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DEATHLLOCK73

DEATHLLOCK73

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DEATHLLOCK73
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  • @Arcturus said:

    Personally I really like the killer design. There's some questions that I have about the killer power though that also put into question if only being able to interact with pallets and walls is justified. Does the Crawl Mode do anything besides putting you on all fours and unlocking some kind of special attack? I'm not sure exactly what the special attack is either, but it kind of just sounds like this mode is like if you had Shred permanently charged on Demo. I think it's a bit confusing what exactly this power does and if it's different enough from just walking around to justify the two modes.

    I will say the killer aesthetic and the Fake Smileys look really cool! Definitely feels similar to the Smilers from The Backrooms. I think this definitely would be creepy, although of course playing the game a lot will negate a lot of the horror aspect.

    I think Hex: Don't Look might end up giving semi permanent aura reading in chase which would be problematic, but if it didn't work in chase it would just be a worse version of the Springtrap perk. I might be wrong but doesn't something similar to False Comfort exist already? Personally I think It's Too Late is actually a pretty cool game for after gens are done, much more interactive than something like Remember Me.

    Thank you so much for the response, I love all the questions and effort you put into the reply and I appreciate the feedback!

    As for the crawl mode in the killer power, it is more like a more brief means of faster transportation, while crawling they would have a decent haste effect making them much faster but it has its limits of pallets and walls and obviously being lower to the ground would make visibility more difficult as well, but that is to make up for and compensate for the fact that they can move very fast and are also going to be more difficult to locate from survivor POV. Id think of it more like the Krasue flying low to the ground in her head form, only in this case they may interact with pallets and walls and attack on exiting the mode.

    I also totally agree that this killer could bring back some genuine horror to the game, at least for a little before its overused and survivors have gotten used to it, but I think it could hold the fear factor of it a lot longer than most killers.

    Finally, yes I do think the Dont look perk could be slightly overpowered with its aura reading but then again it is a totem perk that would be revealed to survivor while their aura is being read because of it, so they would be very aware of it and know that they need to cleanse the totem, or at least dont look for a consistent time, which would make this an effective perk making it harder for survivor to keep their eyes on the killer at all times during a chase. Now, for False Comfort, I hadn't realized but there is a very similar perk in the game that makes survivors exhausted and blind while healing within the killer radius, although these effects only liner for a short while after done healing and only happen when inside the killer radius these would still be very similar perks and may need a change. And Finally, the Its Too Late perk, YES im glad you like the idea of more end game perks to help killers make more of the time when all gens are done, and the idea that "Its too late" and possibly taking back the game even after exits become powered would be awesome and fun.

    Again, thank you so much for the feedback I really appreciate it, if youd like I would love it if you would check out my other post about the Skinwalker Idea and let me know what you think about that.

  • oooo nice ideaa, check out one of my own posts "The Skinwalker" I mapped it out describing exactly how this could work in a power.

    @KelsieSmells67 said:

    For this concept I feel like it would make the game much more interactive and enjoyable to have a killer that will build up points in order to transform/ move into different stages. Firstly the killer would start off as a runner which would just be like any other killer (stage 1) but would have the ability to place bundles of cordyceps like the singularity on walls which will let out spores every so often and be able to also release these spores themselves. When these spores are released from the cordyceps bundle, if a survivor is in a close range like on a generator or being in the general area the player will enter stage 1 infection. During a stage one infection the player will cough and must need to enter a chemical shower which can be found around the map which will help clear the infection. To remove the cordyceps bundles the player can find flamethrowers which can be used to burn the bundles and stop then from producing spores. If the player does not remove the stage one infection it can progress into stage two which injures the player and creates small hallucinations as a result of the fungus these hallucinations can be of other zombie forms like shamblers or stalkers, the stage 2 can be removed the same way using chemical showers. In terms of how the killer will progress, infecting survivors using the bundles or infecting them yourself will provide points which will build up, reaching a certain amount of points will allow the player to enter stage 2 which is the clicker. In stage 2 the clicker makes the signature clicker noise when in range of a survivor and sees the map in grey, the survivors will be harder to see being a lighter grey but scratch marks will be 2x more visible and will last 3s longer and grunts or general noises will be 2x louder. The clicker will be able to sprout spores the same as runners but will have better hearing and be able to see the scratch marks and pools of blood much better even whilst the survivor is harder to spot. This feature adds the feel of the clicker without making playing the killer to difficult by not being able to see survivors at all. Stage 3 is the bloater which is gained again through points, the bloater is much larger and has the ability to shoot cordyceps bundles which injure survivors. The bloater will still have the same grey map and survivors will still be difficult to see in order to stick to The Last Of Us concept of them being blind, in the bloater stage scratch marks become 3x more visible and last for 5s longer and noises are 3x louder. To stop the killer reaching stages 2 and 3 the players can choose to use the flamethrowers directly at the killer to reduce their points and make it harder to reach the later stages. As a side note, for all stages spores infecting survivors will cause them to scream and reveal their aura to the killer, when in stage 2 this aura lasts 2s longer and when in stage 3 it lasts 4s longer.In terms of the killers perks i feel as though they should be to do with aura revealing such as when a player completes an action that affects the killer like removing the bundles of cordyceps they scream and reveal their aura. I also think the killer could have perks to do with the exit gate and generators and the killer at stage 2 and 3 will be blind making the later stages harder.

    Map wise-

    The abandoned cities with overgrowth and TLOU feel would make a great map that would fit the style of DBD whilst adding new features.

    Adding the overgrown small town/ housing area would also be a good fit.

    Survivors-

    Ellie and Joel, Ellie having perks centered around healing others or providing help in gen progression as in the game she can't get infected herself

    For Joel I think his perks should be to do with other players such as revealing the killers aura or other perks to do with players being able to get off the hook once per game after completing a certain task or helping their wiggle speed ect..

  • Wow, niceee idea. I love the idea of never knowing if you're running from the actual killer.