GeneralSpudmuffin
GeneralSpudmuffin
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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.
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@Critical_Fish said:
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?
I was thinking maybe giving him a bigger base speed, since they're actually pretty fast in Black Ops... Maybe a bigger TR or some loud af footsteps to go with it.
As for his smoke, I did plan on him being able to see through it. Like, when he enters it, his vision will turn all red and with burning outlines. I dunno. Point is, he can see, they can't.
And with the hex, I suppose the second effect cpuld make scratch marks brighter, as well as making you leave them even when walking/crouched at max level.
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@Trwth said:
Let’s put this perk through Truth’s Refinery and see what we get...
No Distractions
You assume a position of complete focus on your task and ignore all interruptions.
While repairing a generator, you are afflicted with the Oblivious status effect. Good Skill Checks increase your repair speed by 10% for 5 seconds. Great Skills Checks increase your repair speed by 10% for 5/7/10 seconds.
Rather than it just granting increased repair speed regardless, it requires skill checks to be performed in order to acquire. This discourages tapping generators while using this perk. Other than that, umm... yeah, that happened. I was thinking about making it only activate while healthy, but I don’t know. The only counter to Oblivious as of right now is Spine Chill and Premonition, which could synergize quite well with No Distractions. So here’s what I made out of it. I always love to see a good risk-reward perk come into action.
I like this, though the bonus could be tweaked a bit more. If great checks boost it by 10%, then a good one should only do 5 imo. That way, there's far more incentive to hit that Great than just having it last a little longer.
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What about adding Enduring for those 15 or so seconds? Or, when you're unhooked for the first time, you're put back to healthy?
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I saw this as Absolute Unit when scrolling past lol
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Does this hex effect survivors who can see only the aura of the killer?
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@SkeletalElite said:
Hex: Searchlight is a really interesting concept, but I think it would be a little strong applying to other totems, its basically superior to TOTH.
For your survivor perks I think it would be really cool to introduce a mechanic with survivor perks that allows them to place a "blessing" that buffs people in an AOE but can be removed by the killer. Whether or not it going would be permanent and what these thigns could do is up to you, but the idea of the AOE effect around the totem gave me the idea.
Something like Blessing: Safe Haven, Survivors within 36 meters of the blessing are protected from any effect that would reveal their aura or location to the killer. (just something I came up with on the spot as an example)
Thanks for the input! While I do like the idea of blessings, that wouldn't really fit Weasel's character. He's an ex-mobster who's been trapped in a never ending loop of torture of his own (Mob of the Dead from Black Ops 2) so he has a very self centered mindset. His skills need to be all about getting himself out of the trial, even if that means throwing the others under the axe.
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Update:
Added a perk for the Guard, as well as lowering the Broken duration on Lockdown
If anyone has any ideas for either of them, feel free to share! I love getting feedback!
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@starpilotsix said:
A few I've made... I'm not going to bother with rarities since perk rarities are meaningless anyway.
Hex: Balance of Nature
A hex rooting its power on the conservation of suffering. While the hex totem is active, every healthy person who completes a heal action on another person in the injured state screams and immediately goes into the injured state themselves. If you are already in the injured state, or heal somebody from the dying state, you do not scream and take no further injury. If you heal yourself using Self-Care or a medkit, you scream and immediately return to the injured state.
The hex totem only lights up after the first survivor is injured. It only notifies survivors of the hex after anyone heals for the first time. When a survivor screams because of this curse, the hex totem's aura glows for 3/2/1 seconds for the screamer if they are within a range of 32m/24m/18m.
"Nature's a vicious struggle, and someone was is going to suffer... the only decision is, is it going to be you, or someone else?"
(It's a rough one since it means you have to be careful with your healing and it essentially ensures one person is injured until the hex is destroyed (save a few specialty perks and death)... this power is why I included the 'totem's aura lights up' mechanic (and also because it's something that has perk tiers))
Hex: Searchlight
A hex rooting its power on the unrelenting gaze of the panopticon.
The hex totem associated with this perk reveals survivor auras within a 18m radius as long as the totem is up.
Any other totem that is completed reveals the survivor's aura for 10/15/20 seconds (and alerts the survivor to the Hex).
"Nowhere you can go you don't have eyes on you, inmate. Get used to it."
Hex: You Can't Do Anything Right:
A hex drawing its power on frustration. Every failed skill check while this hex is running makes every survivor's good success zones shrink by 10%/25%/25%. A great result restores 25% of that individual survivor's personal success zone size, up to the default non-hexed state. Great zone sizes remain unchanged.
Hex: Extra-Perky
When you select this perk, you choose two extra perks from your list. These perks are loaded onto a Hex Totem when the game starts. If the totem is destroyed, you lose these perks after 30/45/60 seconds.
(This really means only one extra perk because obviously if you didn't have the Hex you could already choose one of them)
Hey, some of these are really good! In fact, I was hoping I could use Searchlight in one of my chapters. It would fit perfectly, and I'll even link your thread so you get credit!
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@I_Be_Pro_Fun said:
I like the thought of being fast, and just snatching stuff on the go. But like mentioned by some others, it would need buffing to be reasonable. So here are a few proposed changes I would give it:
*See an aura mark (not an outline, maybe like a circle or something) within 20/26/32 meters that are on the ground. When skill is on cooldown, you cannot see the auras of the items
*When you pick up a new item for the first time that match (each item once a match) that item will receive 15%/20%/30% charges. Cannot overstack (countering franklins, and letting you swap with a teammate if need be)
My last proposed change, though I do believe this one might be pushing it. Maybe like a perk of its own, but whatever.
*When a teammates item break, they discard it. You can then go and retrieve that item at any time, restoring 10%/20%/30% of the charges to you only. This will put the effect on cooldown, and can only be used once per item (so a teammate can't do it again, and dropping the item will break it)
These were just a few thoughts I had, which would make your unique perk idea a bit more viable. If it was made, I dont think all should be implimented. But one or two may make your idea more powerful.
Yes. This sounds like a beast of a perk
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@Hanselpup said:
It would be a very situational perk. No-one will simply leave an item on the ground during normal play, and chests are only searched by people with no (or bad) items. It would be an okay counter to Franklin's Demise, but getting hit multiple times will break your item if you have it constantly.
If there was an effect to extend the item's use time or make it lose less when hit, that would be a decent addition.
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@gaydavidking said:
I came up with this one over here:
Hex: Void - A curse rooted in helplessness; Disables the effects of all survivor's perks for as long as the trapped totem is up.
Not quite like exhaustion, more like survivor perks are just disabled until the hex is broken so like exhaustion perks won't proc exhausted, OoO won't reveal survivor to Killer; it'll just be like survivors brought in no perks.
And then the usual "hex totem protection hex":
Hex: Once More - A curse rooted in complacency; When a Hex Totem is broken while this Totem is still active, the broken Hex Totem's effects will transfer to a dull Totem instead of deactivating. This Hex Totem will become a dull Totem upon taking effect. In order for this Hex to activate, there must be a dull Totem still left for the broken Totem to transfer to. Will not activate for itself if this Totem is broken first.
Now these are pretty cool, I must say. And your Once More reads very plainly and easily. Honestly, it reads better than some of the in-game perks!
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@Guy_without_a_plan said:
Hex: Null Void (uncommon/rare/very rare)
A trapped totem that locks an insane corruption within it
When cleansed, the ground within 40 meters of it will become inflamed (similar to end game)
Survivors have 30 seconds to escape the ground before the timer ends. Afterwards the ground will instantly be covered in entity spikes and be untraversable by survivors. Any survivor who stays in it will be instantly hooked to the nearest hook within the void.
This effect will last for 40/50/60 seconds
I'm not that good with numbers so Idk if its good or not.
Have it drag them to the basement. Make them suffer.
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@VESSEL said:
Hex: Dance of Death
*OVERRIDES ALL OTHER HEX PERKS*
Every Totem on the map is converted to a hex totem. Every 20 seconds, a random totem turns blue for 10 seconds. If the hex is cleansed when blue, the survivor who cleansed Aura is always view able when 32 meter away.
Each totem gives 2x the amount of bloodpoints for the cleanse, and to every other action for 30 seconds after.
[I just had this idea and I love it for some reason]
The moving thing is interesting, but the rest feels a bit odd. Maybe just have it shuffle hexes around on the totems, excluding itself.
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Or, it could just start a few gens missing parts. Maybe 2/3/4 gens, each missing 1/2/2 parts
Though, these changes might require a name change for the perk... I dunno, whatever
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@NikoHarper said:
You really like beging exhausted?
Savor of moment: Affect exhaustion
Critical Review: Is okay.
Cleanse the palalet: Be exausted healing? No. You can put a cooldown be 50/40/30 second but not exhaustion.
In the all, the perks are Interesting
The reason why Savor doesn't effect exhaustion is because of Critical Reveiw. Having both effect exhaustion would be a pain to deal with, I feel. Palate, I get your point, but I wanted at least one perk to have the effect.
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Could a hatch key work, too?
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UPDATE:
-Lowered Cleanse the Palate cooldown
-Increased debuffs cleansed by Cleanse the Palate
-Decrease recovery speed of Critical Reveiw
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For haunted ground, it'll move only the one that was cleansed, and the other will just flicker for a moment. Would work even better if this had a short delay before the perk came back, maybe 10 seconds at lv.1.
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You'd be better off trying that on a different site, maybe Discord or even Omegle, if you want it bad enough.
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I love this, both the artworks and the perk! Also, I vote Chucky next
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Update:
-Added swing recovery speed debuff to Bloodthirsty
-Added distance limit for faster hook time on Out to Dry
-Decreased the haste bonus on Sadomasochism
-shortened the decay timer, as well as making it tiered
Also cleaned up some of the wordings, made it read a bit better.
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This is evil, and I love it.
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An interesting idea, though it promotes a more tunneling playstile. Although, to be honest, I could see survivors using that speed boost to try and help, not run away. Maybe add an effect where the haste inverts to a slow when they are in clear line of sight of the killer. Would fit thematically, too, being too scared to move, and whatnot.
Edit: also, flip the numbers for the haste effect. That way, there's a bigger penalty for trying to rush the killer.
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Probably just salty about losing to her a several times in a row
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@Critical_Fish said:
Great perk, though I do think the timer should be for 20/30/40 seconds, and the amount of exhaustion that can be gained should be capped at 60 seconds. Just my opinion, though. The way it is now is fine if you think it is.
Yeah, that feels a bit more balanced to me. Still, it is a neat perk
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@Critical_Fish said:
I just think opening the hatch should take 12/10/8 seconds :/
Great perk though :D
It should at least give some kind of boost, yeah... I like yours, though!
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Huh... Interesting.
Other than the extra slow on hit... I think this is a pretty neat idea. Not sure how useful it would be.
If anything, it would have to be an ex-military Survivor perk. A "no man left behind" style kit. Is get to work on it before someone steals the idea, boyo!
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3 minutes sounds a bit long, maybe shorten that to one amd a half, so there's more pressure to cleanse
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I like this one. We could use a few more good hexes in game.
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An interesting concept, though I feel it could use some work... Maybe it coats them in blood on a failed skill check? Or causes something like Hindered, cause their fingers got caught in the gears?
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@Critical_Fish said:
The power is cool, but seems more like a perk than an actual power, and it isn't that good imo.
Collateral Damage is a really good idea, I like it! I see nothing wrong with it.
Dirty Rat is broken. It'd be amazing, too good even. It would render BBQ worthless. Maybe after injuring a Survivor, the auras of others are shown for 1/2/3 second(s)?
Send a Message is gimmicky, and takes too long to be used. Great concept, though!
An easy fix for Dirty Rat: give it killer instinct instead of aura reveal, and make it a TR perk.
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@Ninjazowski said:
I really like this concept. I think that it's really cool to see someone make a concept for a killer, especially if the killer is a chef.
I got a survivor who's a food critic, if you wanna check it out! I'm planning on making a whole chapter for them later on
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@Critical_Fish said:
The power is insanely unique, and I love it. That's all I can say, really.
Bloodthirsty's first effect needs to be buffed a lot, but other then that it is amazing. I myself don't care for bloodlust perks, but this one is interesting.
Out To Dry is a cool concept, but if hooking no longer forces progression, it should increase the speed of sacrifice a bit more. But either way I don't care for it supporting camping. Maybe it only activates when the Killer is a certain distance away?
Sadoma- um- big word is really good, but it should not boost the speed so much. Maybe 1/2/2% faster instead? With max stacks, it still boosts speed more than Play With Your Food and NOED, both of which are situational and easy to get rid of. Possibly just remove the speed boost entirely, and replace it with a different effect/effects for 1 and 3 tokens..?
Thank you for reading this mess of a response :D
I am aware I'm very late.
Thank you for your feedback, I love to see people taking an interest in my ideas!
And on the point of Out to Dry, I get the worry about it promoting camping, but I planned on it being used for the opposite, just hook and leave. Your distance idea is neat, though, I hadn't thought of that. I'll consider adding it later on!
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Conceal? Do you mean trap them? Contain them?
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@Adeloo said:
@GeneralSpudmuffin Thank you for your feedback !
You are right about the tail angle : maybe the base could be 50° and with addon it could be wider kinda like Doc can change the forms and ranfe of his shocks ^^
I know what you mean about Killer Instinct, it's like Open Handed, it's very situationnal. Maybe it could be improved into : terror radius increased by 4/5/8m + survivors in your Terror Radius get the Blindness effect ?
Not blindness, cause blindness is shite, but you did just give me an idea!
Instead of a boost for each kill, boost it for each survivor IN your TR!
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Niiiiice.
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I like the tail swipe idea, and the hindered from its acid spit seems okay to me. The facehugger should just be a reskin of the struggle phase, fighting against it instead of the Entity.
Back to the tail swipe, I feel it should hit maybe a 50° area in front of it, out to a range of about 5-7 meters. Each person hit will be injured or Deep Wounded.
Killer Instinct sounds a bit meh to me, could be better. Nothing wrong with it, it just seems a bit boring...
Bloody Prey is interesting, forces survivors to prioritize healing; would pair well with Nurse's Calling.
Spreading Fear is pretty neat, I like it.
Overall, this is a really good concept. I hope it gets enough attention to attract BHVR staff!
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@Critical_Fish said:
Great concept, debuff management is an interesting concept.
Savor the Moment is great, simple as that. I do think it should include Exhaustion, but have less of a decrease of the duration (5/10/15%, or 8/12/16% unless any other ideas come to mind.) Or, if it doesn't effect Exhaustion, it could probably be 16/20/24% since it requires Great Skill Checks. In addition, that condition is amazing and rewards skill.
Critical Review is great as well, and punishes Killers for getting stunned. One question though, why would it need to be active for 60 seconds? Unless you escape the Killer for just long enough to stop sprinting and use an exhaustion perk again (repeat), why would it last that long?
Cleanse the Pallet shouldn't have that long of an Exhaustion timer. It should probably only have the base 60/50/40, if there's any Exhaustion at all.
Again, great concept. Each of the perks are great, with very few flaws I can think of. Good job :D
Thanks for the critique, I'll give it a bit more work later tonight. If you like this, feel free to check out my killer, the Cook. I plan on making a chapter with these two.
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This is amazing! I wouldn't be surprised if they ask you if they can borrow it to post places!
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Make it linger for 5 or so seconds and it'd be golden.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/99737/killer-perk-rampage-for-blood
I think for this to be good it'd have to gain bloodlust even faster, just my thoughts though. Killers relying on Bloodlust aren't doing well, and a 20% increase wouldn't help. Maybe 30/40/50%?
Just an idea, if you think it's fine, it's all good. Just a thought.
I have a perk with a similar idea called Bloodlust. Feel free to check it out, if you like
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Update:
-Changed effects of Charged survivor interaction
-cooldown of skill shortened
-gen regression debuff increased
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/86785/killer-idea-the-cook
The standard terror radius for 115% movement is 32, make it 32 instead of (standard) so there will be no confusions
Thanks, bud! I'll be sure to do that!
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I like this one. Pretty thematic with the world, imo
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@Demogorgon84 said:
Sounds like a pretty unique idea for a perk, but kind of OP. Maybe an addon for a future killer or an existing one would work?
Would be an interesting add on for Demo, actually, with its connection to the nasty flora of the Upside Down. Or, instead of thorn bushes, it makes those wierd spore spitters, like the ones from the tunnels
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Instead of making medkit efficiency better, just make it flat healing boost. Also, I feel it needs a time limit, maybe 120 seconds or something.
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Neat perk idea, but could use a better fitting name... Just my opinion, though, don't mind me
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Not gonna lie, I'm a bit upset at the lack of attention this is getting... Not that I'm too surprised, though, not many of these really do, from what I've seen...
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Oooh, more of these!! Can't wait to check them out!