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Exerath1992

Exerath1992

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Exerath1992
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  • I think its a great idea I would love to see fully fleshed out. I would make the terror radius darkness only happen when you activate the darkness ability, but it will increase the players terror radius. I would say light sources should include completed generators. fire barrels could be the thing you get torches out of, but you have to do a series of skill checks to light a barrel and then the barel fades over time.

    These are just suggestions, but with your permission I would love to make a full detailed chapter concept out of it

  • @MandyTalk it says this was moved and closed. Im fine with it being moved but is it really closed?

  • @Mooks said:

    Just gonna drop these here (name linked to thread with concept), there are plenty of killer concepts in the ‚Share your Work‘ section

    Hannibal, Charlie(The Darkness), The Blair Witch, The Firebreather, The Photographer, The Ice Queen

    I love reading new chapter ideas, I'll start going through these and tell you what I think. (Excited to read about Charlie, I'm a big fan of don't starve)

  • I would LOVE to get some feedback on these chapters I've created

    Repo! The Genetic Opera: Survivors get missed payments when they go too long without repairing or cleansing, and 3 missed payments makes them oblivious and exposed when they're not repairing or cleansing. Killers power allows him to see survivors auras and status effects during a chase, and gives him movement/vault/break/stun recovery bonuses for every survivor he can see with his ability.

    https://forum.deadbydaylight.com/en/discussion/184340/repo-the-genetic-opera-version-4-feedback-requested/p1

    Don't Be Afraid Of The Dark: A swarm of implike Fae that leave ambushes on objects they interact with. When survivors get Fae attached to them they are basically annoyed (very slightly hindered and can't hear as well) but can preform skill checks to remove them, at the risk of revealing their position when failed. The swarm can go into swarm mode to automatically leave ambushes and attach fae to survivors, but the swarm can't attack in this mode

    https://forum.deadbydaylight.com/en/discussion/207283/chapter-idea-dont-be-afraid-of-the-dark-tooth-faeries-from-hell#latest

    Left 4 Dead: basically a killer that lets you cycle between different powers as the game progresses, and gives you more control over that power if survivors gen rush. Too complicated to actually be implimented but its a fun idea

    https://forum.deadbydaylight.com/en/discussion/206195/chapter-idea-updated-left-4-dead-feedback-encouraged#latest

    Game mode - Blood Feud (1v1 killer simultaneously with 3v3 survivors): survivors compete to power their exit gates faster while killers compete for hooks, kills, and try to defend their designated generators.

    https://forum.deadbydaylight.com/en/discussion/208087/new-game-mode-blood-feud-please-read-and-comment#latest

  • Really interesting power. So it kinda works like mirage from apex where you send a clone running forward but you can then teleport to it. It seems like it would be easy to spot though. A few things you could do to give the power some more value:

    -Make it where if you're looking at a survivor, it will pursue that survivor until it hits an object

    -add like 5-10 seconds of cloak when you make the clone but it would need a drawback. A cooldown before creating another clone will allow you to cloak, you can't attack while cloaked, or you have to hold the power button for several seconds to activate the clone (which would also give you mindgame options. 99% the cloaning action, start walking in a straight line, survivor thinks the clone is less of a threat and doesn't realize you faked the power)

    -make it where your TR and red stain are transferred onto the clone. That may be too strong, so you could also split the TR with the clone, each having 12 meter TR.

    Perks are pretty cool, doppelganger is really interesting and trial and error seems like a good "reward for not tunneling" perk. Lab rat seems a bit underwhelming. I would give it an additional small malice like mangled for the injured obsession.

    Over the top seems awesome and balanced, im down. Commando seems a bit underwhelming, maybe it lets the survivor delay the dying state for 2/4/6 seconds instead of being able to crawl a bit sooner? Not sure about in the face of danger, i don't play survivor enough to know how handy that would be.


    Fun chapter though man! Let me know if you want a link to some of my chapter or game mode ideas, I can't get people to comment to save my life

  • I've been toying with the idea of a new game mode called "angry mob" where survivors are trying to open sheds to get weapons that they can gang up on the killer with. Sound like fun? Should I make it?

  • I wonder if the devs would even be interested in a new game mode

  • Cult classic in a universe where humans organs start failing regularly and a company named Gene Co developed the ability to grow organs. The purchase of these organs was very expensive and many people couldn't afford to buy it outright. Then they buy off our politicians to make it legal for the organs to be repossessed so they can put people in payment plans. Its a horror musical that follows the organ repo man and his daughter as she discovers the truth about her father and the story of her mothers passing.

  • updated with add ons and adjusted power to balance add ons

  • I don't really have that much fun with her. I gave up trying to hit survivors that are more than a dozen meters away unless they're "hold W" type survivors. I pretty much only use my hatchets when they're beelineing for something. Or if they're clearly about to be stuck in an animation like vaulting or dropping a pallet. But on the other hand, hold W survivors become predictable and I can sometimes get those satisfying long shots. I think the best was when i saw someone get unhooked 40+ meters away and run into the cornfield, and then downed them while I couldn't see them. THEN hit the rescuer when they went to heal the downed survivor. But those games are far and in between. Im mostly pissed about the new smaller survivor hitboxes when they're healing. I know its more fair but i just wanna get mah nurses calling value!

  • So I booked marked this quite a while ago because i had some suggestions, but was working on my own chapter ideas at the time. Here's my take on your chapter.

    -overall concept: really good, I love the native american lore and the idea to switch between hunter and warrior mode is a really fun idea

    -hunter mode: if you're going to take away the ability to do basic attacks in hunter mode, the arrows need to do more but be less cluttered. I'd say make it where the survivor has the aura reveal on hit, each arrow gives exhausted and 10% hindrance for 6-10 seconds, and they are broken and have their aura revealed when 32+ meters away when they have 4 arrows. Its just a bit complicated and underwhelming with what it does and how hard it would be to land hits.

    -warrior mode: there are reasons killers may one to make a basic attack when not in chase, such as hitting an unsuspecting survivor while you have undetectable. I'd say make the war cry an alt ability button power. Otherwise, its decent. Maybe a bit strong, you could make it a 10% speed boost instead and still be powerful

    -mode transition: I would suggest either giving the mode transition a cool down, or some kind of drawback (such as an audio cue for survivors and it takes a couple of seconds and slows you down while transitioning

    -alternative change. You could instead make the mode switch action the alt-power button, that way the main power button is reserved for war cry and arrows, and both modes still have a basic attack. If you do so, you could make the mode switching more punishing or weaken the arrows and war cry a bit.

    Really good first draft though, I would love this kind of DLC. I'll give you some feedback on the personal another time.

  • @dalegindahouz said:

    Love the idea seems really thought out I don't have a problem with this I hope it's added in dbd

    Wooo, thanks man. I think it would be pretty tight

  • Updated again. I'm most worried the scoring mechanics being unbalanced. Any thoughts?

  • Updated again, would love to hear if other players like this idea and why/why not

  • I was also considering giving killers 5 perks, but wasn't sure if that was too strong. Also, not sure the best way to deter certain toxic behaviors that pop up, such as killers working together, all 6 survivors teaming up, crazy 5-perk combos I'm not thinking of, the killers speed differences, Jeffery Epstein did not kill himself, or killers/survivors following around their opposition just to greif them.

  • I think it would be fun to have new game modes. 5 perks, 2 killer vs 8 survivor's where killers co-o.o, or a mode where the killers are competing against each other.

  • Maybe the movie isn't well known? It was wicked good but didn't get that popular I think

  • I can see why you need bloodlust. Maybe they should keep it for rank 10 and below (although smerfing would get worse)

  • If you wanna double pip and get max bloodpoints, why wouldn't you?

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762022#Comment_1762022

    Ok first off, technically you can't use the same thing with the rampage. It's like Myers in a sense with his Rampage. He won't be able to stealth if he's loud and crazy.

    I could put a longer delay on Anger Management, because if it's used once then it's not really a totally good perk, and I'd like this to be good. I'm saying this because you can probably pair this with Legion or Wraith so you can have a bit of pressure.

    Enraged, yeah I need to work on that a little more. I kind of spit balled there.

    Rampage is something like Myers, but a little stronger, however I was thinking on reworking a bit of it here and there so it can be a bit like Myer's except just stronger.

    Lurking in the Shadows is going to have a little tweaks then. Helping the power a little, however I feel like having the killer see in 3rd person while in a locker wouldn't be too OP.

    You're a killer main, i assume? it seems like you want "good killer perks" in the sense that they are better than anything else currently out there.

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762022#Comment_1762022

    Ok first off, technically you can't use the same thing with the rampage. It's like Myers in a sense with his Rampage. He won't be able to stealth if he's loud and crazy.

    I could put a longer delay on Anger Management, because if it's used once then it's not really a totally good perk, and I'd like this to be good. I'm saying this because you can probably pair this with Legion or Wraith so you can have a bit of pressure.

    Enraged, yeah I need to work on that a little more. I kind of spit balled there.

    Rampage is something like Myers, but a little stronger, however I was thinking on reworking a bit of it here and there so it can be a bit like Myer's except just stronger.

    Lurking in the Shadows is going to have a little tweaks then. Helping the power a little, however I feel like having the killer see in 3rd person while in a locker wouldn't be too OP.

    I know you can't use both at the same time. But having the ability to switch between a stealth mode to Sneak up and rampage mode to instant down is so dang strong. But its your art, do as you see fit :)

  • I Like the idea and concept of the killer.

    The power is wicked busted, its so powerful it would be impossible to face. Let me summarize my thoughts:

    Psychos rampage: You can just instantly make everyone exposed for a whole minute AND you are significantly faster with very little drawbacks and 1.25 min Cool down?

    Think about how hard it is to get survivors exposed with other killers. Myers has to do a ton of stalking which slows him down a lot and it lasts for a shorter period of time, and he can only stalk so much. Ghost face has to stalk less but only affects 1 survivor. Canibal and billy Insta down, but their powers are hard to control.

    Exposed perks have long cool downs, are in situations where it will be difficult to get the hit, and/or have very short durations.

    Consider drastically reducing the duration, give it a creative drawback (on theme with the killer, if possible) with these kinds of changes, this would alone be enough for a killer to great, but with a stealth power too? Come on fam

    Lurking in the shadows

    Also too strong if used with psycho rampage, but could be a good power by Its self. Its basically the pigs entire power except instead of reverse beartraps you get a really powerful locker hide ability. I could see this being good by itself if you added one more gimmick or strength to it, like you can see the aura of something while in the locker. I've actually been thinking about doing a killer that does something special with lockers like this.

    Perks

    Enrage - its... A 2nd bloodlust? With area survivor reveal? And a speed boost when not chasing? And no drawback? The speed boost during chase wouldn't work unless they permanently remove bloodlust. The other 2 aspects of it would be OP perks by themselves, and the survivor reveal would need a big drawback.

    Livid - i like the chase concept of this one. I would remove the grunts of pain. And instead of the current disabling method, make it one where it works on everyone except the obsession, and when you down someone within x seconds of starting a chase, they become your obsession.

    Anger management - like overcharge on steroids, coke, meth, and angeldust Lol. Otherwise, it's too complicated. If you made it where it can only be done once per game, then, sure, maybe. Otherwise, Its a bit complicated, I would maybe have a condition to when it can be used, like when you kick a generator within 6 seconds of a survivor hopping off it. Remove the deep wound status effect thing entirely. When you say additional 4% regression for missed skill checks, that's not in addition to the 10% regression they normally have, is it? Overcharge does 1/2 of a normal failed skillcheck, so if you're gonna have 5 difficult, sound delayed skill checks it has to be like 3% regression for each missed.


    Hope this helps!

  • I like the concept of a mimic, but it should mimic objects, not people. Like, a chest, rock, sapling, generator, hook, pallet, etc. Or a guy who has a trained mimic or mimics that you can leave as a trap.

  • @Drae got a new one, I'm particularly proud of this one, hopefully it only needs minimal tweaking. Some of the perks are probably busted too, lol.

  • @kaeru said:

    Don't be affraid to be stunned with pallet and lunge trough if it possible. You will maybe stunned for couple of seconds but pallet will be gone for good.

    Killers have a red stain that helps survivors see you at loops. Learn to hide it for surprise attacks.

    Don't commit to long chases. Drop the chase and switch target if you see someone repair gen.

    Don't kick gens without pop if someone is nearby. It not worth it.

    Get 50k bp for playing each side tutorial.

    Really good tips here.

    Walk backwards around corners to hide bloodstains.

    You can fake breaking pallets (or fake placing traps) to get survivors to leave a tile without taking too much time.

    If a survivor vaults the same window several times in a row, the entity will block them from using it.

    When picking up survivors, try to be facing a wall when you do it to prevent flashlight saves. If someone tries to blind you while you're not in an animation, look at the ground.

    When attacking someone, try to swing your camera from right to left to increase you attack hitbox size.

    Watch out for survivors after they vault if you vault after them, because sometimes they crouch right after vaulting and they will be below your vision and hard to spot if you're not looking for them.

    Bloodlust increases your movement speed by 5% every 15 seconds (max of 3 stacks) you've been in an uninterrupted chase and breaking pallets resets bloodlust.

    I think that's most of the less obvious mechanics

  • @80sDeathGrip said:

    https://forum.deadbydaylight.com/en/discussion/comment/1738097#Comment_1738097

    oh, i LOVE no country. javier bardem is an amazing actor, and i enjoyed him in skyfall and pirates. he makes a good villain. pans labyrinth is good too! that movie was my childhood too.

    Pans labyrinth is your childhood? Scary childhood! Are you sure you're not thinking "the labyrinth" with David bowie?

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756319#Comment_1756319

    not exactly true. I'm a full time Community Co-ordinator for bhvr :)

    And we are aware of this issue, and it's being looked into. There's a team on it.

    Nice, thanks for the reply. Is this the same for playstations that have game share or is it a steam specific bug?

  • I still.do it because I like to give the props, and I would really love to see a notification pop up or even a screen in the settings menu that shows a list of props given. @MandyTalk / @Almo , any technical reasons as to why this would be difficult to implement? I do a bit in unreal and if this data is collected somewhere it shouldn't be to hard to filter and script in a button somewhere.

  • @Drae said:

    There's one thing you can do. I do this myself frequently during the writing of a concept.

    Look at the in-game text columns of the killers's powers. Find the longest one (Doctor/Freddy) and search that killer on the dbd wiki. Copy that killer's power from there and your killer's power in a comment text box here or the text box of a new discussion. If your killer's power is longer, probably your killer is too complex. After this research, try to find the most similar killer to yours (It think is Freddy) and count in how many parts that power is divided and how many bonus and malus inflicts. If your power has more parts or one or more of those parts activate too many things, you probably will have to cut something.

    I hope this will help.

    Edit: And save your work! Even if it doesn't seem, this is still writing, and writing is art. Is always good to be able to look back and see what you left behind. It is also useful, of course! I've also checked the lenght of your power in comparison of the doctor's. Your power is slightly longer. Remember that mine are just suggestion. If you like the power as it is, leave it there :) Probably i'm wrong.

    What do you think of this instead?


    Power: Legal Assassin - all survivors have a debt meter that goes up when they are not repairing a generator or cleansing a totem. The debt meter goes down at twice the rate when repairing or clensing. The debt meter fills after 40 seconds, giving you the "missed payment" status effect.

    Missed payment: You are exposed and oblivious if you go more than 10 seconds without repairing or cleansing (can quick tap a gen or totem to reset).

    Missed payment is cleansed when you are hooked, when you unhook another survivor, or when you heal a survivor in the dying state.

    Toggle ability - surgeons eyes: hold the power button for 2 seconds (slowing you to 4 meters/second while transitioning) to toggle surgeons eyes which gives various effects when the killer is looking at survivor within 32 meters.You can not use Surgeons eyes while carrying a survivor. Surgeons eyes effects persist for 4 seconds after line of sight is broken.

    -You move at 107.5% and you can see the status effects, item charge and auras of the survivors you are looking at. Blood is slightly more discernable.

    -If any survivors highlighted by surgeons eyes have the missed payment status, they are hindered (10%)

    Notes: when looking at survivors with surgeons eyes, you see all their status effects and item charge in a column above the players health state indicator.

  • @Drae said:

    There's one thing you can do. I do this myself frequently during the writing of a concept.

    Look at the in-game text columns of the killers's powers. Find the longest one (Doctor/Freddy) and search that killer on the dbd wiki. Copy that killer's power from there and your killer's power in a comment text box here or the text box of a new discussion. If your killer's power is longer, probably your killer is too complex. After this research, try to find the most similar killer to yours (It think is Freddy) and count in how many parts that power is divided and how many bonus and malus inflicts. If your power has more parts or one or more of those parts activate too many things, you probably will have to cut something.

    I hope this will help.

    Edit: And save your work! Even if it doesn't seem, this is still writing, and writing is art. Is always good to be able to look back and see what you left behind. It is also useful, of course! I've also checked the lenght of your power in comparison of the doctor's. Your power is slightly longer. Remember that mine are just suggestion. If you like the power as it is, leave it there :) Probably i'm wrong.

    No, you have good points, and that comparative thing is a good suggestion. I really appreciate the help, sherpa Drae lol. The biggest thing I disagree with you on is the status effects display being useless. How many times have you thought "I wonder if their exhaustion perk is usable yet?" or "do they have endurance?" in a crunch, plus its especially helpful for the repo man because he needs to know if his target has missed payment or not. Reworking it a bit now. I feel like its becoming boring, but oh well. Lol. Ill update ya soon

  • @Drae said:

    The Perks are perfect, PTB-Able. Really Nice Job.

    Except for Let The Monster Rise. it is too weak and that 90 second cooldown is not really useful. Having to collect the tokens is already a cooldown. No killer would be able to make the survs drops other 5 pallets in less then 90 seconds. I think every token should let you do an empowered action, but the killer cannot collect new token until the current 5 tokens are consumed. What you think about this? as it is now you are gonna do only one action during the whole match, two times at best.

    But again, all the other perks are masterful. GG.

    The power is too crowded. the x-change thing is not really needed and it doesn't really make sense lore wise. The fog dimension is rigged, i don't think the entity would let the repoman accept payments in objects.

    Now, Missed Payments is absolutely busted. Is so crowded that a survivor would rot away in the first 10 seconds as afflicted. No killer status effect is so strong. The closest one is Freddy's Dream World that only inflicts a nerfed Oblivious status effect, makes the surv influenceable by the power and activates the clock minigame. Look at how many thing get activated by Missed Payments. Oblivious, Hindered (20%!?), Exposed, if surgeon eye is active they get MORE Hindered and Exhausted, they cannot fast vault and enter lockers quickly. They also cannot escape at all, and must lose time at the x-change. This is unwinnable.

    Let's make some order:

    No one can fully block hatch and the exit gate lever, is a fundamental rule of dbd. The x-change is not needed. Only one hindered status source is enough. The pallet miss that gives exposed and the impossibility to vault and enter lockers quick are not justified at all. Also see more status effect in the bottom of the screen in nearly of no use and at this point even exhaustion status is not that well justified.

    I think that yes, the Surgeon eyes should cause something like the broken status. Missing payment should inflict a secondary status like oblivious OR blindness to symbolize the fact that the victim does not expect a visit from the repoman.

    Return to the old power and look at this list to get some idea about what is best to avoid. This need a lot of work.

    Man this sucks. Its definately less complicated than before, and i want to make it straightforward but not boring. And the 20% slowdown is when not in a chase, but I guess its possible for that to stack with surgeons eyes if you're far enough away to start a technical chase. I'll.think about how to rework it, but I can't go back to the original, I don't have it saved anywhere.

  • @Drae said:

    I've no big analisys this time. For the moment.

    The killer has 2 issues bound to in game mechanics. It has a big rng component, too big. Pig has a far more soft rng in her power and still is considered one of the things that needs a rework the most. Also uses alot of AI to work. In dbd we have not much to say how an ai would work in game. the closest thing to your zombies the game has are the hag's traps. I like the zombie power a lot, ok, i have a WIP concept that would use an AI too, but we have no tools to judge it. I like it, that's all. His rng thing and the quantity of subkillers that this concept uses would make the killer impossible to master and too hard for survivors to adapt to it. Every one of them would be a cool killer, even if they are all in a pre alpha state. Rebalance the rng and refine more the powers, until then, hardly we could make more indepth suggestions.

    For the perks, i like fumble recovery and tracking skills. Lineamans rush is absolutely busted, a nearly spammable stun, would be a nightmare to play against. Coaching skills is even more abusable. i can already imagine a 4 man swf with 3 coaching skills survs crouched near the killer and the forth survivor that keeps spamming dead hard. I can feel my blood boil XD. Tampering is deliverance and decisive strike with no malus for the user and no way for the killer to predict it. It should be a one use perk i think and should have less positive traits. Jerry rigging is nice in the concept but it cascade to quickly, it becomes too strong numerically too soon. False egress is the pig trap in a nearly unescapable version, people hate rng. Break through is fine and loot dispute is my favorite perk here. I think it should not have the cd at all, it has a so occasional use that i think it would be fine. It even gives me Killer Power vibes and i have already an idea for the possible killer.

    Waiting for the next changes to this concept.

    incorporated a lot of the changes you suggested, let me know what you think

  • @Drae said:

    I've no big analisys this time. For the moment.

    The killer has 2 issues bound to in game mechanics. It has a big rng component, too big. Pig has a far more soft rng in her power and still is considered one of the things that needs a rework the most. Also uses alot of AI to work. In dbd we have not much to say how an ai would work in game. the closest thing to your zombies the game has are the hag's traps. I like the zombie power a lot, ok, i have a WIP concept that would use an AI too, but we have no tools to judge it. I like it, that's all. His rng thing and the quantity of subkillers that this concept uses would make the killer impossible to master and too hard for survivors to adapt to it. Every one of them would be a cool killer, even if they are all in a pre alpha state. Rebalance the rng and refine more the powers, until then, hardly we could make more indepth suggestions.

    For the perks, i like fumble recovery and tracking skills. Lineamans rush is absolutely busted, a nearly spammable stun, would be a nightmare to play against. Coaching skills is even more abusable. i can already imagine a 4 man swf with 3 coaching skills survs crouched near the killer and the forth survivor that keeps spamming dead hard. I can feel my blood boil XD. Tampering is deliverance and decisive strike with no malus for the user and no way for the killer to predict it. It should be a one use perk i think and should have less positive traits. Jerry rigging is nice in the concept but it cascade to quickly, it becomes too strong numerically too soon. False egress is the pig trap in a nearly unescapable version, people hate rng. Break through is fine and loot dispute is my favorite perk here. I think it should not have the cd at all, it has a so occasional use that i think it would be fine. It even gives me Killer Power vibes and i have already an idea for the possible killer.

    Waiting for the next changes to this concept.


    So, when it comes to your issue with bot mechanics, lets just assume that its doable. Its not like other games don't have it, and i know BHVR could do it, they just don't want to dedicate the time and resources. Its a pain to program (I dabble in unreal engine so I get the visual scripting aspect)

    The RNG aspect is something I am sure a lot of people hate, but I like it. When it comes to zombie placement, its not that important to the health of the game, but ill add a caveat that they tend to spawn near generators to give them more value. When it comes to the randomizing of the mutation, I think that's the whole fun. Sure, you may often end up with the wrong mutant for the situation, but good killers always say that you can fix any situation with any killer if you're skilled enough.

    You say its too many different mutants to get used to, but I'd say that due to the similarities each of them have to current killers, it's not so bad. I think of it as though you're playing a game where you keep cycling through the following list: gun slinger, clown, oni, purge, demo-pig, and victor (not sure if hunter power is OP, might make it where your TR shrinks to like 16 meters and survivors cant tell its distance or direction). Sure, they all work a bit differently and usually worse than their counterparts, but because you have zombies around the map, death rattles, and gen rush counter with splice token/hoard summoning, it evens out.

    I'll go ahead and adjust the perks that you pointed out some issues with.

    I don't think Linemans rush is as bad as you think. Maybe I should clarify: you can only do it once during the 12 second period, and then you become exhausted. I forgot to say it can't be used while exhausted. So you basically just get a quick stun to delay the killer from pick up so the person crawling can get to a pallet, get out to the open for a flashlight save, or to get the killer pissed so they'll chase you. Not all that spammable because its an exhaustion perk and you have to be so close to the person who was downed. Maybe I should make it clear that once the killer starts the pick up animation, you won't be able to rush. Also, i could make it where you have to be healthy to use it, that way its rarer to use and punishes killers who tunnel the injured when a healthy target is available.

    I see what you mean about coaching skills. What if instead, if you get grabbed while on the generator, the next survivor to stop repairing that generator loses exhausted?

    I'll take your suggestion on nerfing false egress, tampering and jerry rigging. Ill buff the loot dispute too. I think ill keep the Cool down but extremely shorten it.

  • Completely reworked the power and the busted perks. What do you guys think?


    @FrootLoops

    @Drae

    @Buttercake

    @80sDeathGrip

  • @Drae said:

    https://forum.deadbydaylight.com/en/discussion/comment/1751434#Comment_1751434

    Really strange. I expected you would tell me the skills were too weak.

    Your're right on the survivor side, yes. Fenris Ranger needs a little usage nerf. I will get rid of the healing trigger. The sabotage thing i think it is too strong. Also the Borg Queen Whispers need a nerf, maybe a bigger one. It was originally intended to give a lot of action speed in exchange for some malus. I will remove the haste bonus and maybe replace it with a malus. I just need to figure out what kind of malus.

    On the contrary, i do not agree on the killer perks. Let's start with Hex: Hive Mind. Yes, the travel phase is all the time before its real activation. But that's not that strong, is just a defensive mechanic. And even if it managed to visit all the dull totems it would grant only 20% of bonus miss and successful attack cd recover. Save the best for last can grant 45% permanent bonus if you kill the obsession and Unrelenting grants 30% of missed attacks recovery. But it would hardly visit all the dull totem before one or more of them get destroyed anyways. The killer have to defend the hex totem AND all the dull totems to ensure the max bonus and even if the killer achieve this task, it means that probably no dull totem got destroyed at all and the Exposed part of the perk would not even activate. It self-nerfs when get too strong. Maybe i will change a little bit the wording to limit the exposed effect only to those that destroyed a non visited dull totem, to make the self- nerf unavoidable. I'll think about it. Now, Resistance is Futile. Actually the fact that it Assimilates is something that plays against the Borg. In the Borg's power i specified that he cannot assimilate more then two identical object at the same time. Yes it helps him spread better the assimilation to other objects but the Borg can't stack more gens. If the Borg uses Resistance is Futile, he cannot even choose what gens will be assimilated. If i change the wording, the Borg would be able to assimilate other 2 gens or stack the progression malus on the "hacked" gens. Your suggestion would make it even stronger. Yes, It slows down gens, make people scream and enitity blocks. But it will activate only if the obsession happens to start repair one of the assimilated gens and it will block only that gen. A survivor in swf that is not the obsession can even try to guess if the generator is assimilated by its slowed down progression and communicate it to others. The gen lock is minuscule and it will hardly happen more then a couple of time per game.

    Thanks again for the support to my concept :)

    I totally see what you're saying about resistance is futile, totally makes sense now. And I guess if you're that confident on hive mind, not much i can do, but I would at least add the does not stack caveat to the successful attack stun reduction

  • Survivor perks:

    Seven's Nanoprobes: seems pretty decent, would have good synergy with self care and botany knowledge

    Fenris Ranger: strong. Endurance after healing or generator completion gives gen rushers a lot of endurance. I'd say just choose one and either reduce the cool down, increase the endurance time, or replace the removed trigger with maybe "after sabotaging the hook while another survivor is being carried

    Borg Queen's Whispers: I see what you're going for, kinda a reverse thana, but its a bit strong. Maybe remove one of the buffs. Maybe make the gen bonus like 4%/6%/8% but only if 2+ other survivors are non-healthy, no stacking bonus.

  • Okay, so I can't really say much on the survivor character cause im a next gen star trek fan, but sounds cool enough lol.

    Perk feedback


    Tetryon Radiation: pretty cool. I feel was gonna say toolbox wouldn't come into play much but then I remembered sabotage and realized it has value. Very helpful for those that constantly try to blind you after dropping a pallet too

    Hex: Hive Mind: The perk seems interesting, but firstly I want to clarify: does "travel phase" only count during the instant its changing totems or the entire time before it fully activates? If its the entire time, its definately over powered because that could be a ton of successful attack cool down, especially when paired with save the best for last. Technically, if you had both maxed you could probably have an instant cool down after hits which would be way too strong. I'd suggest dropping the missed attack cool down entirely, as the generation degradation increase and the exposed and aura generation is a lot of value already, especially considering you are likely to get value out of this perk no matter what, unlike most other hex perks, because of the totem constantly moving.

    Resistance is Futile: This one seems a bit powerful as well. My first issue is that it assimilated them, which is specific to both already and gives him more value from the perk than it should. Maybe change them to "hacked" gens. Also, the repair reduction AND screaming AND gen blocking are a lot already. Maybe instead of gen blocking, it should give survivors something less debilitating, such as aura blindness.

  • @BreadLord said:

    this is by far the most stupid post i have ever seen

    Oh hey, great minds think alike! Lol

    @Exerath1992 said:

    This is just about the dumbest suggestion I've ever seen on here.


  • This is just about the dumbest suggestion I've ever seen on here.

  • @WraithMaster07b_e2 said:

    The Mori should've had The Repo-Man slashin the survivor's stomach open, having the survivor disemboweled with the killer removing all of the survivor's organs, including the heart.

    I'm down! Lol.

    @Drae said:

    So, here we are. I've seen all 3 your concept as you asked, but since i feel that it would not be fair to all other creators to bump up all your discussions with my comments, i've decided to focus my suggestions for all three under the best one. Repo! The Genetic Opera is undoubtedly your best concept.

    The power is outstanding, it is really, really cool. i have only one critic for it: why the killer would toggle off the surgeon eyes? it has no negative side if the survivors in range have tokens on. Also you are really into buffs to bloodlust. Bloodlust is a really small buff by itself and still can be too strong but for activating it you need to spend too much time running behind a survivor. Impossible to balance, if you spend too much time you risk to lose your game to activate half of your power, if you are too efficient, is basically gameover for the survs without margin of comeback. My suggestion for Surgeon Eyes: Repo is slown down when it is toggled on by 10%(0,4m/s). Healthy survivors caught by Surgeon Eyes get X Status Effect, Injured get X status effect, Exhausted get Blindness status effect. Status effect active for something like...humm 25 seconds? something down those lines. Get rid of the scaling tokens on Surgeon Eyes, they overcomplicate it. A couple of suggestions for the power in general:

    • People already suggested you to change the token on survivor mechanic. Super quick to do. Transform Missed Payment into a status effect that fires up over time. Done! problem solved.
    • Buff Missed Payments: Survs can get rid of it too quickly. nerf their ability to cleanse it. Maybe they should not lose it when hit. Suggestion: they can cleanse it totally only by getting hooked, but they can slow down the timer by doing a set of action of your choice, like searching in chest.
    • Buff it more! gen progression malus is not enough really. Maybe at max Missed Payments they should get an additional malus.

    That's it, not much more to say about the power. Rework Surgeon Eyes and buff Missed Payments.

    Perks - Suggestions. Perks are pretty good, most of them just need a small buff, nerf or a small quality of life change.

    • Let The Monster Rise: You lose the token only after performing the damage action empowered by this perk
    • Thankless Job: the timer of persisting auras should be 3 seconds baseline, instead of 0/1/2
    • Night Surgeon: maybe the scream is a little too much. Something less revealing? Good in general.
    • Anathomy: absolutely broken. Needs a big nerf, maybe a rework. Failed skill checks completely avoided, with no cooldown of usage. The malus are too weak and the heal too strong.
    • Things You See: No. This one is not cannot be saved.
    • Sub-Market: Nearly Perfect. The delayed cue for the killer can sell off the direction you are following too bad. Maybe is better a scaling down range for the cue.
    • Sympathetic Killer: Cool but needs a nerf. Nerf the slow effect on the killer and you should be the only one that affects the killer with the perk.
    • Blood Condition: Perfect.
    • Genetics: nothing to say, cool 2 swf simple tool.

    You captured the soul of this movie really well in this concept. I like it a lot. Thumbs up. i would buy it.

    Now. Some words for your other concepts.

    Jason: You told me it didn't get much following. easily explained: everyone made a Jason concept. the community is now saturated. Plus, it focuses heavily on buffing bloodlust, and that's the one thing in dbd that's best not to touch. Jason and Bloodlust hardly interest now as themes. It's not your fault, it's just their condition right now. also, you posted that concept in the wrong place. It is in general discussions and not in creations. There nothing you can do for it, it is not salvageable, except "Relentless". Relentless is a good perk.

    Voldemort & Survs: Those characters are so powerful that are not possible to properly adapt to dbd. Even their fantasy doesn't fit. Just my opinion. But it got a good following! It is big, simple, complete. Good Job! It can stand by itself with the suggestions others already gave. I'll now provide you my take on some aspect of it:

    • Voldemort's power is weak. Super weak. Those are basically two green perks that can be interrupted by survivors. Maybe you want to rethink it.
    • The Protecto perk is a death wish in form of a perk. it doesn't work.

    If you want to follow an advice: Take the snake m1 attack, The curse of terror perk (your best perk, chef kiss! i love it, my favorite thing in all your concepts. maybe change the scream and multiple explosions with killer instinct), Uncanny Search perk, Jason's Relentless perk, Invisibility cloak perk and the wardrobe (transformed into a perk) and use them in a completely Original Concept. If those are all you ideas, they must shine by themselves. They are so good that i think that are wasted on voldemort and harry potter ideas. SO GOOD.

    I hope that this helped you!

    Thank you so much for the excellent feedback. I'm currently working on a new chapter idea and after ill go back and rework my older stuff and give you feedback on your Borg perks

  • @Drae said:

    https://forum.deadbydaylight.com/en/discussion/comment/1744320#Comment_1744320

    Ah sure sure, i'll see them as soon as i can. I have no much experience on dbd fan made, but sure.

    Hot to get people to give feedback. This one is tricky. Let's start from the easiest part. If you get at least one comment, answer to them and ask for further suggestions and partecipation, as i did with the member that commented before you. Engage a conversation.

    https://forum.deadbydaylight.com/en/discussion/comment/1743123#Comment_1743123

    (and thanks again Deadlock. Then, i'll keep this format for the next chapter)

    If no one has left a comment, maybe there is something in your concept that doesn't work. Maybe it doesn't attract discussion for some internal reasons. That's why i worked on The Borg for a lot of time. I posted this chapter only when i was sure that i've covered nearly everything. If you look at it now, you have just to find some pictures and a soundtrack to play while reading it and you can basically imagine a whole gameplay of it. That's the reason why we all like to write these kind of things. We are building a personal experience of this little world of DBD. The more complete is the experience you provide, the more the people want to spend some time on it. I have some experience in that, i write for fun in my free time (and i have a lot of free time now, unfortunately) and i'm a fairly expert Dungeons&Dragons dungeon master, as an amateur i have my share of experience in world building and self-made content, this helped me of course. I'll provide you more indepth suggestions on everything you asked for in your discussions, if i'm able.

    Thanks man, you seem like a cool guy. Here are the chapter ideas I've had so far


    Jason:

    https://forum.deadbydaylight.com/en/discussion/204923/what-if-we-get-jason-killer-power-and-perks#latest

    Voldemort:

    https://forum.deadbydaylight.com/en/discussion/197727/new-season-idea-the-nameless-voldemort#latest

    Repo! The Genetic Opera:

    https://forum.deadbydaylight.com/en/discussion/184340/new-season-idea-repo-the-genetic-opera#latest

  • I like "Vic the D!©&"

  • @Drae said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743803#Comment_1743803

    Thank you for your suggestion :) really appreciated.

    I've added the starting Alcove. Alcove saves do not trigger Protocol III anymore. I've also slightly modified the wording in a couple of sentences. Probably i will adjust something in Protocol II in the future but for now it looks good. Thank you again!

    Happy to provide feedback. I've done 3 chapter ideas like this. Could I get your feedback on them? Either on suggestions for the ideas or for how to get people to give feedback? They've generally just sat there with no comments and its pretty deflating. You get a lot of feedback and im impressed

  • @Drae said:

    Yes, fair enough, the starting alcove is something that should be a baseline thing. i'll change that. I'm probably gonna get rid of the alcove save triggering protocol III. Survs should not have complete control over his power. But i'll leave the first gen triggering Protocol II (to answer your question, yes that triggers only when the first gen is completed), i think it adds some hurry in the set up phase, just to keep up the pace with the rest of the match. Anyway, you can spend remaining Object Assimilation tokens in later Protocol I activations. It is not game breaking the loss of the first set up phase.

    I thought about getting rid of Protocol II too but i feel it is necessary. Without it, the power just become a blind race to the closest alcove with pretty hard punishments if you mess up a couple of chases. Also Protocol I risks to be too crowded of effects. There must be an interlude to smooth the system. Also that absence would make the insta-down phase too common. He would become too strong. Protocol II also help to not get punished too hard for a wrong timing in reaching an alcove. Get into Protocol III and complete a successful insta-down are a big sacrifice of time, BIG. The insta-down takes 7 seconds of animation (i'll reduce it to 6 maybe). Protocol II is a moment were you are still deadly as a normal killer, that gives you the time to valuate the right moment to switch to Protocol III without losing pressure. Also i have to consider one last thing. the passive style of Protocol I is important lore-wise. Fundamental. It is not that punishing being slow during a set-up phase anyways. Killers like Hag and Trapper hardly interact with survivors if they have the opportunity to set up a good kill zone. The Borg is also nearly completely stealthy, a good player can still creep up to a survivor on a gen or a totem, even as slow as the nurse. I think that the starting alcove will balance enough the negative side of Protocol I.

    As you can see, i've thought quite alot on this matter. The last Add-on, the Iridescent Omega Molecule, is the power you suggested.

    Gotcha, i see your points, makes sense. It feels like protocol 2 seems a bit weak for me. I know all your assimilated stuff is now affected, but i feel like it would be really hard to down someone because you're basically an m1 killer for the first 2 phases. Maybe in phase 2 he could get TR reduction or something to give him a bit more edge. Idk. Great idea though buddy

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