Avatar

Dreamnomad

Dreamnomad

About

Username
Dreamnomad
Joined
Visits
4,633
Last Active

Comments

  • Looks cool. Well done.

  • @JoyfulLeader said:


    Maybe I should stick to doing Top 5s instead of fan creations

    I'm not trying to discourage you. That was intended to be healthy criticism. Do whatever makes you happy.

  • Hmm, there is some potential here. The killer bagging survivors to torture for bonuses is interesting. It feels almost like a secondary effect though. Similar to how the Pig works with reverse bear traps. I think the killer should have an actual ability that helps him chase down survivors.

    As for the killer's perks, Sharp Sense is kind of bland imho. I doubt it would see a lot of use. You might get the occasional free grab out of locker though. Angry Itch needs some clarification. What exactly do you mean "level up bloodlust"? Twisted Mind is too convoluted. I think both killers and survivors would find it too confusing.

    For the survivors perks Cautious feels pretty bland too. I can see the value when paired with urban evasion and iron will though. Fast Hands needs some clarification. It requires that you personally complete the generator correct? Also can you gain multiple stacks if you complete multiple generators? I don't really understand the point of hindering yourself though. You would just immediately get caught again.

    Lone Wolf is another convoluted perk. So help me understand a bit. When I'm walking for 3 seconds "not near another survivor" (you need to define this in terms of meters) I gain a token that increases my walking movement speed for 30/25/20 seconds (why does the perk get weaker with rank?). What do the stacks do exactly? Increase my walking speed? Increase the duration I can walk faster? What is the point of a duration when I gain tokens while walking? Let me suggest a clarified version of this perk.

    Lone Wolf- While remaining at least 16 meters away from other survivors and not running for at least 7 seconds, gain a bonus of 3/6/9% to walking speed.

    There is no need to specify crouch, crawl, or running speed.

  • Flesh out your killer and survivor concept a bit. What would the Demogorgon's power and perks be? What would Chief Hopper's perks be?

  • You need to flesh the concept out a little more. What is the killer's power? What weapon does the killer use? What are the killer's perks?

  • @Keene_Kills said:
    Ugh. I gotta' say I'm a bit disappointed, but meh.

    Power is probably whenever you hit somebody, you can take on their likeness to a degree or something of the like. I feel as though it'll be worthless, given 9 of 10 matches tend to be 3+ SWF w/comms. Hopefully they've thought this through, though... surely, right?

    Crap... I really wanted a Wendigo, snow vamps, or Krampus :( Looks like a gritty reboot version of Last Year's Strangler with a generic mask.

    Lol. That is some serious assuming you are doing friend.

  • Anything that makes survivors get sacrificed faster is something that promotes camping. This is something they obviously do not want to encourage. Even if that wasn't the case, this is a very flawed idea. If each generator slows the killer down by 4% then when 5 generators are finished then the killer is slowed 20%. That would make the killer slower than survivors. Good luck catching them to put on hooks at this point.

  • That's badass. Good job.

  • There is a lot to process here. This feels like it should be in the "Balance feedback" forum instead of fan creation since you aren't really coming up with any original content. Paragraphs would help a little too.

    I do agree with your idea of having some kind of system to identify which totem belongs to which perk. I don't really care how they do this, but color coding is a simple idea. I think you need to clarify this sentence "My idea is to make Ruin a staple past rank 10 as already placed totem, and the Perk Hex: Ruin could be a hex that affects items and sabotaging". Tell me if I'm right in interpreting what you are saying here.

    You think the effect of Hex: Ruin should be free at rank 10 and below. As in it would be a free 5th perk with a different name or no name. Then you believe that Hex: Ruin should have an entirely different effect. Some undefined ability to hamper survivors items. Is all of this correct?

    I'm going to continue my response assuming that is what you meant. It's a bad idea. Not because I'm a "hater gonna hate". I'm saying that it is a bad idea because it is in fact a bad idea. Not just for one reason either. It is a bad idea for numerous reasons. If you are a fan of Hex: Ruin then run Hex: Ruin. No one is stopping you. Why do you think all killers should get a free 5th perk? Why do you think Hex: Ruin should have a different effect? If they were going to give killers Hex: Ruin for free then wouldn't it make more sense for Hex: Ruin to remain Hex: Ruin and for the Hag to get an entirely new perk? Do you believe this would be intuitive for players to understand?

    Anyway, welcome to the forums.

  • Where did the image come from?

  • Unladylike Envy
    You become Obsessed with one Survivor. Your hateful jealousy for your Obsession fills you with rage. Each time you hook your obsession, gain a token up to a maximum of 1/2/3 tokens.
    1 token: Movement speed when not in a chase increased by 3%.
    2 tokens: Terror radius decreased by 4 meters.
    3 tokens: The last person to unhook your Obsession suffers from the Exposed status effect until the next time they are hooked.

    Lose 1 token every time your Obsession wins a chase against you.

    I'm not going to comment on every idea, but I do feel inclined to point out that Unladylike Envy is broken. And I don't mean broken overpowered, I mean broken as in that it literally wouldn't work. You gain tokens from hooking the obsession. But if the obsession isn't rescued before reaching the next stage or sacrificed then you could potentially only gain one token. The 3rd token feels super clunky anyway. So if I was a survivor and unhooked the obsession the second time and 3 minutes later you catch and sacrifice the obsession then I randomly get an exposed status an indefinite amount of time? That just feels wrong.

    I would rework the perk so that it functions off of hook progress as opposed to number of times hooked. I would remove the part where the obsession can remove tokens by winning a chase. You have a limited number of tokens gainable so it isn't fair to the killer to have no way of recovering tokens if the obsession dies. I would also change the 3rd token to something completely different. Perhaps 3% run bonus while in a chase. By the time you've killed the obsession then it's pretty late game anyway so it wouldn't be overpowered.

  • Of all the perks you've suggested, I think padlock would be the most likely to be a meta perk. I actually think it is too strong. Say you're being chased the killer, manage to waste 30 seconds before being hit then immediately run to a locker. The killer either waits out the 50 seconds to finish the chase and loses potentially 3 generators or the survivor gets a free escape after wasting a bunch of the killer's time. Either way this snowballs the game too hard in the survivor's favor. I think the times need cut in half for this to be a thing.

    Bail-Out I'm fine with. It's a super situational perk anyway. I'm not as obsessed as many killers are with the occasional survivor getting a hatch escape though. There would be lots of killer whining on the forums if they did this. BTW, my first thought was that the art was of a laptop which I found rather confusing.

    Mirror Image- I'm not a million percent clear on what this perk does. Would the killer see 2 auras of the same survivor going in opposite directions or only see the fake? If the killer sees two auras then I'd be okay with it because then the killer can use intuition or just take a guess which is real. Considering the popularity of BBQ, I could see this actually getting some use. Actually seems like a fair way to deal with killer aura abilities.

  • @Patrick99 said:

    Under Pressure sounds nice, but isn't it basically just a buffed-up No Mither? If that's actually the case, then you might as well delete No Mither from the game. Even better, actually, just buff No Mither into this.

    The answer to your question is that no it isn't. The entire point of running No Mither is so that you are always injured to take advantage of other perks such as Dead Hard, Resilience, and This Is Not Happening. The option to get back up after being knocked down, no bleeding and reduced moaning is there to reduce the monumental handicap. Some people also run No Mither to intentionally handicap themselves to make the game more challenging.

    Is No Mither in any way shape or form good? No. It isn't. But in theory if you ran something like No Mither, Resilience, This Is Not Happening, and Technician and were able to avoid the killer then you could power through generators pretty quickly.

  • Technically speaking NOED was nerfed, not buffed. At tier 3 that is. It completely lost the reduced cooldown on attacks. Not that anyone took that perk because of that ability. But for those of us with max ranked perks it wasn't buffed. Also, as I'm sure has been repeated numerous times, if you don't want the killer to use NOED then either bring a map with the add on to track killer's belongings or use small game to track down all the totems. It is 100% counterable.

  • I wouldn't mind this map being deleted either. Though my reasons are different. I just think it is boring design.

  • I agree with the OP in most regards. There are some goofy aspects to gaining bloodpoints as a survivor. I think survivors should have a total cap on bloodpoints they can earn in a match, but shouldn't be capped in a given category. It is ridiculous that a survivor could potentially finish all 5 generators and open a gate, never be chased by the killer and only earn around 13,000 bloodpoints. 8,000 for the generators/gate and 5,000 for escaping. Unless the killer was actively farming with the survivors then it would be difficult to abuse this anyway. But as long as survivors are contributing to the success of their team then they should be able to earn bloodpoints.

  • @PhantomMask20763 said:
    (aside from nurse being best killer in the game because we all know that is a true fact) it's perfectly fine.

    Perhaps on the PC. On PS4 the nurse is largely thought of as a joke killer. So your fact isn't really a fact.

  • I'm struggling to even understand why this thread was started. The OP links to a youtubers video discussing killer tiers and then disagrees with the content. Here is a crazy idea. Why not post your disagreeing view in the comment section of the video. Then if you want to discuss what you think the killers tiers are then you can start your own thread with your own opinions. It seems truly bizarre to me to start a thread with someone else's opinions and then disagree with them.

  • @DwightsLifeMatters said:

    Lmao I knew your going to say that. As smart as you are, give this perk into a 3 gen strategy and it doesn't work as you said. Or give it billy, he dashes to the gen and back to the hook. Think before you type 

    You should take your own advice. It doesn't matter if you are playing Hillbilly or Nurse. No killer can physically be in two places at the same time. If you leave to kick a generator then that provides survivors time to attempt a rescue. Giving the killer the option to put that kicking of a generator on pause until he is done camping provides no motivation to leave the hook.

  • More often than not 30 seconds is enough time to kick a generator. There are times where I've ran directly to a generator after hooking a survivor and been unable to get there in time. I don't think tokens are the way to go though since the goal is to force the killer away from camping. But a more generous timer like 40 or 45 seconds would be welcome.

  • New Game Mode:

    Shopping Spree- Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers are restricted from bringing Mori's to the match, but can also purchase Ivory Mori's from the zombie vendors.

  • Outfit needs a nerf. When you carry her, the pickaxes can block the killers view.

  • @Emeal said:
    Best way to do this is would to be Unlock up to lvl 999 and then just give prestige rewards every 50 level, there is already enough perks to warrant 200 levels of leveling. The way the game doubles that effort is just wasting the players time. We need to remove the resetting of levels to get P1, P2 and P3. Its bad game design to make us play more, focus on making the game better and remove Prestige.

    I think the boat sailed on this idea. This is one of those things that would require doing it from day 1. There is no conceivable way to change the current system to something like this.

  • +1,000,000 for a Santa Clown outfit. I will be very disappointed if they don't make this cosmetic. I don't have an issue with a werewolf style killer, but I don't think it is likely. I've read before that they don't want to make non-humanoid killers like werewolves, aliens, etc. Who knows what the future holds though.

  • @Star99er said:
    I feel like there’s a lot of other perks that should be prioritized before WGLF.

    Technician
     Detective’s Hunch
    Lightweight 
    No Mither
    Hope
    Resilience 
    TINH

    Surveillance
    Monstrous Shrine 
    Fire Up
    Insidious
    SFTS
    Hex Third Seal
    Territorial Imperative 

    I strongly disagree. The discrepancy between survivor and killer bloodpoint gains is one of the biggest issues I have with playing survivor. I hate feeling like I could easily earn twice the bloodpoints with less effort playing as a killer. It makes me resent my friends for even inviting me to join them. The biggest single reason that bloodpoints are so much easier to earn as a killer is because tokens are much, much easier to earn with BBQ then they are with WGLF. I would say half the perks you listed aren't even an issue anyway. None of them are nearly as important for game balance as WGLF either.

  • I have experienced all these issues as well. Lobby wait times as a killer or solo survivor are pretty reasonable. But SWF lobbies are super inconsistent. I've had times where lobbies were almost instant and I've had a number of times where the wait was 30+ minutes. I haven't been able to figure out any rhyme or reason either. I thought for a while that maybe if you had large differences in survivor levels that it would make it worse, but I don't think that is the case anymore since I've had lobbies with all survivors within a level or so of each other and it is still terrible. This is a problem that definitely needs looked into.

  • @wisdom said:

    Because the literal only reason you would ever pres is to grind again. To have something i work towards. Why would you actively choose to make it easier.

    >

    No. That might be the only literal reason that you prestige. I prestige for the bloody outfits, prestige, and some psychotic part of my brain that wants to complete all possible objectives. The last thing I really want to do is lose all progress I've made in a game, but accept that is part of the price. None the less, I would prefer that process was slightly less painful. This exact thing has been done in other games and made the process much more enjoyable. I would be perfectly fine if there was an option to skip keeping any perks for the true masochists like yourself though. You could always choose rank 1 perks that you'll never use too.

  • +1. Good idea.

  • I knew it was click bait and yet I clicked it... shame on me.

  • Play your killer the way you want to play your killer. But like anything in life, you can expect others to judge you by your actions. If you somehow expect to convince survivors that they deserve to be camped and tunneled and you are not a jerk/troll/scrub/etc, but instead some kind of strategic mastermind and talented player then you might be disappointed. But you do you Boo.

  • One of my personal favorite looks is the Trapper with the bloody body and weapon paired with the red chrome mask. It looks sick imho.

  • @cetren I do like the way that Dwight looks, but if I'm honest I'm not too fond of the way your killers look. Especially the Wraith. The head and body just don't go together at all.

  • @wisdom said:
    But that’s not how prestige works in any game. It is not a dead by daylight exclusive concept.

    Okay, first of all that isn't true. I already stated that a precedent has been set in Call of Duty. Secondly, it wouldn't matter if that was true. It would be very nice to help with the grind if you could keep one perk per prestige rank. It isn't a big ask. It would make the grind through prestige ranks much more tolerable. I truly don't understand why any player would oppose this change.

  • Some very interesting ideas here. I like that you made some art to go along with it. I don't hate the idea of lockpicker, but it does seem to trivialize keys as an item. I would kind of prefer to see it work like pharmacy in that it would guarantee a key from a chest, but also make it so that key would disappear at the end of the match so it couldn't be stockpiled.

    I'm okay with salvage. I think most of the time that it wouldn't give survivors that much benefit, but there is always the potential to bring a dead generator up to like 45% instantly. I would imagine that other survivors would mess up the usage of this ability often.

    Under pressure I'm okay with the concept, but I think the concept and wordage needs a little work. I don't think it should eliminate blood drops, but reduce the frequency by 25/50/75%.

    Out of time, I'll comment on the others later.

  • This is what I would like to see done with Surveillance.

    Surveillance- Unlocks potential on one's aura reading abilities. The last regressing generator reveals the auras of survivors within 6/10/14 meters. Once the exit gates are powered all generators reveal the auras of survivors within 6/10/14 meters.

  • I actually like the OP's suggestion. No scratch marks for a couple seconds after an unhook is a pretty small and reasonable bonus. The bigger issue with WGLF to me is the way tokens are gained though. Killers gain their bonus when they hook each survivor which makes sense as killing the survivors is their objective. Likewise, survivors should gain tokens for accomplishing their objective. Namely finishing generators. This is what I would like to see it changed to:

    We're Gonna Live Forever- Your few friends deserve to escape. Each time a generator is completed gain a 10/15/20% stackable bonus to all bloodpoint gains to a maximum of 50/75/100%. Whenever you unhook a survivor, both you and the unhooked survivor don't leave scratch marks for 3/4/5 seconds.

  • The hag doesn't need a nerf. She's perfectly balanced the way she is. As others have said, her traps can be disarmed with flashlights. If you really want to mess with a hag player, as soon as she picks up a survivor to carry them to a hook, the other 3 survivors should run around the map triggering as many traps as possible since she can't teleport while carrying a survivor. Trust me, it sucks going from having 10 traps placed to 3 traps in a few seconds and there really isn't anything the hag can do to stop this.

  • I'm surprised that there are so many Hillbillies mentioned. I can't say I'm particularly fond of playing against him. I am quite fond of playing as him though. This would be my list:

    1. Shape. He's great. Shape players generally don't camp so heavily. His early game is suspenseful and his late game is terrifying. Just a good time all around usually.
    2. Trapper. It's fun disarming traps.
    3. Cannibal. The chases are fun.
    4. Spirit. The mind games can be interesting.
    5. Hag.
  • Okay, first of all this is never going to happen. It makes no sense. There is an entire category of bloodpoints survivors gain by working together on objectives. If survivors were penalized more than they already are for working together then they simply wouldn't. But more than anything, this is one of those things that if they actually implemented it would hurt the killers the most. Be careful what you wish for. Survivors spread out working on different objectives are far more dangerous to the killer then survivors clumping together.

  • Selling items would break the game. Prestiging characters would be a joke. I think a much better and healthier solution is to allow players to pay a bloodpoint cost to convert add ons to add ons of their choice with the same rarity.

    For example, all players would be able to convert add ons to add ons of their choice at 100% of the bloodpoint cost. Players who've reached prestige 1 could convert at 75% of the cost and players who've reached prestige 3 could convert at 50% cost. So if a no prestige Hillbilly wanted to convert a chainsaw file into a spark plug it would cost 3000 bloodpoints. Prestige 1 Hillbilly could make the same conversion for 2250 bloodpoints and a prestige 3 Hillbilly could make the conversion for 1500 bloodpoints.

    This would solve many problems that the game has. It gives the game an additional bloodpoint sink. It gives players who've reached rank 3 with all their perks a reasonable way to stock up on add ons they actually use. It gives motivation to prestige up without making it mandatory.

  • I play on PS4 so it isn't really an issue. Players can still send messages if they haven't changed their privacy settings, but it isn't the default and is pretty rare. But considering the ratio of "GG" messages to the ones filled with hate, I think it is a good idea.

  • I've had a similar thought before. My solution was to make it so all players would get one of their perks for free at rank 3. Then that player could have the option to use the original perk in addition to the free perk to make a "super perk". For example: Dwight: Bond - Unlocks potential in one's Aura reading ability. Allies' Auras are revealed to you when they are within 12/24/36 [Dwight only 48/60/infinite] meters.

    Here is a link to the thread:

    https://forum.deadbydaylight.com/en/discussion/21841/free-perks-for-everyone

  • This is something I would really like to see too. I'd be sad that my past achievements wouldn't be calculated, but I agree that better late than never. It just doesn't seem like it would be all that difficult to implement.

  • The idea is very poorly thought out. It makes no logical sense. It would be counter intuitive. It wouldn't solve the "problem". There is really no upside to this idea.

  • Nope. There are too many camping wraiths as it is. No need to make it even easier for them.

  • I would prefer it if Surveillance made it so it would reveal the aura of survivors within 6/10/14 meters of the last regressing generator. No time limit and doesn't effect multiple generators. It would effectively turn the last generator you kicked into a surveillance camera.

  • I was hoping that they released a teaser or something. This thread is click bait!

  • Like others have been saying, it has never been easier to play killer than it is right now. If you want to take a break, then by all means take a break. But that is a pretty sad excuse to take one.

  • @ReneAensland said:

    @Dreamnomad said:
    I honestly don't care if they ever add Jason or not. It seems like the design space for his character is pretty crowded already. What would his power even be?

    Stalking. Stabbing. Very original.

    Exactly. Michael already has the stalking and stabbing ability. He has to have a different enough ability to fit into DBD.

1 … 58 59 60 61 62 … 71