GamingHulk123
GamingHulk123
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- GamingHulk123
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Comments
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/958874#Comment_958874
Oh boy if that were the case then we would no longer have Ironworks of Misery, Coldwind farm, unmindgameable pallets, keys, moris, etc.
I like your optimism but just no.
But it would be new and fresh for them to add, likely to be tested in the PTB, if anything is wrong they would fix it.
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But the community wouldn't let this unbalance go far. We all would say if it is too strong or too weak, and the devs would fix it. Its are job as a whole.
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I forgot to mention his weapon animation. When he hits a survivor with his saw, he uses his laser eye to clean the weapon.
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@Widowmaker8197 said:
Why does every killer run ruin? I promise it's not mandatory in high ranks. Some of these killers just don't know how to apply pressure. I'm sure none of you will agree with me since 99% of this forum are killer mains, but it's whatever. Keep your precious crutch perk.
We run ruin to "Slow the Game down, Just a lil bit!"
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@GeneralSpudmuffin said:
Could a hatch key work, too?
Maybe, only Skeleton key.
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lol
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@Dead_by_David17 said:
I'm so tired of losing the coin toss of being the obsession and thus getting tunneled alongside my fellow non-obessions bc the killer needs those precious stacks. Meanwhile the obsession gets to do as many gens as they want and escape. I dont mind the perk's ability to reduce the cooldown, as a matter of fact I love using it as killer. But it and Dying Light have taken the crown for being perks that promote camping and tunneling everyone that wasnt fortunate enough to start as the obsession or have Dstrike.
Maybe do something like how Furtitive Chase where the obsession swaps. Idk, its just a bs tunneling perk.
I understand where you are coming from. But I'm more of a killer main so i dont see as much as you or anyone else.
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Yea i see your point
@Vetrathene said:
I think the fact you would have to travel to each mask would already be enough of a detterent to trying to switch midchase unless you got realy lucky. 1 or 2 seconds to change would be fine I think.
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@Auron471 said:
Would be cool if they could swap masks on demand instead of having to travel around the map, and the other masks that arent being used can hover around thier head so they look like this guy:
https://us.v-cdn.net/6030815/uploads/722/BDK802BA8RAB.jpg
"Im going to hurt you. Real bad." ~This guy from Furi
It'll be a little too op in my opinion, especially if his power had combinations. Like using Joey's mask to catch up to a survivor and then switching to Frank's power.
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Thats mostly because of Bubba's addons. But thats the point, he needs his addons to let alone stand a chance to rank 10 and lower. Besides, his power works at his fullest in the basement. THATS HIS ONLY LEVERAGE!
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Yea shes strong but they said, especially when Legion came out, not all of them need to be strong, its okay to have some. We barely got Nurse, Spirit is being nerfed, and Billy is in a need for a buff. Who's next the new Freddy because the hes the only one left.
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So you're telling me that they listed to NERF SPIRIT but not BUFF TRAPPER, BUBBA, HILLBILLY?
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Perks:
Mass Hysteria: You love mischief, and to cloud the survivor's judgement. Every time a generator is completed, survivors' FOV are reduced by 50/60/70% for 60 seconds.
(Hex) Trick Games: Your love for mischief can make you do terrible things. When a generator is 50% Completed, 3 tremendously hard skill checks appear. If you fail, you will tremendously regress the generator for each skill check.
Vengeance: Your job is to hook and sacrifice the survivors, knowing that you will get punished for not doing your job, you love to pull tricks out your bag. Obsession perk. When all survivors are at normal state, the obsession is broken until the obsession or someone else gets hit. Cool down of 65/55/45 seconds.
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I added the deep wounds to make tier 3 more deadly and a big thing that survivors need to deal with. Its something to hold their attention and slows down the game. The deep wounds just applies pressure.
I agree with T1 also, but T1 is mean't to be a safe haven for survivors. If they manage to get her there, the survivors will have time to regroup.
Not having any terror radius and red stain equals free grabs. I also forgot to mention that hooking and downing can speed up tier progression.
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Spectral (The Witch):
Keep her burning to stop her from reaching full power. The Witch as 3 tiers of her power. Hold M2 for 2 seconds to go into husk form.
1st Tier: The Witch starts the trial on the burning steak. Her first power is to leave her body and create a husk, which only stays on the steak, it is use for purely mischief and stop the survivors from doing the objective. It can grab people off a gen, lockers, etc.; stop progression of a gen by holding the damage generator button and not letting go; and body block. She can also go through pallets and vault points at will. While in this form she can not see survivors, scratch marks, blood. She cannot hit survivors; break pallets and damage gens; and move at 110% Movement speed. Husk form has a time limit of 90 seconds. Once time is finish, she is immediately transported back to her body. Power takes 10 seconds to recharge.
2nd Tier: The Witch in husk form is Semi-Visible and can see survivors, and scratch marks. She develops a red stain and develops a 16 m terror radius. She now moves at 115% movement speed. She can hit survivors but now she can’t go through pallets and vaults, she must vault and break pallets. Time limit is expanded to 110 seconds, but recharge is 12 seconds. But her husk on the steak starts to fade as she progresses to her full power.
3rd Tier: While in husk form, she is fully visible. She develops a 40 m terror radius. She moves at 120% Movement speed. All of her action speeds are increased by 15%. When she hit a survivor, she also applies the deep wounds status effect. Husk form has a time limit of 120 seconds, but recharge is 7 seconds. But the husk is no longer at the steak.
Secondary Power (Mischief): This power is always active. The Witch has a 25% chance to remove 1 log, forcing the survivor to find another.
To keep her from tiering up, you must go and collect wood from around the map and throw it in the fire at the steak, keeping the Witch dead. The fire will decay overtime, the shorter the fire, the greater power she has. If the Witch is in tier 1, you will not be able to throw in wood because the fire is high. If in tier 2, 3 full loads are required to put her back at tier 1. If in tier 3, 3 loads will put her in tier 2 but 6 loads are required for her to go back to tier 1. You may only carry 1 load at a time. It takes 2 seconds to pick up a load, then you will have to find the steak, then through the load in the fire which take 5 seconds to do.
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I also just made his perks and add-ons recently, but it is its own discussion.
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Thx I really tried to link his past life to his killer life. His weapon wipe uses a piece of his fathers plaid shirt to wipe his ax. The arm on fire represents "The incident" and what it did to him. It scarred him, but it serves as a connection to his past life. Even the Molotov is from his father's favorite whiskey.
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Great perk but cut the expose in half and the cool down should be 60 seconds. Everything else is amazing.
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Its back! Thank you all. <3
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Well... Did you like the perks for your Friendly Neighborhood Killer Fire Fighter?
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lol
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Part 1 consist of the Killer and his Backstory.
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It is part 2.
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Thank you.
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I didn't work so maybe it they got it.
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Turning off my computer?