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Critical_Fish

Critical_Fish

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Critical_Fish
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  • I really like the Gargoyle and how its power works, and have no problems with the power itself.


    The perks, however, are puzzling at times.

    Broken Ribcage: This one is literally just Stridor but worse. Ways I'd buff it maybe would be by making it reveal Killer Instinct on injured Survivors who are within a certain radius of the killer?

    Hex: Court of Eyes: Court of Eyes is... good? But really situational and the numbers assigned to what it does do are really odd and kinda bad. Hex: Retribution does the same thing it does but better, and it reveals auras AND doesn't have to be destroyed for its effect to work. Maybe really REALLY extend the time of Killer Instinct, and make it so it works until it's destroyed rather than after, as well as not limiting it to totems. Another way you could improve it would be to make it show Killer Instinct on Survivors when they enter a certain radius around a Hex totem? Maybe 8/12/16 meters?

    Blood On The Steps: Pretty good in general, though overshadowed incredibly by Save The Best For Last. The concept itself is great though!


    Overall, cool killer! I'm sure the survivor is great too, but I mostly focus on reading through the killer's abilities and perks for stuff like this.

  • An edit was made to clarify how blocking off a pallet that has not been thrown down works, and to fix a typo. No actual properties of the Killer or his teachable perks have been changed.

  • The power itself is a neat blend between the 2 most common abilities attributed to Xenomorph killer concepts, and I like how the two are balanced together with the mechanic of growing up overtime.

    Without how long it takes to get Pounce, it would probably be incredibly powerful and make the Xenomorph incredibly threatening as a result. With the timer it becomes much more balanced, however.

    The only main problem I see with the power is just... it's designed specifically lose to the most effective strategy in the game, genrushing. You even pointed this out yourself. The Xenomorph being able to climb on walls and pounce gives it an incredibly advantage in the chase, but if 2 gens are done before it can even utilize its much weaker traps, and then all 5 will be done by the time you can use the better of its abilities, then what's the point? I say that, if anything, reverse the times you get the two abilities. Get pounce first. The egg trap just... doesn't make sense for a non-fully grown Xenomorph in the slightest.

    The add-ons are perfectly acceptable for Iridescent add-ons.


    Now onto the perks.

    No One Can Hear You Scream: This perk is pretty decent, I guess. It's not great, but its not bad either. It could be useful, I just don't know how. Maybe another, secondary effect it could have is muting the sounds of injured survivors to only other survivors at max level? I don't know why but I thought that would fit.

    Hex: Apex Predator: Very good for a Hex perk, and on a dedicated Hex build it could really help some weaker killers like Wraith or Legion. I have no issues with it.

    Unstoppable Monster: All I can say is that this perk is so close to being good. If only the time of the Exposed status affected everybody. If it did so, this perk would be amazing on killers like Hillbilly, Spirit and Demo who can move around the map incredibly efficiently.


    I usually don't cover survivor perks, but unlike what I said before this edit, I will be making an exception here.

    Tough Spot: Generally perks don't use the words to describe the increase, but instead percentages. Either way, this perk is incredibly good against non-Stealth killers, and encourages generally bad plays because of how much benefit is gotten specifically during them. Instead of increasing all action speeds, maybe for 10/15/20 seconds after being put into the injured state you get a slight boost to vaulting speeds? Like, 4%?

    We Can Do This: An incredibly nice perk, though situational. It definitely isn't bad though. But since perks have to have progression of some kind, maybe have it be that but deep wounds is applied after they recover by themselves, and it downs them after 16/20/24 seconds?

    Close Call: The concept is great, I think. My greatest problem though is how poorly you put in a way to lessen its effect if its on multiple survivors. Yes this perk would be insane on all 4 survivors, but maybe instead of what you did it's:

    When you take a protection hit for another survivor while you're injured, you aren't downed. Instead you are inflicted with Deep Wounds. This can only activate once per match.

    It can still be annoying, but now it is very limited in such, and survivors will have to think of when they use it.


    I feel like this is one of the most in-depth reviews of a concept I've done in a very long time, with the only thing I'm shaky on being my changes to Close Call. Either way, your concept is great! Just like any concept, it isn't perfect and needs fine-tuning, but it definitely is better than a lot of others I have seen. Good job!

  • @Deadlock said:

    I like this, but I also have a concept about this! I reccomend you check it out. I'm not saying mine is better, because this is pretty damn good, but I think you'd like it!

    Thank you! And will do, I'll be sure to look at it!

  • Oh, yeah. I like to give feedback to killer stuff that I like, though generally not Survivor perks and such since I play much more Killer.

    I'm glad you like my changes, though! And yeah, the DBD team has never really balanced things too well-

  • That looks really useful-

    Dunno if I'd use it but I'm sure others would really appreciate having it

  • Hex: Eyes On You

    The beast watches through its totems.

    Each time a Survivor goes within 8 m of a totem, their aura is revealed for 1 second. If a totem is destroyed, the Survivor who destroyed it has their aura revealed for 8 seconds. This can only activate once every 100/80/60 seconds.

    If the Hex Totem holding Hex: Eyes On You is destroyed, the Survivor that destroyed it suffers from the Exposed Status Effect for 45 seconds.

  • A really neat concept in my opinion, though it is somewhat similar to the Huntress.


    I would make no changes to the power itself, it looks really good!


    The perks however, I'd like to comment a little on.

    Tiger: Cool concept, though similar to Tinkerer. The only issue with it really is how it's written. Maybe just say: "A 3 second increase to the length of the Oblivious status effect for each token" instead of writing it like the changes while leveling up a perk are written.

    Next Time Use the Pointy End: Seems like it could be incredibly powerful on killers like the Nurse or Spirit, or any killer with a powerful movement option. Even the Demogorgon would abuse this perk a ton. Maybe only apply it to Survivors within a certain range of the hook, and instead of just a separate effect maybe it Exposes Survivors.

    Im thinking something like: "After a Survivor is hooked, all Survivors within 24 meters of the hook will be afflicted with the Exposed status effect for 24/32/36 seconds. This can only activate once every 120 seconds.

    This may be too much of a nerf, but the range itself can of course be changed.

    Hex: Hellfire: It's a neat concept, and a rework to totems that this would potentially require would definitely be appreciated, since some totems are impossible to find and some are too easy to find. It's also situational but that situation is purely in the Killer's hands, and makes Survivors question whether or not to destroy totems even more than Haunted Ground does.


    Overall, I like it, and there are very few problems I have with it.

  • Depends on how its done. I see a lot of Xenomorph Killer Concepts on here, and basically all of them are variations on having the facehugger eggs, which I really don't like. I don't like the concept of traps in Dead By Daylight either way, and I'd prefer more of a focus on the Xenomorph and it's abilities as a hunter itself (such as my concept for it *cough*).

    The idea genuinely has a ton of potential, though.

  • Well, it's been awhile. But I've come back with changes to basically everything.

    First off, the power was entirely reworked. The crawling is still the main factor, but it has basically everything changed about it.


    Second, I added details about the Add-ons for the power.


    Lastly, multiple changes to the Alien's teachable perks:

    Heat Sense: This used to be unable to be activated while in a chase, this was removed.

    Cold Blooded: Emphasized in the text how hard the aura should see, though no change in the effect itself has been added.

    Hive Mind: Decreased the debuff of action speeds by 4% across all levels, but also decreased the time it takes for the aura effect to apply.

  • This is pretty good. Most of the time I see killer concepts like this, there's something I notice that can be balanced (doesn't mean it isn't good, just that it needs a little tweaking). All of the perks are very good, but I don't think they're too good. The power is cool and unique, but also implements already established mechanics, which is cool. Overall, a really good killer design with no flaws that I can see.

    I won't talk about the survivor, since I was a killer main before I stopped playing the game.

  • I really like the concept, mainly because Kira is my favorite fictional character right now. Just because I like it doesn't mean there aren't problems with it.

    The power is really cool, for one. Heart Attack shouldn't be able to be manually detonated, though. Also, it would be cool if Heart Attack moved at 90% speed, but it shouldn't be specifically stealthy, since in JoJo's Sheer Heart Attack is loud, and even sometimes talks. Primary Bomb (main power) should be called Primary Bomb, but otherwise it's great. Bites the Dust is amazing, and I love the way it was integrated into DBD, but it should probably be specified that Killer Queen cannot be used while it is active, since not everyone reading this knows how Bites The Dust works, I'm sure.

    Hex: Look Over Here is amazing, really like it. I have no problems with it.

    A Quiet Life is great, too. But it should be 10 seconds instead of 3. You're probably not giving Survivors enough credit on how ballsy they can be.

    Stray Cat is also cool, but it's kinda boring. If it wasn't reworked, make it 15% instead of 30%. Anyways, if it were to be reworked, it could be something that decreased the charge times of powers by 10%, stun times decreased by 5%, and activation times decreased by 15%. Kind of like the original Tinkerer, but actually works on all powers (or at least most.)


    Crazy Diamond works well, but it should be 5% per token instead of 10.

    Hairstyled is really broken. It should probably gain 1 token for each action completed, and at 3 tokens heal 1 health state instantly after exiting a chase if injured.

    DORARARA is just annoying. I'd find a completely different idea that could reference Crazy Diamond's ability to fix objects, like increasing repair speed of regressing generators by 15% for the time it was regressing.

    Overall, good concept, decent execution for Kira, and alright execution for Josuke.

  • @GeneralSpudmuffin said:

    Not bad, I like the changes... Though if he's supposed to be the aspect of fear, his TR should probably grow bigger instead of shrink. That way, his dark presence can be felt even more(as well as an TR perks you bring along)

    I was thinking, as it got smaller the Jump-Scare potential of the Phobia increases, the scarier it'll get.

  • @GeneralSpudmuffin said:

    Interesting character, though feels a little too close to Nurse with even bigger drawbacks. Try reworking the power a little more, give it something a bit more interesting. Something revolving around fear.

    Any ideas would be great. I did think of the fear thing, which is why the stat changes are there for the secondary effect. The Charge is just meant to be a nice movement option. Also, it isn't as good as Nurse for a reason. The Phobia is 120% speed at base, after all. If it was as good at movement as Nurse, it'd be more op than Nurse.

    Anyways, I did slightly buff the power's stats. The speed of charge, the length of time inbetween charges, etc.

  • @Yung_Slug said:

    Hmm... ice-themed Killer that uses a pickaxe... sounds similar to the Snowman from my Winter's Wrath chapter.

    Gonna have to sue you, sorry.

    Ace is my lawyer btw. You get Dwight.

    Oh, rip

  • @GeneralSpudmuffin said:

    Interesting, though I see it getting very broken the longer the game runs.

    First, there needs to be a limit to how long ice lasts, at least for the trail the killer leaves. Also, icing over gens when complete feels a bit redundant. What if instead, they iced over when kicked for, lets say 30 seconds?

    Mummified doesn't really fit the effects, in my opinion. A better name might be like Cliff Hanger, which might fit the personality of the killer better, too. Definitely has more of an "insane mountain climber" feel to him.

    His secondary power, being able to tunnel forever in the ice feels very similar to Wraith or Demo, but less effective. Unless it can be used to go under obstacles, I'm not sure how useful it would really be.

    The power goes under everything, except lower stories like the basement, in which case the Frost pops out from the wall.

    A limit to how long the ice lasts would be cool, for the trails. The gens arent iced over, ice spreads out from the gen, so the longer a game goes on, the more the secondary effect can be used. I will put a timer to how long the ice lasts for that as well.

    Thanks for the suggestion of the new name!

    Thank you for the feedback as well

  • Riot Control is unique, I like it. But can the Guard see through it?

    The Guard does lack map presence, replacing lockdown with something else would probably be good. Maybe being able to sprint for a few seconds every 20 seconds or something?

    Searchlight's first effect is fine, and definitely worth the Hex downsides, but if it effected all Dull totems, with a range of 12 meters, it'd probably be better. That's just so it doesn't protect itself.

    The second effect is incredibly good. Too good, I'd say. Maybe if a totem is broken, the Survivor who broke it has their aura revealed for 3/4/5 seconds?

  • The only thing is the Hex perk is really weak, hindered isn't a really good effect. Maybe if a Survivor sees the Killer's aura, their screen is changed, their controls are flipped, and of course still afflicted with hindered, or any mismatch of those for 20/24/28 seconds.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/870040#Comment_870040

    Wraith is actually faster when he is cloaked, rather than slowed. I read it as he attacks then comes out of Invis when I first read it.

    Having an effect last a whole 100 seconds is pretty brutal, especially if it's something like Broken or Exhausted. Maybe if it was limited to Blindness/Haemorrhage/Mangled/Oblivious. Pretty much just the minor effects, or more to the point, leave out Exposed, Broken and Hindered. Don't make it a Hex perk, since it only affects them once.

    I think hindered would be fine, but exposed and broken is dumb. Maybe 40/50/60 seconds?

  • @PigMainClaudette said:

    Power seems like just a better Wraith. Also, how does the game determine the difference between cloak and plasma bolt? Do you have to be in stealth to activate the plasma cannon? Will there be the .'. guidelines to show where the shot will land, making him better than Huntress?

    I do like Jungle Killer. Could be good for those killers who don't have a mobility power. Master of Stealth seems very hard to pull off consistently, unless they're in a chase. This could make it severely underpowered or overpowered.

    Easy Prey could be pretty hard to work around, but I can see a point to it. Question is though, if I'm the unlucky last one hooked, and I get Exhausted, Hindered, Blindness and Broken, am I then permanently afflicted with these? Or do they go away when your tokens do? Are they on a set timer like the Broken status from Deliverance?

    And his mori. Are we doing the skull/spine rip with a triumphant roar? I mean, I'd LOVE to see that, but not sure if the devs could animate that.

    That's why it takes so long to cloak/decloak, as well as no speed boost while cloaked. If that isn't enough, the Predator could be slowed to 100% while cloaking or decloaking?

    Yes, the Predator has to be in stealth to use the plasma cannon. There wouldn't be a marker either, but there is no arc to it, since it travels in a straight line. It would also move slower than a hatchet, and not gain speed the more it is charged.

    Easy Prey's status effects have no timer, but are removed when the corresponding token is. If that's too much, it could be a hex perk (but the tokens never go away until the totem does), or all afflictions removed with 1 token. A way to balance it could be to make so each token only effects the Survivor who was hooked to gain the token.

    I don't really mention moris, just like how I dont talk about most add-ons or backstory. That would be a cool mori, though!

    Thank you for the response, though some suggested changes would also be nice, for future reference.

  • The power is interesting, but healing should only remove 2 and not half.

    Hex: Dread should make Normal and Hex Skill Checks 70% smaller ("Normal" includes all regular skill checks for everything, including madness.) This is a Hex Perk, make it op.

    Persistence is alright, but not that great. Ive never cared for Bloodlust perks

    Indifference is amazing, but should effect all stuns and decrease stun time by 12/18/24%.

  • There should be a delay for it, 100%. It should also only work once per trial. For the delay I think it should be 24/20/16 seconds. A short delay that's still there would be perfect.

  • I like the concept, but I see the use more in the model change and less in countering stuff like Franklin's, since with an item a Survivor's arms are farther out while crouching, would this perk prevent that when storing an item?

    Maybe when carrying 2 items a Survivor is slowed by 4/3/2%, just as a little downside to make it more risky? Just an idea, though. So far I think it's pretty balanced.

  • @JSL18 said:

    The Drummer

    Name: Azakka

    Gender: Male

    Nationality: Haitian

    Realm: BackWater Swamp

    Power: Drum of Azakka

    Weapon: The DrumBeat

    Speed: 115% | 4.6 m/s

    Terror Radius: 32 Meters

    Height: Normal

    Appearance: A voodoo styled killer with a human skull mask and lots of bones around the costume, he will be carrying a large ancestrial drum in his left hand and a bloody drumstick with feathers attached to the handle.

    Lore:

    Azakka was on the verge of reaching out to the after life using his newly discovered Voodoo when something went wrong, he meant to reach out to his past relatives but ended up reaching out to something much different.. some kind of Entity he could not explain. Once the fog cleared from his hut he didnt recognize where he was, everything looked the same but something was off.

    Power: Using the drum of Azakka he has the ability to call upon the spirits of his ancestors to create a ghost of himself to cut off survivors. When he plays the drum Azakka has 8 seconds to create a path that his ghost will travel on. The ghost moves at 120% movement speed on a repeating cycle along the created path, the ghost will have collision and will damage any survivor that comes into contact with it. The ghost will remain active until either Azakka creates a new ghost, or the active ghosts puts a survivor into the dying state. While playing Azakkas drum the survivors within his terror radius will suffer from the deafening status effect. Azakka will move at 110% when playing his drum and can only create a new ghost every 20 seconds.

    Add ons:

    Iridescent:

    Ancient Feather: Grant's the ability to create 1 extra clone at all times

    Ancestrial Drum stick: Azakkas power has no cool down, allows him to create ghosts without recharging power.

    Perks:

    Drown them out: Any survivor that remains in the basement for 15/12/10 Seconds will begin to have a bleed out timer and will not be able to mend in the basement.

    Ancestrial Memory: Anytime you swing and miss a survivor during a chase gain a 10/15/20% speed boost for 8 seconds

    Cursed Blow: When you down a survivor any survivor within 12/14/16 Meters of the downed survivor will not be able to use their items.

    A couple questions about the power, can the Killer make the path? How long can the path be?

    Drown Them Out is cool, but how long is the bleed out timer?

    Ancestral Memory should give a 2% boost in speed and only be able to be used once every 100/80/60 seconds.

    Cursed Blow is a great concept, but maybe instead it applies 1 random negative effect for 60 seconds?

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/842110#Comment_842110

    It's only 60 seconds, 90 seconds would be way too much. I could add a condition where the hatch cannot be closed after the time is up. It's a make or break end game chase before the hatch opens. If your team used all the pallets then it's their fault for causing this scenario.

    Yea I'll definitely consider halfing the regression. Wouldn't want a killer camping the hook next to a gen. It's mainly for the hex totem example but just incase your panicking when a gen is nearly done at the hook. At least you could now would leave it and not panic about it being completed.

    No it won't be negative terror radius lol it's just 8 tokens so it'll reach the 32m terror radius most killers have. If the killer has a 24m terror radius then after the 6th token it'll just stay at 0.

    Don't worry about reading the add-ons lad. I just wanted to say that there is one add-on that helped with chases. I was inspired by freddy and his dream snares/pallets so I added one very rare add-on which changed the Pulse ability.

    Oh, I was thinking about something different with the 60 90 seconds thing, 60 seconds and with the stated condition of not closing the hatch would be perfect.

    Or maybe the regression stops after 50% of the progression has, well, regressed..? I just thought of that.

    If there was a negative terror radius how would it work tho-

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/842111#Comment_842111

    Very rarely they do lol I treat chapters on this like what I would if they were real. If I find the chapter easy to read then I'll give it a go

    Pretty good system, hope more people respond to your idea. It's really good

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/840264#Comment_840264

    I don't really like it when people expect feedback on their stuff but don't give any feedback to anyone else. I've spent over an hour on some chapters giving feedback, yet they never do the same in return which is really annoying.

    I understand, yeah. But sometimes people will look at your stuff if you comment on theirs. You do give an insane amount of feedback compared to me, though.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/840336#Comment_840336

    Thank you for your feedback mate. Yea he doesn't have anything in particular to help with chases. The pulse ability was also meant to help with chases since you can see their aura on loops with walls. With the puppets all having collision you can also place them infront of pallets or windows to block them, but i don't think it is as practical. I will lower the pulse aura time by a few seconds anyway.

    Puppet Master starts after the second last survivor is sacrificed. I think 20 seconds is too low bearing in mind the survivor may have a key and it isn't enough time to down the survivor. I want the survivor to earn their escape by lasting a decent bit of time.

    I will change the flavour text relating to the Locked Away perk. I don't think the regression is too bad but if someone else brings this up then I'll definitely give it a slight change.

    Hex: Silent Night I want it to completely remove the terror radius if survivors don't destroy the totem. Your right when you say it'll cause panic similar to Devour hope which is what I want. I want the second survivors realise he has the perk then everyone will go made looking for the totem, which will slow down the game a bit.

    Thanks again for the feedback. I never give feedback on back stories either so your alright lol I think back stories aren't important at all in these chapters but I felt I needed to add one.

    Oh btw I almost forgot that in the add-ons section their is a way to change the pulse ability to an ability called block. The intention was to help with chases rather than find locations.

    The collision could be really useful, and at least they have more then Pig, Ghostface, etc.

    But let's be honest here, as a good killer finding a lone Survivor at the end of a game with little to no pallets left is easy, and catching them is even easier. Puppet Master with a 90 second block is incredibly generous to the Killer, and is currently acting as a type of instant win during the late game.

    The regression probably wouldn't be too bad, but the half regression is just an idea so it isn't acting as a secondary Pop Goes the Weasel or something. It is a cool idea though, and kinda rewards hooking nearby a hex totem in some scenarios.

    Rethinking it, I think 8 tokens would definitely be perfect. Though I think the perk should gain tokens until the killer has no terror radius, since a lot of Killers have a smaller terror radius. What would happen if a Killer had a negative terror radius?

    I didn't read the add-ons, since they are hard to talk about without seeing them in action most of the time, so yeah. I also don't really make add-ons myself, but sometimes mention red add-ons because they're actually cool.

  • Great concept! The power does have a decent lack of map pressure, but really good area denial. It's really interesting and different, not paying attention to map pressure but to decrease the safe area in general.

    Gotcha! is great, but I think it shouldn't be able to activate during chases.

    Rigged is just a good perk, though a bit situational.

    Switcheroo is odd, does it automatically make token perks start with 3 tokens?

    Thank you for reading my response!

  • The power is amazing, and a very unique way for good map pressure. Pulse should only show the aura for 3-5 seconds. 10 is incredibly long. This killer is pretty meh in a chase, though. It could catch Survivors off guard by teleporting, but that won't work well often.

    Puppet Master should be for 10/15/20 seconds, and show the aura for 5 seconds, and this starts after that timer (^) is up.

    Locked Away is really cool! I think the regression should be halved, but still there, and that's the only thing I have a problem with regarding the actual effect. Though the Entity should rarely help the Killer, if ever. The flavor text could probably be "Sacrificing and breaking just takes too much time." or something of the sort.

    For Hex: Silent Night the max amount of counters should be 6 or 7, but other than that Silent Night is a terrifying perk that would have the ability to cause a similar amount of panic to Devour Hope.


    I won't comment on backstories or the Survivor, since I'm better at dealing with the Killer and all if you can't tell by me never making a Survivor for my chapters.

    Thank you for reading my response!

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/840113#Comment_840113

    That's no problem mate. I try my best to give as much helpful feedback as I can.

    Btw can you do me a favour and give me some feedback on my chapter? I made a lot of changes recently and never got any feedback towards it. I've never asked this before but it's just that I put a lot of effort into this last update and I gave some very good feedback on your last 2 chapters.

    I'll take a look at it. It really sucks to have no responses, which is the reason my ideas have slowed since most of my favorite creations aren't really popular and have had little to no feedback.

  • @CashelP14 said:

    Maybe I'd say change his terror radius to 24m but allow him to change stance (like doctor to treatment) to increase his terror radius to 36m. Maybe allow him to teleport to lockers for his map pressure? Best I can think of in short notice.

    When it comes to selfish greed I used the example of camping but I still don't like the core idea of the perk. Its very frustrating to work on a gen and for it to make no progress. Maybe increase the time to 15 seconds and keep the regression the same.

    Alright, thank you for the suggestions again!

  • @CashelP14 said:

    I think your ability is cool but its weak by itself. He's very good at finding survivors which is very good, especially against immersed survivors. The healing part could be coupled very well with coulrophobia.

    The problem is he has no map pressure or anything to help him in a chase. Yes you'll find survivors but you have nothing to help win those chases. Also higher rank survivors won't miss many skill checks, probably won't even heal near you. Since he has an increased terror radius survivors will get to a pallet a lot earlier.

    Shared Empathy: I like the idea but the aura needs to be shown for longer, maybe 3 seconds.

    Selfish Greed: I think this is very strong mate. We already have to face PGTW and Ruin basically ever game at rank 1 and I think this is a bit much. The gen making no progress as your working on it is very harsh, especially if the killer camps the survivor on the hook.

    Never Ending Altruism: I think this is quite an interesting perk. I think it would couple really well with your ability since it gives more time for survivors to make a mistake. Usually the obsession gets a bonus for obsession perks but I don't know what that could be for your perk.

    Hope this was helpful. Personally really like the idea of Shared Empathy and Never Ending Altruism. I think if your killer isn't going to get something that either helps him in chases or gen pressure then I think his terror radius needs decreased to 24m.

    Thank you for the feedback!

    I was trying to get map pressure with the teleportation, but I have no other ideas besides that. Suggestions would be great. The increased terror radius is meant to work with the first ability, but I see your point.

    The suggestion for Shared Empathy is great, thank you!

    Selfish Greed is meant to punish focusing on objectives, but I'll add an effect to only activate if the killer is outside of 24 meters of the hooked Survivor.

    Never Ending Altruism doesn't help the obsession because I hate obsession perks giving the obsession a direct bonus in speeds or whatever. This doesn't include Dying Light because it's amazing.

    It was very helpful. The only thing that would make your post better would be a suggestion to fix the power.

  • @NoOneEscapesNancy said:

    Thanks @Critical_Fish ! ALSO I DID THE FEAR OF DEAD BODIES BECAUSE THE FEAR OF DEATH WAS ALREADY TAKEN BY THANATOPHOBIA (Sorry for the capitals my thing messed up for a second)

    and I’m kinda mixed on wether the arrow should do damage or not because as the guy above stated it would make the huntress useless

    and I guess hex perks are supposed to be op...

    It wouldn't make huntress op since it has a set timer. That's why the aura revealing is there, since you cant chuck arrows around like you can hatchets. 5 hatchets should equal 1 arrow.

    Also it's terror radius should be 34 because of the arrow, or 32 depending on the range.

    Also it could be an alternative to Thanatophobia in that respect.

  • Stealth killers will never exist, but the other idea is pretty cool

    What would be better imo, though, would be if Dr. Jekyll was slower but had a better ability, and with the potion becomes Mr. Hyde to be faster but have a weaker ability.

  • The power is incredibly weak. I like the time, but it should probably be 20 seconds instead of 35. The arrow should also only injure, and probably reveal the aura of the Survivor hit for 3 seconds, with addons to cause different effects, decrease time, decrease stun, etc.

    The lines under the perks themselves are terribly blunt. Leave things out, talk like someone actually would, make them vague if you want them to be like the ones in the game.

    Necrophobia is cool, but I think it could be better if you change the definition a little, like make it the fear OF death and not the fear of dead people. It should probably slow down a Survivor's action speeds every time they're hooked (4/8/12% decreased per hook for example.) Also the concept of the line underneath is cool, but maybe "Don't get caught, don't be useless." And attribute it to one of the notes in the game itself.

    Immense Hunger is amazing. Just needs a speed decrease from what it is to probably 3/4/5%. The line underneath is even better than the first one, but would definitely be better if there wasn't a story written underneath. Possibly change it to, "No! Don't leave again damnit!" Or something.

    Sacrificial Training just needs to effect halve of the hooks (not including basement hooks) and increase sacrifice speed by 9/12/15%. This is a Hex perk after all, make it op or else it's bad. For the line underneath this one, possibly, "So much to do and so little time..."

    I won't comment on the lore itself, as I more or less review and not critique. I couldn't care less about lore on these forums, I'm just here to help people improve the content, and not the flavoring.

    Thank you for reading this.

  • @SpotTheBunny1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/831620#Comment_831620

    Thanks for your input, it's really just an idea, I have no clue if the dbd devs will actually see this, and even if they do, they might not even consider it.

    They most likely won't. It is great to get your ideas on somewhere for feedback, though.

    My reason for posting my ideas is for feedback, so I can make something better. Eventually, logic would dictate that your idea would be seen by Behavior eventually.

  • Shadow's Home is cool, but definitely needs a decrease in range. 6/12/18 meters I think would work.

    Hex:Darkness is weak. Even if the shroud only effects the Survivor hit, it does nothing. Lack of ability to see doesn't matter since they can still see the Killer's red stain. Maybe injured Survivors can't see dropped/undropped pallets unless they are within 16/14/12 meters of the pallet (but they can still see the broken parts of a pallet if it were broken.)

    Hex: Shadows Follow is just as weak as Hex: Darkness. Maybe for 12/18/24 seconds, Survivors just exiting a chase still hear the chase music? Or maybe if a Survivor stops sprinting during a chase, they are slowed by 12/16/20%?

    Darkness Within needs to be for 1/2/3 seconds. Other than that, pretty good perk.

    The power is incredibly weak, and I think too simple and not really like a shadow. I don't really know another power it could have, though.


    I won't comment on the Survivors, since I'm more of a killer main.

  • I think the first effect should be for 8/16/24 seconds, other then that this perk is pretty cool, though a bit niche.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/825667#Comment_825667

    What I did with my killer who had a similar theme I just made doing gens harder. But the healing one will really annoy certain survivors who love perks like self care.

    Maybe make both actions harder but not near impossible to do.

    The point is to make Survivors only able to do one thing and be bad at doing another, like an enzyme (where the name of "The Catalyst" came from). I will think about that though.

  • @CashelP14 said:

    I had a similar concept for a killer a year ago. The idea being once you downed a survivor you can choose to inject a toxin into their system with there being 2 different types of toxins. 1 focused on gens, the other focused on chases.

    Your ability will cause a lot of disconnects. I think the one that decrease healing wouldn't bother me personally but the other would be extremely annoying and unfun to play against. 50% decrease repair speed when we know they'll probably bring pop, thanatraphobia and ruin. You try to balance this by having the other one increase gen repair but that doesn't help. Your running into a similar problem that I had where the killer will just tunnel the survivors who have increased gen repairs and leave the other 2. The ability is really really strong and extremely unfun to play against.

    The secondary ability is ok. I'm finding it hard to imagine if its balanced or not but it sounds ok.

    Biological Coil: I like the idea but if the killer slugs instead of hooking then this will be really annoying. Maybe the first survivor hit after another survivor has been hooked gets the deep wound status.

    Spiral Barricade: I like the idea but I don't think it will actually be very good in chases. Not too many survivors run through these areas again after they just used the pallet.

    Lock And Key: I need to know if the door is already closed when the hatch is closed what happens? During endgame collapse this is good for speeding up the collapse but unless someone uses a key, the hatch part doesn't do much in endgame collapse.

    Thanks for the critiques!

    I could decrease the effects on gen speeds, or think of a different effect to replace the gen changes.

    Thank you for the new idea for Biological Coil, I really needed one.

    Spiral Barricade is meant to be situational, but powerful in the scenarios it's meant for. It could instantly stop a fair few amount of loops in the right scenarios. I could make it last longer, though.

    Lock and Key is just as situational as Spiral Barricade with it's first effect (which doesn't activate unless an exit gate is open), while the second effect is to get Survivors to make impulsive decisions.

    Thank you for the feedback!

  • @Guy_without_a_plan said:

    In this world, nothing is safe

    At the start of the trial, 3/4/5 different objects are cursed, with 1 being cursed every 30 seconds up to 6/8/10 objects

    When a survivor interacts with a cursed object, they will scream and the object will be blocked by the entity for 30 seconds. (Lockers will instead block the survivor from leaving for 7 seconds)

    If a object that is cursed isn't used within 60 seconds, it will change to another object.

    I think either less objects need to be cursed or the effects need to be nerfed heavily, like applying an effect when interacting with a cursed object and for a certain amount of time after no longer interacting with it.

    Cool concept, though!

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/comment/822540#Comment_822540

    What kind of chemicals? Alcohol debuff? Energy drink buff?

    Idk- I didn't do my research with this one.

  • @SliperyBeavr said:

    lol I apologize my mind was else where yeah idk why I put the doctor sorry about that

    Lmao it's alright. We all make mistakes xD

  • @SliperyBeavr said:

    I really like your idea of the killer an anti team killer is what it seems like to me. The only problem I see with it would be the teleporting power it may be to strong as is and could be exploited with say doctor with larger terror radius add in colorphobia and unnerving precense it could be overwhelming for low rank players and almost a tunneling kinda thing. I think a way to balance that would be to simply change it from any survivor failing a skill check to a survivor healing another teammate and failing a skill check. But I really do like the idea and honestly it would be an awesome killer to play as.

    Yeah, there's a reason I made it so you teleported right behind the other Survivor, so youd hit them before youd hit the one being healed.

    Also what do you mean by being abused with the Doctor? None of the perks have to do with the terror radius.

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/102670/killer-idea-the-catalyst

    I can't imagine it....

    Can you explain what are these tendrils?

    Are they like vines or ivy?

    Does the killer throw them like a spaghetti or spear?

    Explain How can they buff or debuff the survivor?

    How does this killer looks like?

    Where is the background story of the killer?

    Im really curious

    The tendrils are like black vines I guess.

    The Catalyst debuffs the Survivor by changing chemicals in them, changing focus since the tendrils would go into the Survivor.

    The Killer's left arm is all black vines, with clothes that cover most everything else. The weapon is a sharpened plank of wood (unless you have any better ideas.)

    I have no damn clue about the backstories of any of the killers I have made besides the first 5 (not including the licensed ones.) Even then I rarely if ever list the backstory of a Killer. Writing those don't interest me as much as the power itself.

  • @Zenbe10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/821356#Comment_821356

    I'm not sure if you're addressing me or the OP in most of this post, nor do I know why you seem to have taken a condescending tone. But I will humor you.

    Some sort of status condition that made skill checks moderately difficult for X amount of time could work. But again, If you want a perk that does this, run Unnerving Presence. If you say this is better than Unnerving Presence, that's a problem because perks that are just functionally better versions of other existing perks shouldn't be added. And if you say it's worse than Unnerving, why run Splintering Blows instead?

    Although it is a discussion for another thread, I will strongly disagree with the idea that Hex: Ruin and BBQ are needed to win as killer in high ranks. In fact, it is the opposite. Bad killers need those as a crutch, whereas there are MANY amazing killers who only use one or neither of those perks at red ranks and get 4ks all the time. But even assuming you are right, run Splintering Bones, Unnerving Presence, Hex: Ruin, and BBQ. Imagine having Hex: Ruin skill checks reduced to the size of a DS skillcheck. No thanks.

    I think both of you are looking at balancing this from an M1 killer perspective. Sure, if Trapper had this perk it'd probably be fine. But in the hands of high-mobility killers like Spirit? Freddy? Nurse? Or stealth killers that often get free hits such as Pig or Ghostface? Basic attacks for all these killers are easy to do, and this perk would give them a huge benefit on top of these comparatively easy health state hits.

    I don't understand people's fascination with killing survivors by some other means than hooking them. Reduction of the dying state timer by itself is an alternate method of death, why does one perk need to have two different kill conditions ON TOP OF hooking survivors like how the game is supposed to be played? Automatic sacrifice doesn't make any sense if they're gonna die in 15 seconds anyways, and I forgot to mention before that the mori part of the original design would allow you to kill a survivor that has never been hooked after one down.

    As always these are only my opinions so take it or leave it. If you prefer to be unrealistic in your expectations for perks, that's your prerogative. But simply making this "Whenever the survivor is put into the dying state by your basic attack, the death timer of their dying state is reduced by 20/30/40 seconds" would be a good, interesting, and relatively balanced perk.

    After a fair amount of rethinking, I'd have to agree with many of these points.

    I play Nurse and Huntress as a Killer, both of which can and do end chases fairly quickly, and without ruin I will never win with either of them. At least not in purple ranks (where I currently am.)

    I was just thinking of the sacrificing thing for extra bps really.

  • @Thecoolestguy said:

    I like to think this guy's theme is DNA.

    Really cool, I love the idea that you have to more or less choose what the survivor's effectiveness is.

    Although I kinda the status effects were swapped, but that's my preference on how i play.

    For the perks Lock and Key seems powerful for occasionally blocking the exit gates for 30 seconds, I assume at max level. But considering how often you're gonna close them, who knows.

    @Dreamnomad said:

    Overall I like it. I do have a couple of reservations though. I'm not a fan of a killer's ability providing survivor buffs. I just have a hard time accepting that even if there is some kind of drawback. Giving a survivor a 20% increase in gen repair speed in particular is bad. I do like the idea of a killer's attack doing either a rotating or random debuff though.

    The charge attack seems difficult to balance. Conceptually it is really cool though. For League of Legends players it reminds me of Nautilus. Maybe that would actually be a good source of inspiration. For instance, if The Catalyst were to hit an environmental object it could pull itself to that object. The idea of being able to pull yourself up to a second floor of a house or whatever or creatively use it to shorten a chase seems fun.

    As far as perks go, I really like the idea of "Spiral Barricade". It even seems perfectly balanced to me. The idea of pairing it with bamboozle and blocking someone in a shack seems like a lot of fun. The other two perks I'm less enthusiastic about.

    I think there is potential with "Biological Coil". I think it is an interesting concept to have a split effect on survivors based on whether they have been hooked or not. But the effects themselves seem kind of lackluster. Deep wounding survivors with basic attacks feels like it is treading awfully close to The Legion's identity as a killer. The altruistic penalty feels almost unfair to both the killer and survivors. For the killer, it doesn't seem like it would actually have too much of an effect on the outcome of the game and this is the effect that would be around the most. For survivors, it seems unfair to have a penalty that they can't do anything about even if it isn't that big of a deal.

    The last perk "Lock and Key" is just too narrow. There are too many situations where the killer would get 0 value out of it.

    Lock and Key is meant to be an all or nothing sort of thing, so it has a good effect that won't be pulled off too often.Sorta like an endgame perk I guess, not always needed but really good when used.

    I could always decrease the buff in gen speeds to 5% or something if that'd be better. The goal was to make it so Survivors had to do one specific thing at all times or be punished. Making them into an enzyme type of thing, only works well with one thing.

    I was originally going to make it so the dragging thing could also work on walls, I could include that if you think it should be there.

    I don't really know what to change the effects of Biological Coil, if I could have suggestions that would be really helpful.

    Thank you for the responses!

  • @Zenbe10 said:

    A few critiques: 

    1. The first part of the perk would be incredibly difficult to balance with Unnerving Presence. Imagine a build with Splintering Blows, Distressing, Unnerving Presence, and Sloppy Butcher. Survivors would be unable to heal to full without letting you know where they are, plus it takes forever, plus they’re missing skill-checks. (Look up Unnerving + Overcharge on YouTube. It’s nasty. But that happens ONCE per kicked gen. Now imagine that EVERY skill check, including healing which you need to do to get rid of this insane debuff.) I’m not sure a debuff like this would ever be fair.

    2. The third part of this perk is also too much. Rancor requires it to be endgame (and only one survivor) and Hex: Devour Hope requires a lot of work beforehand and is a hex. This has neither of those conditions. Plus, perks that encourage slugging are not exactly common, and that’s for good reason. You want a slugging nurse with Nurse’s Calling to have this? Then you die on the floor and if someone tries to heal you, they get slugged too. This third part would be too good even as its own perk.

    3. I like the second part a lot. That alone would be a good perk. That alone would apply a lot of pressure, and would cause people to die on the floor a lot more than you’d think. Plus, it still encourages slugging like what you’re going for. I think if it was to actually be balanced, this perk would only be the second part you’ve written, where whenever the survivor is put into the dying state by your basic attack, the death timer of their dying state is reduced by 20/25/30 seconds. Having it do that PLUS the other two extremely powerful (and abuseable) things you’ve mentioned would be unthinkably broken.

    "A few critiques" you tore apart over half of the perk...

    First off, the first part of the effect could just be a moderately difficult skillcheck. That'd be better than removing it entirely. Also, a build like that would rarely win games. Remember, to win killers practically require Hex: Ruin AND BBQ and Chili (at mid to high levels.)

    The mori part is legit meaningless... Alone it is not worth even a consideration for a perk slot. Maybe at 15 seconds the Survivor is instantly sacrificed? That would require your favorite part of the perk to be removed, though, wouldn't it? Or at least be nerfed to 12/16/20 seconds or something of the sort. Since oh no moris at 30 seconds is too op, and sacrificing at 15 is the same thing but faster and with greater reward.

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