with newer players a lot, too.
One With Death is pretty cool. The numbers would need some finetuning, but I have no idea what that finetuning would be, so I won't say anything any further.
Hurdling is pretty good, securing a lot more windows safe, and it separates itself from Dead Hard by being able to be used at any time.
Glass Cannon is really cool, but removing the increased rate of death on hook would be good. Removing 1 of 3 lives is balanced enough.
-
@Tayte said:
Just a good licensed dlc I could see bring a lot of traction to Dead By Daylight.
Killer: The protector
Name: Big Daddy
Age: Unknown
Gender: Male
Hair Colour: Unknown
Eye colour: (unknown)
Power: Drill
Weapon: Drill.
Speed: 115%
Terror radius: 32 m.
https://us.v-cdn.net/6030815/uploads/2GQUB6LTSI33/imageedit-0-5324057977-281-29.png
Background:
Big daddy. The perfect recipe for work with no profit. That was their creation. To help within the rapture and to protect the little sisters as a bouncer, but this big daddy lost his little sister. Walking the halls of the rapture in frustration, as he looks around for any. Becoming more and more aggressive and violent. Turning into a killing machine, and causing fear to the populace. The perfect tool for the entity, and soon to await new orders.
__________________________________________________________________________________________
Powers:
Ability: The drill
-Drill Slam: The bouncer drills into the ground. Causing any survivors within radius to become disoriented and slower for 2 seconds. (similar to clowns ability)
Second ability:
-Drill charge: The bouncer starts charging headfirst with the drill. Downing any caught in attack. The charge can only go in the direction you face.
Mori: Drilling through the stomach of the survivor. Lifting them up in the air, before throwing them to the ground.
___________________________________________________________________________________________
Killer perks:
1. Opportunist:
When missing a lunge attack, for the next 1/1,5/2 seconds your basic attacks will have no recovery at all. Has a cooldown of 50 seconds.
2. Hex: Cold feet:
Two totems will be inflicted with a hex that causes all survivors to move 10% slower for 10 seconds after cleansing..
3. Locomotion:
Each time a survivor breaks a totem or finishes a generator, gain a temporary 10% speed boost for 10 seconds.
___________________________________________________________________________________________
Survivor: Elizabeth.
Age: 19 or 20.
Gender: Female
Hair colour: Brunette
Eye colour: Blue
https://us.v-cdn.net/6030815/uploads/K5SYYYUMYWJ5/dag3kg8-7b363363-02d6-4164-8c7a-f58b0fb5e412.png
Background:
With the power to manipulate tears in the fabric of time, and witnessing her own birth and undoing several times, through multiple dimensions, it is to no surprise it would harden Elizabeths mental stability. Especially when she drowned Booker, to prevent him from becoming the next Comstock, an evil man who neglected the world for his own needs to protect her, creating a paradox in the fabric of time and dimensions that stopped all the other Elizabeths, connecting them to her, but one Comstock survived the purge, but he could not live with himself. Knowing what he had done he altered his mind to forget it all. In doing so, he forgot his old self. He started life anew, and went back to his old name Booker. He adopted an orphan named sally, but his old habits would quickly come back, and the orphan would be kidnapped by a group.
Elizabeth followed after him. Determined to stop the last Comstock. In doing so she learned of the whereabouts of Sally,
and used this as a plot device for revenge. Letting Booker know where she would be. They find her, but now Elizabeth's plot of revenge sets in. She raises the temperature of where Sally is. Burning her alive, as Booker tries to free her. Remembering his past, and the other universes where he neglected Elizabeth. He tries to apologize, but one of the big daddies comes from behind and kills the last Comstock.
Elizabeths builds up a regret, realizing what she has done. She had become the very thing she swore revenge on. She decides to go back in time to save Sally, but in doing so loses her power over time.
She meets the revolutionary Atlas, who has Sally in his grasp. He demands the code for the Ace of the hole. A clue that would help him to win the revolution of the rapture. Elizabeth does as requested, gathering the password for the program. In their final confrontation, she trades the code for Sally, but Atlas has other plans. Ending her life right there. Elizabeth accepts her fate knowing Sally is safe, but as she closes her eyes for the last time, she finds herself woken up in a new place. Her bruise seemingly healed up. Without her power, she looked around in the dark foggy forest, as she realized that this was no ordinary place.
___________________________________________________________________________________________
Survivor perks:
1. A cry for help:
In the middle of a chase while injured, you’re able to scream your lungs out. Revealing the killers position and yours for 5 seconds to your comrades. (also reveals your location to the killer). You are able to use the ability two times in a game by a press of the ability button. Makes you the obsession.
2. Amor Animalibus:
You always had a heart for living beings, be they big or small. Once you snuck up to a crow without startling it, press the Ability button to befriend any crow in a 5m radius from you. If you are being chased by the killer and run past these crows, they will caw at your pursuer, momentarily slowing him for 3 seconds
the slow could be like 5%, maybe even 10%
3. I’m on a roll:
Each time your break totem or finish a generator, gain a temporary 10% speed boost for 15 seconds.
___________________________________________________________________________________________
New map: Rapture
Enjoy the mysterious and errie view of the underwater city from the windows, as you fight your way through the dark halls of the once great Rapture.
https://us.v-cdn.net/6030815/uploads/28M6VG668F9J/dqtwr9c27hn21.jpg
https://us.v-cdn.net/6030815/uploads/2CCPAOGKY2R0/cyivehzuqaal8yx.jpg
https://us.v-cdn.net/6030815/uploads/6CZGP564Y1Y3/f0f31eb8d9ca80265e95dde0cb566b88.jpg
https://us.v-cdn.net/6030815/uploads/5TSUE5YW86LF/cordell-felix-57.jpg
Notes:
I apologise if I butchered any lore. Let me know so I can fix it.
https://us.v-cdn.net/6030815/uploads/YXE2ZJQ1Y4LZ/ezgif-com-gif-maker.jpg
I'm not overly interested in lore or anything, nor am I into Bioshock. I hope I can offer an unbiased take on balance as a whole.
The power seems to be perfectly fine, but how big is the primary power's range?
Opportunist is odd to me, but I do think it would be fine. With perks with cooldowns, though, most of the time levelling up the perk decreases the cooldown, so maybe lock the effect at 1.5 seconds base and have the cooldown be 60/50/40 seconds? It's all up to you, though. Also, does Opportunist effect the lunge that's required to activate it?
Hex: Cold Feet doesn't seem to be very good. The slowdown is minimal and the time even moreso. Plus, I don't think 2 Hex perks that spawn 2 totems could exist without adding another totem to every map in the game. Maybe it's a singular totem that decreases speeds for the first few seconds of a chase? Or maybe after unhooking somebody, a Survivor is exposed and hindered for 30/45/60 seconds? There are a lot of things that can be done with this.
Locomotion doesn't have anything listed as a difference between tiers. Maybe 5/10/15 seconds? Other than that, I like this perk! It would definitely be scary if it activated in a chase.
A Cry for Help is written a bit oddly, but I do like it. Instead of a limit to twice per match, though, maybe a really long cooldown? 150/125/100 seconds maybe? Or even 60/50/40 seconds would work, since this perk isn't overly powerful outside of the early game if you're the first one being chased by the Killer, since it tells Survivors who the Killer is and where they are.
Amor Animalibus is good, but it really needs a limit to how many groups of crows it can effect. Killers are already not that much faster than Survivors. Imagine this against a 110 speed Killer in its current state, they would never catch up. It also doesn't have a difference between tiers, so maybe "This can be used on 1/2/3 groups of crows at a time" or something?
I'm On a Roll is cool, especially as a counterpart to Locomotion. But it also has no differences between tiers, so maybe 5/10/15 seconds, just like Locomotion? It could also cause exhaustion, as a longer but slower exhaustion perk. In which case it'd probably last 10-15 seconds, and cause exhaustion for 60/50/40 seconds. Thinking of it, this combined with Sprint Burst would be the worst, it should definitely be an exhaustion perk.
Overall, good concept! The perks are interesting and unique, all with high quality, and the power the Killer has isn't as interesting, but definitely a unique blend of 2 different powers that could definitely be very interesting if mastered.
-
@LuluTheLion14 said:
Power.
The DeadLoop can see auras of windows and pallets within a 32 metre radius. Holding L2 for 1 second whilst looking at the aura of a window or dropped pallet will cause the entity to block it for 30 seconds. Holding L2 for 1 second whilst looking at a standing pallet will cause the entity to block it for 10 seconds. Up to 10 windows or pallets can be blocked at a time.
Godly in a chase with no counter play. Doesn't get slowed down while using the power. This is just Deathslinger but without any skill required.
Also this makes Zanshin Tactics even more useless, sick.
-
Way too similar to Myers with the first part of the power. I really dislike it.
The Slasher seems like he'd be incredibly annoying, but not good if you're on the top of things as Survivor, just like Myers.
The ability to attack the Killer 1. doesn't make sense, and 2. makes this Killer worse than he really has to be. He's already bad dude why you gotta do this to him-
Blood Bath is... oh lord. Undetectable and seeing auras from any distance is just... why. This with Furtive Chase seems like a damn nightmare. It takes a long time to unhook someone if you don't hook the Survivor right next to another one. Plus, you can see any Survivors near the hook and chase them away. There's no way the obsession would ever get off the hook if you know what you're doing, so that's 180 seconds of being impossible to track and seeing everybody on the map for effectively free.
The description isn't it. Freddy is much more unnatural than Jason, the Demo is from a literal different dimension, the Nurse floats and teleports, and the Wraith can turn invisible. The Entity has a knack for understanding weird things, no way Jason would be the exception if there was one. This perk is even worse design wise. It's just Pop Goes the Weasel but better, and Pop is one of the best perks Killers have.
Hex: Bad Luck is cool. I have no problems with this.
Your Friends are Dead is just a mean perk. It wouldn't be useful at all but it'd just be mean, especially if you have a key.
Self Defense is just old Decisive Strike without the requirement of being the Obsession for it to instantly activate. No ######### thank you.
You Are Not Alone just seems useless. It'd be helpful for beginners I guess, but it messes up any muscle memory and would probably not often work anyways.
Despair is again, just mean. It's not even useful for trolling though, either. Just Your Friends are Dead but worse. Maybe if the Killer closed the hatch it'd help open exit gates, but that's it. This also has nothing that changes between levels.
Friendship has nothing that changes between levels. Other than that it's mediocre, but fine if you're in solo queue I guess.
Mental Game, again, has no changes between levels. This also, the way it's worded, makes it seem like all actions are silent while in the Killer's terror radius, which is absolutely not okay. Quick and Quiet makes 1 action every 20 seconds silent, and this is just QaQ but infinitely better, to the point of potentially being broken, especially with Lithe and Dance with Me. To balance this, probably put a limit on how many silent vaults you have (1/2/3) and make it only during a chase. Also 60 seconds to gain each silent vault back, with a Token system.
-
The Shrine seems pretty cool, but probably would be ignored by most people.
The Impaler, with no range or movement options whatsoever, is only good at slowing down the game with his curses. Not sure how I feel about it tbh, but the curse mechanic is a massive slowdown, so I guess it's fine.
Hex: Bloody Wound doesn't really do enough to be a Hex perk. I'd either make it not a Hex perk, or rework it's effect to have something to do with injuring a Survivor. Maybe massive mangled effects, and a secondary effect of inflicting the broken status effect for 60-90 seconds after being unhooked?
Shrieks of Horror is amazing. I'd recommend toning down the range to 16/20/24 meters, but it is a good perk from what I see.
Crumbling Success doesn't seem like it'd be used too often, but I think that'd just make it better. Plus, 15% is a lot especially if it activates in a chase or something.
Enlightenment probably wouldn't be that good, aside from meming. But in my opinion that's the best type of perk. For that, though, maybe remove the cooldown entirely?
Painless Prayers wouldn't be too good in a SWF, but it does definitely seem helpful for solo queue. How does it interact with Inner Strength, though?
Mighty Sacrifice could have the aura revealed thing be reduced to a flat 5 seconds no matter the level, but otherwise I like this perk! Good for trolling and has a genuine niche, but the way its worded does also make it seem like it works on you if you're injured, so its just a perk that makes you disappear for 5 seconds (the other 5 removed because of the aura).
Overall, I really like these!
-
@Exerath1992 said:
So i really like the general concept, but the power feels underwhelming. In its current state its a weaker version of pigs crouch except you can vault and move up walls.
Power suggestion - make it 100% move speed with undetectable, 100% survivor vault speed, can go up certain wall paths (kinda like when you are playing as the infected in left 4 dead).
I would add a secondary ability. Like, make it a "young queen" who can lay a certain number of eggs on the map and when survivors walk or run within 6 meters a face hugger jumps out and works basically as if victor were attached to them
Perks
I like a concept of heat vision but the problem is there are killers that already use the alt ability button, so there would be a programming conflict. I would make it a condition such as "after using a break action"
Cold bodied has some potential but needs some tweaks. First off there's no level up stages. I would say "survivors more than 64/48/32 meters away can not read your aura while walking, running, or performing interactions" something to that effect
Hive mind is confusing and able to be countered by survs. If they know you have it, they could start co-opting on something and stop to reset the 16 second timer. I would rework to say "survivors get a 8%/12%/16% speed reduction while doing cooperative actions. If any survivor preforms cooperative actions for a cumulative 30 seconds, all survivors aura are revealed for 6 seconds, which then deactivated hive mind for 120/100/80 seconds." Something to that effect
These are all just suggestions, do as you want with them. I have several chapter concepts under my belt and I love seeing other players come up with their own. I also know what its like to have a concept picked apart repeatedly, so don't get disheartened.
https://forum.deadbydaylight.com/en/discussion/comment/776074#Comment_776074
Way to be a jerk for absolutely no reason. These are for fun and he took time to share it with us. Give people who are trying to be creative a little bit of slack
Thanks for the suggestions on the power, but I really do not like the concept of the eggs. Trap Killers aren't Killers I enjoy playing, and it'd have major design overlap with 2 Killers, as well as just... not making sense, even as a "young" queen, seeing as queens cannot produce eggs until they're older.
The problems with Heat Sense have already been explained. It's just the same button as Dead Hard.
I was going to add level up stages to Cold Blooded, but forgot to. Thanks for reminding me!
Hex: Hivemind's purpose for being as it is is explained in previous comments, being mostly:
"That being the case it might be less discouraging to survivors if it becomes a Hex totem as they may be more willing to collab on a generator since "surely someone will go looking for it" and would encourage willingly slowing progress when someone stops to go search for it. Combine that with Undying and it wouldn't be too bad either."
Yeah, it's weaker than Hex: Ruin, but it does allow for greater freedom of the Killer to not have to interrupt the generator progress, so they serve different purposes, with Ruin requiring greater skill to be used, but with a significantly greater reward.
@Exerath1992 said:
Oh, I also gotta say, I'm disappointed there's no acid blood aspect. Like " healthy survivors who stun you with a pallet or perk become exposed for 30 seconds". Perk or power, I just love the acid blood!
On this, I didn't have room for it (and maybe kind of forgot.) Plus, I wanted to focus more on the Alien's offensive capabilities, such as its heat sense.
-
Changelog:
Heat Sense now has a shortened cooldown, from 50/40/30 seconds to 40/30/20 seconds.
Hivemind was entirely reworked, from:
"If 2 or more Survivors are doing the same thing (repairing, healing, etc.), Survivor action speeds are reduced by 8/12/16%. If 3 or more Survivors are doing the same thing after 16 seconds of the action speed decrease, all Survivors have their auras revealed for 3/4/5 seconds. Hive Mind can only be activated once every 120/100/80 seconds."
To:
"Hex: Hivemind - For every Survivor working on a generator past 1 Survivor, progression to that generator is slowed by 6% for each Survivor on it. If there are 3 or more Survivors on a single generator, all Survivors auras outside of 32/28/24 meters are revealed to the Killer."
-
@BlooperReel said:
https://forum.deadbydaylight.com/en/discussion/comment/1872384#Comment_1872384
If you do that I think Hivemind would be better off affecting the generator with the most survivors on it at that time and slowed for 6% for each survivor on it (12% for 2 as you said, then 18 and 24%) that would be the best use of a flat rate of gen penalty. The power of this perk would be debatable because it would penalize teamwork but working by yourself forces the killer to wander the map all over and find people working on 4 different gens to avoid the penalty. That being the case it might be less discouraging to survivors if it becomes a Hex totem as they may be more willing to collab on a generator since "surely someone will go looking for it" and would encourage willingly slowing progress when someone stops to go search for it. Combine that with Undying and it wouldn't be too bad either.
In retrospect, you'll need to list how long it lasts. Until a generator begins regressing? So long as gen progress is being made?
So long as progress is being made most likely. I like that idea though, thanks!
-
@BlooperReel said:
My take on this is:
Climbing walls and ceilings might be a bit vomit inducing and I'm not sure this would be the greatest use of the Xenomorph
Heat sense would be hard to use with killers who already have an active ability button. Not to mention that it's not that great a perk unless you're super new to the game. Besides that the cooldown is ridiculous. Heat Sense would be better with a larger radius and activated by standing still. Cooldown needs a massive reduction at the very least.
I don't understand Cold Blooded, the killer won't need to see themselves and the only thing worth seeing are the hooks.
Hive Mind isn't that bad but the there's a lot of tier changes, you could easily make the cooldown a fixed time of 90 seconds and it'd still work just as well without a long ass cooldown.
The Alien vs Predator game already exists, and the Alien as a Killer would me much slower than it was in that game, so I think it'd be fine. I've also already demonstrated my distain for the egg related abilities, seeing as not only is there a lot of overlap with other Killers, but they don't make sense for a Xenomorph Drone anyways.
I'll definitely implement those changes to Heat Sense, thank you! By active ability button, I meant the same button as Dead Hard, but I didn't know it referred to the CTRL button at the time.
Cold Blooded affects the way the Survivors see your aura, and your belongings auras, which is why it makes it harder to see the auras. I also realize now that there's no change between the levels of Cold Blooded, I'll implement those after this conversation is done.
For Hivemind I will definitely remove most of the tier changes, probably only leaving the aura length one. Would 12% flat work for the slowdown?
Again, thanks for the feedback!
-
@BlooperReel said:
I hate to break it to you but I don't think flying/gliding killers will ever make it into the game. It lets you see so much and you aren't restricted by walls or obstacles.
Soarer's lack of slowdown for beginning and ending glides seems a tad overpowered, considering that she both has a 130% move speed and as previously mentioned is not stopped by obstacles. The flying through windows at the right angle also seems a little overpowered as there does happen to be a reason that killers take as long as they do to vault.
Divebomb is overpowered. At first it's not bad but at high ranks, missing your mark is unlikely, they sit up there for a reason and if you have experience with aiming this really won't be any different. You might as well be playing huntress if iridescent head was part of her base kit and people don't like that add-on to begin with.
I'm not sure I understand Jump, can you jump from like the street on Haddonfield up to the second story? Or is it more like jumping to the holes in Temple of Purgation?
Given my confusion with jump I'm not sure I understand Iridescent Beak. Instantly downing people isn't bad but there's no restraint from divebomb and you basically make huntress' iridescent heads actually the size of wide Putin.
Again I don't understand Jump so I'm not sure I udnerstand Torn Bat Wing with Writing Burned On (bit of a long name fyi) This seems like it might be better as part of the base kit from what I do understand.
20/5 is just Moon Bouquets which were removed for a reason when Fog was introduced.
Dire Hunter is kind of like an off brand Play with your Food and seems to attach a pop to it for no reason.
Lights in the Sky seems like it was tailored more to the name. It feels a bit like you duck taped two perks together. The Lights part isn't bad but the Sky part has better alternative perks.
Well, BHVR did make the Spirit, so I think anything is possible in modern DBD. The only restriction to a flying Killer is probably the engine DBD is ran on, seeing as they probably couldn't implement the second part of Deathslinger's power (which is why he only has the current one and no map mobility.) The way the Shrike's flying works though is made so it's harder to go over loops, seeing as jump (which is explained later) is not nearly as good as you saw it as.
I could definitely remove the oneshot from Divebomb, and make the oneshit from a direct hit part of Iridescent Beak. I'll also slow down the Shrike while gliding, would 110% work? I'll also add ending lag for about half of a second when landing without using Divebomb. I will probably also remove the landing radius.
Jump is very limited currently, basically just allowing you to climb into the window from the ground of the main house in Haddonfield.
After clearing up jump, a second opinion on Iridescent Beak would be helpful. Thanks!
The Torn Membrane (you read the wrong part of it, thinking it was the name) should be cleared up as well, now. After slowing down the glide, I might make it so it speeds up the glide slightly more, but remove the add-ons that already speed up the glide.
I could always just remove the first effect of 20/5 and buff the second effect, or just remove the first effect and leave it as is afterwards.
Dire Hunter is supposed to be an alternative to PWYF, if I made it too good I could definitely tone it down, though. Maybe halve the automatic regression and make it so its only after a down, so like Surge but not as consistent?
Lights In The Sky wasn't meant to be better than anything, but it could be some role compression, like Surge being Thrilling Tremors and Pop but not as good as either of them.
Thanks for the feedback!
-
@TheWrestler said:
As a huge fan of the Alien franchise, I couldn't be anything but excited at the idea of the Xenomorph finally being introduced.
The crawling system fits the alien quite perfectly and illustrates its stealth abilities quite nicely.
The one thing I would add (but that would require some thinking time) is an alternate power/ability using the Xenomorph's eggs. You GOT to have something involving the eggs, dude. ;D
I've seen the egg concept thrown around quite a bit for an alien killer, aand....
I hate it.
We have 2 trapping Killers already, and the Xenomorph drone is a mobile hunter that is basically made to hide in impossible places. There's so many thing to highlight other than the eggs a drone can't even create.
-
"because you don't know if she will bust out the baby toss or not". This is automatically deserving of an upvote.
-
I just wanna talk about how situational, but how much I like these perks.
Blood Lust should be renamed, since Bloodlust is a mechanic in DBD, but otherwise I love it. It'd only really work for the Legion and maybe Deathslinger, but damn would it work for Legion and Deathslinger.
Kiss Of Death is a cool alternative to Lightborn, where both people get punished for a flashlight blind rather than neither. This one is cool, but Deep Wounds doesn't really work on a timer like exhaustion does. I know what you mean, but since Deep Wounds is at a universal timer of 20 seconds I think, it could be reworded a bit.
Dead By Dawn is really cool. It's 100% dependent on how far the range of the aura reading is, though. I think the stats should be 8/12/16 meters, as the Killer can hear the hatch from 16 meters away, so it just helps find where in the area is once you hear it. Simple, but helpful.
-
Stomp Out 100% isn't okay. The cooldown is useless to the point of it being almost insulting, and the exhaustion is so non-punishing that it might as well be on a separate timer like Quick and Quiet. You can also activate this while exhausted, by the way, which should not be the case for an exhaustion perk.
Dead Man Walking is... no. The same with Carpenter, imagine this on all 4 Survivors. All of them have an extra life. Also, by the time they take to hits, all Survivors with an exhaustion perk would have used it. Sprint Burst? Used at the start of a chase. Lithe? Used at the start of a chase. Head On? Used out of a chase. Dead Hard? Used in a chase, but while injured and already acts as a second life as is. With Dead Hard and Dead Man Walking, a Survivor takes 4 hits to down. Four. This can be on every Survivor. Also, you didn't even say how long the effects last.
Brute Force is just Blood Warden but better and more degenerate. No.
Hex: Hell Bent is a Hex perk. If this wasn't a Hex, I'd have a problem with every word in it. But since it is, I'd say this is fine.
-
@PlagueDoctor49E said:
https://forum.deadbydaylight.com/en/discussion/comment/1863091#Comment_1863091
Wouldn't it be an optional fix to killers that create builds just for totem camping? Primarily hags.
Don't be BHVR and only fix game-wide problems with a single perk.
-
@PlagueDoctor49E said:
https://forum.deadbydaylight.com/en/discussion/comment/1863066#Comment_1863066
1. For carpenter you can rebuild any broken pallet or wall the killer has destroyed by going back to where it was broken.
2. At the bottom it states pallets and walls can only be repaired once before being destroyed permantely. This is supposed to mean that across the board, that way if all 4 survivors run the perk, they can't just repair the same pallet 4 times.
3. Fair point for Blood Seal, the main intention is to give the killer a way to keep survivors from stalling out the game by just standing at the hatch waiting to taunt the killer. Yes the cleansing aspect is annoying but that is why the aura is revealed to only the survivor to help them find it. Also, the entity keeps the hatch closed while the perk is active. The killer can still wait out the perk to shut it normally, but the perk prevents the key from working unlike the killer just closing it.
Perks have no interaction, currently, when another Survivor is using the same perk. If you have to make a limitation like that, I don't think the perk is well balanced tbh. Also, even then, there are so many good pallets where the only thing a Killer can do is break it. Carpenter can remake ALL OF THEM. Even if EVERYONE has this perk and cannot repair the same pallet twice, it just does not matter. There are too many safe pallets in the game for this to be good. Imagine this perk on the Disturbed Ward? That map has 4 safe pallets in the main building alone.
Here's the problem with Blood Seal. Survivors don't do that anymore for the most part, because the Killer can close the hatch. Plus, the hatch standoff in its current form is perfectly balanced, a true 50/50 where map knowledge and efficient covering of space is vital. This perk gives the Killer at least 30 extra seconds to find the hatch, when the Survivor has to wander aimlessly to find the totem. With the timer the perk has, the Survivor might as well find the hatch and just wait the 40 seconds for it to open, where the Killer has an extra 40 seconds to find it. Even less okay. I just don't think a perk concept like this, with an interaction not involving specifically keys, is good for the game.
-
Carpenter is cool but imagine if 4 Survivors ran it. Not a single pallet could be broken, safe pallets like the one in shack could be dropped in every chase without consequence, etc. It's also vague in many ways, such as how do you rebuild, is the pallets that are rebuilt random, and if not how do you choose which one is rebuilt?
Now, Hex: Blood Seal is just mean. I don't think it's overpowered in the same sense as lets say, old Ruin, but it's just... mean. It means the only way a Survivor can leave if they're the last one just doesn't work. Also, can the Killer close the hatch while this perk is active? It doesn't matter if they can or can't, just curious. Also no, "just cleanse 5head" is not a valid argument. Some totems are basically impossible to find, the random nature of the maps makes it even harder, etc.
-
Updated the power so that the teleport has a 1 second delay, so there's some counterplay.
-
Change log:
- Updated Red Flag so for every 10 seconds it's held out, it gains a charge. The charges effects are described in the power itself
- Added add-ons that decrease the time it takes to gain charges with Red Flag
- Added add-ons that increase the speed gained for each remaining charge when a bull is summoned
- Limber can now stack with other perks
-
@CLB198 said:
Raging Bull is the mid range combat side of the power requiring the survivor to put distance between themselves and the killer
Red Flag is the mind game counterpart to this giving the illusion of a raging bull use
The problem I have with this setup is that Red flag has little positive impact if used. I believe it should punish survivors who run away to doge the bull thus bring them closer.
Boar Tusk doesn't have a downside with Red Flag in its current iteration
Iridescent Flag is a good trade off of power for removed downsides. The upside should be base kit for Red flag only imo.
Limber - I do not understand why this shouldn't stack
First Rodeo - I love the mind games this perk would bring
Hex: Setback - I like the idea of a perk based around baiting a survivor into abusing a material so it will be removed
Altogether a well built killer focusing on mind games
Thanks for commenting! I'll definitely look into giving Red Flag a better effect, thanks for the suggestions on that front.
Tbh I should make Limber stack, because speed builds seem like they could be really fun (PWYF, Limber, etc)
Again, thanks for the suggestions!
-
Stage Directions is incredibly vague. How fast does the specter move, can the Survivors see the specter, how far does it lunge, is there a cooldown, how many specters can exist at once?
Dressing Room is much better, though. It's simple, concise, and seems to be pretty good. I like this one.
I did go through the add-ons at first, but I accidentally clicked a button on my mouse that sent me back to a previous page, deleting everything I wrote. I can't be bothered to rewrite everything.
Now onto the perks. Oh lord...
Stage Hands is overpowered as hell. It removes 4 defenses the Survivors have every time a generator is completed. The way it's worded makes it sound like the pallets dropped by the perk can be destroyed instantly by the same perk, for free. Imagine you're chasing a Survivor and they go to shack. They don't plan on dropping the pallet because they're at 5 gens, if this Survivor goes down it's no biggie 2 gens are about to pop. Then the gen pops and Stage Hands activates, dropping the pallet infront of the Survivor blocking their path when they had no way to prepare for it. Then the second they get hit the pallet breaks. Imagine how bullshit that would feel for that Survivor. Even if the second effect cannot effect pallets dropped by the first, this is such a stupid perk.
Hex: Stage Lights is, yes, a hex perk. I'm aware how they work. That doesn't mean a Hex perk should be made to invalidate skill of all players in the game it's used in. Removing the red stain is stupid overpowered, and also makes most Killer skills completely pointless to know because they involve manipulating the red stain and making the Survivor think they're going a way that they're not. Survivors also have their skill entirely invalidated by being able to read these mind games, now that mind games are useless.
Surprise Encounters is the most annoying perk concept I have ever seen, and I played this game before the Hex: Ruin rework where it worked perfectly with Pop Goes The Weasel. Just getting free grabs when a Survivor is probably over 10 meters away from you, 20 if they have Lithe? What the hell? The secondary effect is useless unless the Killer is camping, in which case it's overpowered as all hell. Bad perk all around imo.
Pyrotechnics does nothing. This is a worthless perk, it's just made to annoy the Killer.
Explosive Results seems fine, but what kind of stun do you mean? All stuns or just ones with the fire cracker?
I don't think I need to explain why Light Show is ######### busted. It's Deliverance but the timing of you unhooking yourself doesn't matter, and it doesn't require you to do something to activate it. This is a scummy perk and it makes an already very good perk look like Sole Survivor.
The power, if fleshed out more, is great, but if you can't tell I really don't think the perks have the same amount of quality.
Edit: Thinking it over, if a Survivor doesn't drop a single pallet the entire game, Stage Hands (on some maps) might just destroy every pallet on the map. That's not okay.
-
The power itself seems fine, with being an alternative to the Demogorgon's Shred, but without the portals or potentially range to go with it. I like it! It also seems very scary to be caught in.
The backbreaker, however, seems VERY extra. I think the aura reading and inability to recover should only last 10 seconds MAX for his base kit.
Figure-Four Leglock seems very interesting, but numbers will need to be included in order to properly balance it. Maybe 16 seconds for all levels, 6/12/18% slower healing speeds, and a cooldown of 100/80/60 seconds? It could also be 60/50/40 seconds, either would probably be fine.
Rock Hard is going to be the butt of a lot of jokes just for its name, and I think that's perfect. The times I would give it would be a cooldown of 100/80/60 seconds, just like with Figure-Four Leglock.
Jackhammer is worded oddly, but I do get what you mean with it. I think this idea would be cool, and would definitely be oppressive with Pop Goes the Weasel, which I like. For the numbers, maybe regression speeds are 50% faster for all tiers? The time between when it can be used could be 60/50/40 seconds, which I think would be fine, though one of these perks could definitely use with a different effect than a timer, like an activation requirement, and I would say this one would probably fit best for it.
Overall, I like this killer a lot! The power isn't that vague and the perks are mostly written pretty well, good job!
-
@LuluTheLion14 said:
Boing: Whenever you drop a pallet and are not in the killers terror radius, the pallet will bounce back up to its standing position.
Boing has a cooldown of 30/25/20 seconds. (This perk is in my latest chapter: The Princess and Lexi Ryan’s)
Leave your suggestions!!
This perk is entirely useless in most games and I love it, this is great
-
All these perks are pretty interesting and well balanced, I like them a lot! I won't read the power since I have some stuff to do soon, but I would definitely assume that it is good as well, seeing the quality of the other works here.
I'd love to see more of your creations when they are completed!
-
@Jill10230 said:
https://forum.deadbydaylight.com/en/discussion/comment/1426963#Comment_1426963
Thank you🤣
No no, because I'm thinking that during this phase (3) the Nemesis can no longer follow the scratches, but is still able to track the blood (much more visible), and hear the target from farther away...
For phase (2), it is necessary to go fast... it depends on how the developers program the character...
Now if I modify it, it looks like this:
Phase 2, the Nemesis one shot
Phase three, the Nemesis kills...
No, of course, we have to give the survivors a chance !🤔
It needs a good map control, in the middle of the game, and a good pressure that forces the survivors to play stealth rather than reckless loop, no hunting, no Nemesis that one shoot.🤗
My point is, it deters the survivors from getting involved in a Nemesis pursuit, and so will take time to go from generator to generator, as they usually do. With this configuration, the survivors will have to be discreet, and the killer will simply have to search for a target.
This is not a good way to think of it. Limiting Survivors to the worst and least fun way to play for both sides isn't a good thing to do, and yes. Survivors need a chance.
Despite them being kinda broken sometimes, Survivors need loops. Loops can be fun if you learn your way around them. Forcing Survivors to play 1 specific way isn't a good thing to do in any way shape or form, in my opinion.
If you can say reasons why forcing Survivors to play the worst and least fun way, where perks can counter it easily, is a good thing for this game, I would love to hear them. No I will not accept "Survivor broken boohoo", because yes. Survivors are broken. But so are Killers, and a good or even average Killer can get wins if they play well and capitalize on the Survivor's mistakes. This game takes skill. You will get nowhere if you continue blaming the game for your lack of it.
-
Okay, some issues here. Cool concept but some issues still.
Yes, you have to give Survivors a chance. Just because you can't kill them for ######### doesn't mean we need Killers like this. This is from a Killer main, Deathslinger specifically if you're curious.
For one, the base power is too similar to Myers, but without any of the downsides. He's still fast enough in tier 1, as fast as the Billy when using his power in tier 2, and is as fast as the Billy with an insta down with every attack in tier 3. This wouldn't be a problem if both Billy and Myers didn't exist, as Nemesis is just better than both of them.
The power is poorly explained and many details are left out, such as how you even use the stalk mechanic. Also, how long does it take to charge the rush? Can it break pallets? What's the stun time if you bash your head into a wall like a moron? These are questions that need answers in the power itself. Another BIG question is how long does it take TO rank up? You need to answer these in the power or it is just too vague to properly say anything about.
Also, something included in one of your responses is that in tier 3 you can't see Scratch Marks? But Survivors are louder? That's just a buff if anything for the Killer if they're good enough, because listening to Survivors is more reliable than Scratch Marks ever will be.
All of the perks have an overarching problem. All of the names are almost the exact same, I really don't like this.
Alpha Parasite obviously makes it clear that you hate body blocking, but there are perks for this called Mad Grit, Agitation and Iron Grasp. None work for protection hits in a chase, but you don't mention protection hits in the slightest. 1 whole second is pretty long to block the Killer for a protection hit as well, so I assume you mean body blocking. Also, "block" is very vague, what do you consider blocking?
Parasite Neo is stupid. Punishing Survivors for punishing you, good plan. 4 minutes is also a very long time, even with such a weak effect. But the problem with this perk is that they are punished for punishing you. That's a problem.
Jeez, you are really salty at Survivor perks. These are all perks to counter Survivor tools specifically or specific perks. Beta Parasite just outright is kinda stupid. Bond is not a broken perk, Empathy is not a broken perk, Aftercare is not a broken perk. Why is the first effect here? 120 seconds of being Broken just for a decent enough effect (Endurance) that ALREADY HAS A DOWNSIDE is so ######### stupid. Imagine this being used on a god-tier Nurse, it'd be broken beyond #########. You can't make perks to just help you, you have to balance them around the ENTIRE GAME if you want to make anything somewhat decent.
Sorry for the rant nature of this, I just hate how you've handled this Killer and how you've handled the responses, though most are spam responses of endless positivity for a poorly made Killer. I hope you can go past my evident negativity to make improvements to balance for this killer. I genuinely like the concept despite the insane overlap with other Killers, but I hope this clearly details my issues after the general concept itself.
-
@QwQw said:
Very original, I like it! And by the way, when I picture a "mass" I think of Birkin G-5 from Resident Evil 2.
@DwightFairfield said:
Its nice to read all these interesting killer/survivor/DLC ideas and know that the community can design far more original and horrifying killers than behaviour.
Thank you, you two! There's only so much BHVR can do, but I do agree some of their designs could definitely focus more on originality and horror than they do. The Mass in particular isn't overly creative, the creativity more being in the perks, but a lot of Killers on here are definitely more creative than a lot of the ones in game.
-
As I'm reading this, I love how much work must have gone into this. I won't comment on anything non-gameplay related, but good job with this!
Jacob's perks are all really good and well balanced in my opinion, and would all have a niche as well. I like them!
As far as the Feeder comes into this, the power is very interesting and unique. However, the grab will heavily rely on the specific time it would take to execute it, which is not listed here.
The Slam Sprint's exact damage isn't listed either from my knowledge, but from what I've gathered the first bar makes it do 1 health state, while the second makes it do 2, which works well. After reading further, I understand better on how the power works. It's very well made and the times work well!
The ground pound having a slowing effect definitely helps land a grab, as well as maybe some add-ons allowing you to detect Survivors in its radius, which could be incredibly helpful.
Urgent Helpings works fine enough, but the numbers for such fast actions, as well as it only affecting these actions, does make it underwhelming. It would have it's place in its current form, but that place would be so slim. I would recommend a second effect, though I can't think of one right now.
Satisfactory Strike is perfect. It offers a good alternative to STBFL, and is also very unique!
Feast is good, but it would require a build around it (i think), and the amount of tokens it requires is incredibly harsh, but makes sense for how powerful its effect is. I like it, but it isn't nearly as generic as Satisfactory Strike or Urgent Helpings could be. This isn't a downside at all, just something to point out.
All and all, I really like all of this! Only really Urgent Helpings has any problem I can think of, and even then it has a purpose and serves it well. The trivia for the Feeder is incredibly interesting, as well!
-
The perks are odd, and have a lot of overlap with other perks. The first one specifically lacks a TON of detail as well.
Death Come All (what is this name) is incredibly good, almost too good imo. Inflicting the oblivious status effect for free is insane. Even a Hex perk only inflicts it for a max of 45 seconds, and it cant be inflicted in a chase.
The powers make no sense for "The Tyrant", as well. Hacker specifically makes no sense for a killer which should be based around oppression (which I would view as an effect inside the terror radius), seeing as it is the Tyrant.
Charge is just a worse version of the Hillbilly's chainsaw, except you move Survivors with you. Genuinely this charge could be incredibly unique, if it wasn't so similar to both Billy and Oni.
Collector should just be part of Charge, and also having his entire power other than 1 thing on a 180 seconds cooldown be based around specific perks the Survivors are using, that must be injured and exhausted is incredibly poor design.
The traits of the killer (Appearance, Terror Radius, Speed and Height) are not listed. All but the appearance is incredibly important to be listed.
If you include the map, include ANYTHING about what it looks like.
The add-ons do not have the amount necessary for a Killer, and how this is structured states entirely that we're voting for if this Killer, in it's current state, should be in the game or not.
The Torn Hat is incredibly vague, affecting something you have yet to mention in the initial power.
The Worn Out Gloves do not have a value listed in its effect, so I have no idea how powerful it is or is intended to be.
Old Bell is perfectly fine.
Somewhat New Hat is a pretty meh name in my opinion, but that's not what I'm here to discuss. Does this increase blood points or "Stamina Points"?
The Rubber Gloves are perfectly fine.
Leather Bell is perfectly fine.
The New Fixed Hat has the same issues as the Torn Hat. Ontop of that, it decreases the maximum stamina point? The way it's worded makes it sound like it decreases the amount of stamina you can store. Is it supposed to decrease the amount you need to use Charge?
Stretchy Bell is a full on nerf, but let's assume this is a typo and it does the reverse of what it says, in which case it is perfectly fine.
Fedora Hat is just as confusing as the rest of the hats.
Claire's Note is literally just a better version of Thrilling Tremors. It is infinitely better than one of Wraith's pink add-ons, All Seeing - Spirit, as well. This is not okay at all, let alone as a purple add-on.
Industrial Belt is fine, I guess, but not explained in the slightest. If fleshed out more it could be very interesting, however.
Leon's Note is fine, but make it so you can't see the Survivor you injured. Also, give a time limit to the aura reading.
Overall, I don't really care for any element of this killer. It's all over the place, poorly explained, and messy from top to bottom. As said by Exerath, the only good part to this killer is very similar to that of the Oni, as well as many other killers.
-
Fixed some spacing issues, as well as made one ability of Silent Approach part of the Alien's base kit. This would be the speed boost when exiting the crawling state.
-
Updated the perk Buried Alive, changing it from a Hex perk to a normal perk.
-
@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1845883#Comment_1845883
No, im just saying you have a maximum token count of 4, and when you do the hold ctrl for 3 seconds to consume all tokens ability, you don't get more tokens for hitti g survivors during. instead, when you hit survivors during the 30 second period, you gain 10 more seconds of your power and they are hindered for 10 seconds. The alternative is that when you hit someone during the 30 second power, you still gain a token, and if you use it during the 30 second time frame, you get an Insta-down attack or something like that
Sorry for such a late reply, but thanks for clarifying!
I do prefer the second idea, and it will be implemented asap. Thanks again for your help
-
@Exerath1992 said:
I like this quite a bit. The earlier perk is way too powerful, i would maybe change out the Insta-down for giving them broken or something similar.
The power is great until you get the the "consume all charges part". I have a few questions:
-if you consume all charges, that means you have to hit someone during the 30 seconds to get new ones, correct?
-if you use a token while in ultimate mode, do yoi get the 110% speed slowdown after?
-there's no token cap? Seems like it could make the game really broken if you stockpiled.
If you want to hear my suggested change: make it where the tokens cap at 4. instead of gaining a token when you hit someone, you extend the power by 10 seconds and the survivor hit is hindered for 10 seconds.
If you don't like the power extending option, instead, gaining and using tokens while in ultimate mode gives you an insta-down dash attack or something more creative
I'll definitely change the first perk to do that, thanks for the feedback!
On the power, I'll definitely fill all that out. I'm not sure I understand the suggested change, though, are you saying it starts with 4 tokens?
The other suggestion does seem pretty cool, though, thank you!
-
Edited to nerf Warlord and Bloody Grounds, as well as make Hex: Where Heroes Lie easier to read.
-
I wouldn't say they're op, because of how buggy they are. When these glaring flaws are patched, the Twins could potentially be very strong. But in their current state, not so much.
-
The power is very detailed and interesting, I like it a lot. Seems a tiny bit like the Demogorgon with the Locker ability, but done better.
The secondary attack is very powerful, but if Survivors keep up with it and make sure you don't set up it should be fine.
Track Your Prey is pretty cool, and works a lot differently from other tracking perks. It's pretty neat.
Jaws of Death is just... ######### keys, all my homies hate keys.
With Horde's Wrath, Play With Your Food could potentially be viable and that seems cool, I like it. On the other hand, it does make Save the Best For Last even more broken, but that's fine. It does take 2 slots to swing a stick faster, so it's still a tradeoff.
Helping Hand isn't overly powerful, but it doesn't need to be. It does what it needs to and it looks like it could be very helpful.
Bullseye is very funny and very annoying, I like it.
Hex: Reversal is such a cool concept, I would like to see more done with this concept in the future! The perk itself is pretty cool, as well. I would like to focus on the perk itself, but the concept could be so interesting if it was implemented in more perks. Like a tug of war of sorts would be incredibly cool.
All and all, this is incredibly well made!
-
This is pretty cool, though the Demon's power should probably be fleshed out much more than it currently is. The perks are incredibly powerful, but they all have good downsides and seem to be very well balanced. Good job with this!
-
@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1789054#Comment_1789054
Okay will do, I was editing it when you commented on it and improving it, I will say she can't always throw down a pallet, once she's thrown down at least one The Dogface can't touch anything physical for 80 seconds while in Poltergeist form, now if someone was put into the dieing state while in Poltergeist form she can pick them up, and take them to the hook but struggling out is faster so I give you the choice if its a good idea or not to go into physical form or Poltergeist form, i want the player to think about it.
Alright. That sounds pretty good, giving the Killer some options and such. I like it!
-
@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1789017#Comment_1789017
Okay I edited it let me know what you think
Carnal Urges was definitely heavily improved, I really like it.
Hex: Blood Paid Love is... odd? So I get the Survivor who unhooked is Exposed, but when is Deep Wounds applied? If the person who was unhooked takes a protection hit, or if any other Survivor does? Also when this happens it should be specified that the Exposed effect ends when another Survivor is hit.
-
@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1788879#Comment_1788879
Okay thank you, and to answer your question for the pallet yes it does put it down, and while in poltergeist form can be broken. Also thanks for the feedback, the idea was to show the animalistic side of the killer, and the Hex perk was originally allowing the killer to be a lot closer to the survivor by 18 meters at max, the idea was to represent the bond and love she lost. Now that I think about, Carnal urges I can change maybe something along the lines of chase mobility.
Being able to pull down and break a pallet is incredibly good, broken even. Maybe make it so she just hits the Survivor in the head with it before putting it back up?
I get the lore and such, but I only really focus on game balance. If you were to make it 18 meters that'd be ridiculously powerful and potentially degenerate on Killers like the Demogorgon. I'd leave it at 32 meters, but make it not a Hex perk.
That idea for Carnal Urges could work, and would definitely help chase based Killers like the Legion if made correctly.
-
A pretty cool concept all things considered. The power is pretty vague on, well, everything, but being fleshed out a little more could really make it excellent.
The one thing I have to ask about the power is does the pallet stunning a survivor make it so the pallet is now down? If so, that's really good by itself, but also a 10 second stun is way too long. Maybe a 1 second stun but it can decrease the survivor by 1 health state?
The perks are cool, though written a tad poorly with the Dogface being mentioned explicitly in Hex: Blood Paid Love.
Drowned Agony seemed pretty bad at first, but then I saw that they suffer from the broken status effect for 2 whole minutes at max level. Maybe decrease the length of the broken effect to 45/60/75 seconds?
Carnal Urges is pretty bad all things considered, relying entirely on the bloodlust effect. Sure it helps bad killers, but its entirely useless to Killers that can land hits or down quickly, as well as stealth killers that tend to land their first hit too quickly for Bloodlust to activate. Maybe make it so the first hit always applies the oblivious effect for 30/45/60 seconds?
Hex: Blood Paid Love is interesting, but probably not good enough to be a Hex perk, seeing as Make Your Choice exists.
As I said, pretty great overall but a few tweaks to the perks and more specification on the power would be nice.
-
@Drae said:
I don't know why my first comment disappeared :/
https://forum.deadbydaylight.com/en/discussion/comment/1766740#Comment_1766740
anyways, thank you very much! that was quick! Can i ask you some suggestions for the perks?
I'll explain myself on them. I liked the idea of the first perk to be really weak, to be good only as support at best. Many in game killers have one but yes i can buff Broken Ribcage up easy. I wanted Court of eyes to be a trap totem like haunted ground, with revealing powers instead the exposed effect. Effects during cleansing are too easy to read for survivors. i want them to cleanse it. STBFL is a big problem. Is so strong that is nearly impossible to create other perks that give bonus on successful attack cd. There are only two ways to make new perk viable: make them weaker support perk for STBFL or make them unstackable with it. I don't like unstackable perks, they kill build ideas and variety. Do you have some suggestions on this problem?
I'm so happy you liked the power, i was really curious about it! thanks again!
I'm glad I could help with stuff! I'm up to offer any suggestions I think off.
STBFL is incredibly powerful, yeah, so that is a big problem for Blood on the Steps. For Blood on the Steps, I guess I could offer 2 ideas. One for if you want it to decrease successful attack cd or if you just want to keep the concept.
First one: For every 3 seconds you're standing within 6 meters of a blood puddle left by an injured survivor, you gain a token (up to a max of 10/15/20 tokens.) The next time you land an attack, the attack cooldown will be decreased by 5%. When you land an attack, all tokens on all perks you have are lost.
My thoughts for this one were basically just "more situational than STBFL, but stronger", hence why it can entirely remove the attack cooldown sort of easily. But since it can do that, I had to give it the drawback of removing all tokens on every perk you have.
Second one: While you're standing within 6 meters of a blood puddle left by an injured survivor, Killer Instinct highlights that survivor, as long as they're not crouching.
This one is a lot weaker, but of course it could be altered in any way since the only stipulations are that it has to deal with blood puddles, and it can't decrease attack cd.
Forgot to talk about Court of Eyes, oops. Yeah it works as a trap Hex, but it's so much weaker in its current state than Haunted Ground. It's only one totem, shows Killer Instinct instead of auras, and shows it for very little time. Again, like Hex: Retribution but worse. If you want to keep the idea of a trap hex, I'd recommend something like this:
Hex: Court of Eyes - 2 trapped Hex totems spawn on the map. When a Survivor goes within 4 meters of a trapped totem, Killer Instinct is shown on them for 3 seconds. If a trapped Hex totem spawned by this perk is broken, the other breaks as well, and the Survivor who broke it has Killer Instinct shown on them for 8/16/24 seconds. All survivors for the next 120 seconds who go within 8 meters of a Hex or Dull totem have Killer Aura revealed on them.
The idea of this one is similar to yours, just I guess making it more similar to Haunted Ground and then buffing the numbers by a lot.
I hope some of these help, and that you like some of the ideas I offered!