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Grimmy_Bluues

Grimmy_Bluues

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Grimmy_Bluues
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  • Rotten Fields.

    Haddonfield may suck more to play, but Rotten Fields is the most bland map with zero interesting things AND it sucks to play. At least Haddonfield is unique and memorable since it's from Halloween.

  • I would prefer not having to sweat every game and still feel dissatisfied when winning.

    If they made killer more appealing so more people played it, it would help with the rainbow ranks issue.


    The randomness of matches makes them fun, since in one match I could be getting stomped while in another i'll be stomping. Just make a separate comp mode with MMR that rewards Iri Shards and bonus BP.

  • I would hate it.

    I enjoy playing for fun and having diverse games, not constant sweat-fests where everyone is required to run meta perks/killers. Would much rather them create a separate game mode where MMR is active and have rewards for climbing to higher levels.

    It's more entertaining to have some matches where I get stomped, some where I stomp, and some where everyone is on the same skill level.

  • Killers should get an extra perk slot that only allows perks that activate based on gens completed such as Coup De Grace, Fire Up, and Bitter Murmur.

  • For Pyramid Head, smooth out the changes in movement speed when using his power. I don't want to feel like i'm being punished for leaving trails before even entering chase.

  • I really hope they don't go through with MMR. Every match for me has been stressful as hell when I just want to play for fun, not be required to sweat.

    The randomness is what makes the game more entertaining and it makes getting a match with equally skilled players more rewarding. fore example, Ice cream is a great treat every once in a awhile, but if you eat it everyday the enjoyment kinda wears off. Same goes for MMR. I'd rather get some games where I stomp/get stomped and occasionally get perfectly balanced games, because then the fair game feels better to play.

  • If they made Eruption work like Surveillance it would be much better. Anytime a gen starts regressing, it's highlighted by Eruption and takes away 1 of it's dumb downsides. The cooldown and basic attack requirement would be understandable if this was how it worked.

  • CLEARLY 2 more generators should spawn if the killer uses Corrupt Intervention to make it fair /s

  • Nemesis.

    If we wanna go more in depth, his strength feats outside of The Entity's realm exceed Oni's. If we are only talking inside the realm, still Nemesis since all of his animations show more strength than Oni. If we aren't considering in-game animations and only lore from inside the realm, there is no clear winner since we don't have enough to go off of.

  • It's perfectly fine to 99 doors, and even a smart idea in pretty much all circumstances. Only issue is it defeats the purpose of EGC. If they made the EGC start when the last gen popped while increasing the timer, it would make it less annoying.

  • How about

    Killer: The Ubermorph

    image.png

    Survivor: Isaac Clarke

    image.png

    With the introduction of AI enemies + it being listed on a recent survey, Dead Space is very possible.

  • @DwightFairfield said:

    God this whole thing is so ######### awesome the only issue is that EA is a POS and probably isn't gonna give out the license for a game that doesn't "give them revenue"

    Thank you, I really appreciate it! :)

    But don't lose hope, on one of the most recent surveys Dead Space was listed as an option for licenses we'd like to see!

  • Considering how Pyramid Head got some original cosmetics, I'd love if he got a Blighted skin. A pustula growing out from his helmet would be sick.

  • @Marc_go_solo said:

    I love the killer idea, and especiqlly as a way to disguise survivors to the point even an SWF may find it difficult to know who is who.

    Confusing signals is probably my favourite perk as I love perks that bring in uncertainty, which is one of the few things guaranteed to scare people.

    Stasis is my favourite survivor perk. The fact it doesn't heavily slow down the killer is decent, but I do worry that a team with flashlights would be able tp heavily abuse it so the killer would never be able to pick survivors up without being blinded every time. Maybe if it was a bit like Leon's flashbang instead of using the token system then it could be better balanced? I do like the idea of taking on killers with new statuses though.

    Last Resort is also decent, but is there a possibility survivors could again just gang up and chain-stun the killer? But likewise, the punishment for a missed hit also feels harsh for survivor. Maybe have no punishment for a missed hit, but regardless of the result the survivor becomes the obsession and their aura is shown for a brief period?

    This is a great idea, and especially stoked with the killer power! Anything that makes survivors more on edge and brings that element of fear back is a big plis in my book!

    Thank you! I wanted to make sure the feel of Dead Space carried over instead of just copying Doctor's illusions, glad it seems good.

    For the perks, Confusing Signals is definitely the simplest, but also the most fair. I did think about how people could abuse Stasis and Last Resort, so that's why they are token based/one time use. Your idea of making Stasis like Leon's flashbang is pretty good though, I'll have to consider that. As for Last Resort, all survivors using it would have to be on last hook, and even then they only use it once. Instead of always making the user the obsession, I would make only successful stuns do that and have missed hits increase all breathing/grunts of pain for a time.

    I really appreciate the feedback, I'll definitely update the concept some time!

  • I have always thought this is a super unfair comparison, since Jason has so many different versions of himself.

    Jason could have a Rage meter that fills progressively throughout the match that when full, allows you to push a pallet back upright with one hand instead of getting stunned and being able to easily walk through breakable walls and dropped pallets.

    His other ability could have him become surrounded by fog/mist when he tiers up his meter and then he would see the auras of all survivors, allowing him to use his power button to teleport a certain distance in front of wherever they are moving/looking.

    As for a special attack, I can see him being able to choke a survivor he downs with one hand and then throw them a certain distance, damaging other survivors and breaking pallets/walls.

  • @DBK1 said:

    I'm so down for a Dead Space chapter. Just thinking about traversing the Ishimura again in a new light has me hyped.

    I know right? I hope really we get it one day. They could do what they did with Silent Hill and pull the map from 1, Killer from 2, and survivor from 3.

  • @papichulo said:

    This is good on various levels. Hivemind is a bit overpowered and should be implemented with careful power. Also, killing a killer sounds like a cool alternative however if you bring Lightborn that alternative is destroyed for survivors making the extra power useless. Also, maybe elaborate on slashers. It seems like survivors get an extra chance to be a slasher once damaged/killed by an Infector. How would that gameplay work as to not disturb the game mechanics. This killer definitely needs some nerfs to his power and his perks. think it through. However, you completely aced it when it comes to creativity and design! =0)

    Appreciate the feedback!

    I wanted Hivemind to be powerful since it's a Hex, but I suppose increasing the amount of crows needed for the aura reading and reducing the duration of crows flying would be more fair.

    As for killing the AI Necromorphs, you'd be able to blind them no matter what, Lightborn would only work on you (The Ubermorph).

    Killing an Infector would require you to catch them while they are transforming a dead body. The only reason I didn't want them to be killed by stuns is because they will actively run away from survivors unless their Influenced effect is too high. If an Infector is killed, you, the killer will be able to command another Infector to go to the dead body and transform it.

    As for Slashers, they are created only when an Infector Transforms a dead survivor's body into one. So to put it into more detail, the Infector has to down a survivor who is on their final hook stage and is at least 80% Influenced. Once they down them, the survivor will be killed immediately and the Infector will be stuck in an animation for a little while to transform them.

    If an Infector completes the transformation without being killed, the dead body will become a Slasher that acts like Nemesis' zombies but smarter and faster. Everytime a survivor stuns a Slasher, they lose a limb, getting more and more harmless as they lose them.

    I don't think Slashers would disturb the game's mechanics, as you can't really force a survivor to become one due to all the requirements and it typically only happens late game. Think of it like PH's Final Judgement, except instead of only killing them, they turn into an AI enemy.


    I'll definitely revise this whole thing more, since I love Dead Space and would like to see it in the game and I appreciate the compliment!

  • Just like Surge, Eruption does not need the stupid Basic Attack requirement + cooldown. Pop literally activates on hook and you get instant 25% regression which is basically better Eruption. The main pro to the perk is how you can affect several gens, but that just isn't practical, you won't kick more than 2 gens before downing someone nearly enough to get a lot of value.

    Even if you do manage to use it perfectly with 1 survivor on each gen while it activates, they only lose around 10 seconds of progress each, (If someone who wasn't working on one as it activates touches an affected gen, you literally only get 4.8 seconds of regression) which is not worth the huge cooldown and requirements.

    I can see it being better if they shortened the cooldown and either increased the regression and Incapacitated effect duration or add a few more status effects. I hope it gets some love, since it's a cool idea to trap gens as a killer.

  • Personally, I prefer the idea of a 5th perk slot for a select group of perks. i.e, exhaustion perks for survivors and possibly a killer version of exhaustion perks that require a certain amount of time in chase to activate.

  • That's a hot take and a half.

    You only get aura reading from hooking, which means the perk is rewarding you for doing good, and even then it is a short duration with no other gameplay effect. If lockers are hard to get to, pull a fake-out and run one way for 4 seconds then turn back or even hide your aura behind a gen. It really isn't hard to avoid BBQ, and it's useful for getting into the fun part of the game faster, that being chases.

    But this has to be bait, I don't see how people can see BBQ as problematic.

  • A Legendary for each original killer that turns them super mechanical.

  • Look, there he i-

    image.png

    Aww Birkin got him :(


    Jokes aside, the only possibility I see is him being a skin for Nemesis, but even that seems rather unlikely. Be cool if it happened though (I believe Nemesis isn't gonna get any skins on launch tho)

  • I wouldn't be opposed to it, but I feel like she lacks any interesting abilities and would be too big. It'd still be cool to have her though.

    Personally, I think Heisenberg would be a better choice, but to each their own.

  • He is in a pretty good spot right now, but could use some tweaks to his addons and they should make his power less clunky.

    He has by far one of the clunkiest powers in the game, with super sudden slowdown when using his power and an extremely hard to hit ranged attack. I'd love if they smoothed out the changes in speed when using your power, because it sucks that you get punished for leaving batches of non-lethal hazards that vanish after 75 seconds and are limited in how many you can place.

    His ranged attack basically requires you to wait until they are locked in animation or in a tight corridor because of how slow and hard to hit it is, so it's essentially a zoning tool most of the time if survivors are smart. I feel it would be good if it either became longer based on how much power you have left or it left a dissipating damage zone where you shot it.

    His cages are pretty good, since you can save a hefty amount of time with them and either force survs to enter a deadzone to save, or put them next to gens you wanna defend.

  • The zombies feel sort of like Pig's traps. They are either frustratingly powerful, or borderline useless (The zombies are still more useful on average though).

    They really struggle on open maps, since they are far too slow to do much and can only be helpful with giving an idea of survivor locations. If you're lucky, they'll guard a gen or zone a surv out of a tile.

    Strength aside, it isn't really rewarding to see a survivor get downed or infected by them, since zombie infections don't add to your power, and they require 0 input from the killer, which makes them especially frustrating for survivors.

    I hope they make the zombies actually pay attention to sound when the chapter launches, so perks that make survs scream would be more useful and they wouldn't ignore people running behind them. I'd like to see an addon that adds another zombie or just give an extra at tier 3 instead, but I have heard they won't be doing that. My main wish is that they'll give you some way to influence/control the zombies so you can actually use them as part of your power instead of them feeling like mobile Trapper traps you ignore.

  • I love how faithful it is and how dbd put their own spin on it. However, it is very large with a LOT of very safe pallets, so I believe they should split it into 2 separate maps, with one being Main Hall + East Side and the other being Main Hall + West Side.

  • Yeah, I'd say he could use some improvements, primarily on his zombies and Mutation tier 3. (His tentacle attack should work on inclines too since it's literally a whip)

    For the zombies, I would do one of two things: (The bugs with reacting to survivors/audio and getting stuck are likely getting fixed, so I'm not mentioning them)

    1. Increase the amount of zombies depending on the map, so 2 on smaller maps, 3 on medium maps, and 4 on large maps. They would have to implement a way to make zombies avoid grouping up heavily on medium-large maps, but this would give Nemesis a better map presence overall. (They could make your tier determine amount of zombies too) nvm saw how more zombies are "too powerful"
    2. Increase the individual strength of the 2 zombies. This could be done in a couple of ways, such as making them faster by default (Possibly making them start off slow and start moving faster when they start chasing someone) or inflicting debuffs on hit (Like Hindered or Oblivious). I imagine this would be most likely, since it would be the least likely to break the game.

    As for his Tier 3, here are some ideas:

    1. Make the tentacle be able to multi-hit, such as hitting both survs if you catch one unhooking or damaging a survivor + breaking a pallet when they vault it.
    2. Make the tentacle damage + contaminate at tier 3.


  • Slinger by far.

    I dislike facing both of em, but I can at least respect just how accurate the Slinger is with shots. (Hearing him laugh is a plus too)

  • Make it similar to Flashbang, with you needing to fulfill some requirement(s) then being able to craft a vaccine at one of the cases.

  • At first, I was also disappointed by his power, but after seeing a lot of gameplay I came to really like it.

    I do hope he gets some improvements to iron out the jank by launch though. His range is hard to see and the blue effect doesn't cover the whole distance, and if they want to keep the range that short, he should break pallets AND hit survivors at Mutation 3 since the range boost feels small.

    Some way to make zombies consistent would be nice too, like using the tentacle strike on the ground and having a zombie start walking over or something

  • @TwitchyMike said:

    https://forum.deadbydaylight.com/en/discussion/comment/2206588#Comment_2206588

    I am very impressed with these! Resist the influence might be my favorite because he is always fighting off the markers influence and has such mental strength and resilience. I could actually see that being a great perk. It would go well with searching out totems builds and would be very nice. Even if you just get 1 totem cleansed you could be immune to say NOED or ruin. But could be a little rigged would need to be balanced because you can't just make someone immune to hexes completely in the game. You can create a resilience for sure! So maybe the token is consumed and you're free of that hex for 4 seconds. Cause if I were to do all 5 totems hypothetically I could be immune to Noed for 20 seconds which is a decent amount of time to be immune. So for each second consider the max stacks. And you said up to 4 tokens I would make it up to 5 since that's how many totems there are. And only thing I see with a Hex like ruin is it keeps working. Ruin doesn't affect players it affects generators. So Ruin would be except. So I would say this would be a powerful perk against Hexes that directly affect your character.

    Wow yeah I like those ideas. Really glad to see people engaging in this idea! <3. The stasis was something I was thinking about too but wasn't sure how it could be implemented. I could see it having a cooldown especially if it slows down 40% for 20 seconds. I could even see it being a token ability too. Since in a way Isaac always had a certain amount of uses with stasis until he recharged it. I could see 40% for 2 seconds tbh. 20 seconds would be a very very long time to slow down a killer. And would still need a cooldown or number of charges. Or both. In this game it always comes down to every second that counts right? I could see this being used in huge key plays. And depends on what actions you can slow him for. If it's just the ones you listed than I would give it a balanced cooldown and a slow for no more than 3 seconds. Play around with it for sure :)

    I like Combat Prowess too. I feel like Isaac's last ditch effort to swing at a necromorph was staple for him. Even though you can hardly get away with it lol xD. Would need a significant cooldown or even be a 1 time use even. It would be more like a who presses their ability first. I could see myself waiting around a corner to stun the killer for 2.5 seconds and getting away. It would almost be a newer better version of decisive strike in a way but both perks still are useful at that point. Balance again is always key.

    Thank you very much! The first perk is definitely my favorite too, since it fits Isaac as a character and would be very useful. You wouldn't be fully immune to hexes, but you would resist the effect for as many times as you have tokens (example: if you have 2 tokens and the killer has NOED, you'll only take one health state of damage for 2 hits, then the 3rd would be insta-down). It would still have it's weaknesses against Ruin, Undying, and Huntress Lullaby since they affect you so much. (The perk would basically remove a token whenever you get the "Hexed" debuff on the side of your screen).

    But your idea for making Stasis work on tokens is actually really good, I never thought about that. The only reason I have the active time for it so high is since you have to be really close to the killer for at least 2 seconds to activate it, which would be risky if they're smart. If the time were to be cut down, I would also boost the range a bit to compensate.

    Combat Prowess would be strong for sure, so that's why I added the extra debuff to your grunting and breathing and lowered the stun time to be only a bit higher than pallet stun time. Plus, it also has the high risk of having to be super close to the killer while facing them. (Crushing Victor with this would be soooo fun though)

    I appreciate all this feedback, I'll have to revise the concepts some time!

  • I am hoping the reason it's taking them so long is because they are reworking hatch entirely.

    It'd be nice if they just replaced it with a final chase.

  • I personally believe the killer is going to be Nemesis, since he is the character who is the most likely to bring in money.

    Mr. X is literally a downgraded Nemesis, and any power they could make for him, they could easily give it to Nemesis and make more money.

    Jack Baker is definitely iconic, but he isn't featured in nearly as many places as Nemesis and his appearance just isn't as recognizable either.

    Lady D is far too over-hyped imo, she has basically no power to work with and is only featured in a single game that released months after the chapter started development. (Not to diss anyone who wants her, I respect your opinion)


    I do hope that the chapter has something crazy like 2 killers, 2 survivors, and a new map, but I am doubtful that they would want to put too much content in one DLC when they could separate the content for more money.

  • Dead Space is one of my dream chapters, I so badly want to play as Isaac in his armor or the Ubermorph as the killer. The perks you thought up are super cool too

    Here are my ideas for possible perks too.

    RESIST THE INFLUENCE

    Your experience with powerful forces has given you the ability to keep a level head under dire circumstances.

    Begin the trial with 1 token up to a maximum of 2/3/4. Tokens can be gained by cleansing totems.

    Whenever you would be affected by a Hex, instead consume 1 token.


    STASIS

    Advanced technology allows for creative strategies to deal with threats.

    Press and hold the Active Ability Button for 2 seconds while standing within 4m of the killer to slow their Picking-up, Dropping, Pallet breaking, Breakable-Wall breaking, Generator damaging, and Vaulting speeds by 40% for 20 seconds.

    Stasis has a cooldown of 100/80/60 seconds.


    COMBAT PROWESS

    You're no stranger to combat and are willing to fight back with the odds against you.

    Press the Active Ability Button while walking to throw a punch directly in front of you, stunning the killer for 2.5 seconds if hit. 

    Combat Prowess causes the Exhausted status effect and causes breathing and grunts of pain to be louder for 60/50/40 seconds.

  • It should have been obvious from previous hints that it was going to be classic characters, but people were too busy riding the hype train. As cool as RE8 characters could be, it would be a huge middle finger to the people who've been with RE for all these years and that would be a loss in potential profit for Capcom and BHVR.

    MCote literally said the anniversary will bring in some "Impressive Stars", as well as quoting Claire on the RE anniversary stream. The teaser we got also had a red Umbrella logo, which would be pointless if the chapter was from newer games.

  • Do what you do to counter PH. Faking out last second without making it obvious or even dropping pallets earlier than normal are good ways to deal with Shred.

    Always hug collision very tightly and if you hear the Shred immediately move the other direction. In some cases, they may just use it to zone you, so at that point it's a matter of understanding how that player in particular plays and when to juke. Taking advantage of round/short loops is in your best interest since he can't effectively Shred at them.

  • There are too many other hints that go against the killer being from newer games.

    However if the killer was from the newer ones, Jack or Heisenberg would be the best choices. Personally, I hope it's Nemesis or Birkin though.

  • Spirit gives basically zero feedback when trying to counter them while you can always see what the nurse is doing/trying to do.

    I hate playing against both of them equally since they ignore the defenses of survivors. I hope both of them get changed to a more enjoyable state.

  • I'd wager it's Mr. X or Nemesis (maybe even Birkin). Jack and Lady D are arguably too new and Alexia isn't as well known as the others.

    Mr. X could be a standard strong dude who can mutate into a super tyrant if he takes enough damage.

    Nemesis could utilize his tools in a limited capacity with a bit of flavor added by his roars and tendrils.

    Birkin could be similar to Mr. X but with more transformations.


    Ultimately, it'll probably be a tyrant with skins of all the variations. That's how they'd probably make the most money. If I could choose, I would like to have 2 killers, them being Nemesis and Birkin, or Nemesis and Mr. X. That way you could have a monstrous mutating killer and a smarter one with tools.

  • @Sup3rCatTree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2193165#Comment_2193165

    I was saying she is similar to plague not exact, I'm speculating, stop taking this so seriously and stop attacking my opinions

    ??? I never attacked any opinions and Plague is at most 7ft, so there is a huge height difference.

    Also I should mention that there have been several more concrete hints that the chapter will feature classic characters.

  • I'd love having him the game.

    His power could obviously include his extreme endurance and strength, but also allow him to teleport a certain distance in front of any survivor similar to the movies. Appearance wise, he could have his Part 6 or 7 look by default to separate him from Trapper.

    1. She is wayy taller than Plague, she would have to crouch very low to even go through doorways. In Demo's case, they have varying heights of 6-10ft which makes implementing them easy since they can choose a height that fits better, plus he is always hunched over. Lady D is a solid 9ft6in tall, where Nemesis is around 7ft3in (Not much taller than killers we have, making him not need to crouch through doors much if at all)
    2. She has no notable powers aside from strong regeneration and razor claws. No way they would add her mutated form bc of the size.
    3. Having her as the killer would be a big loss in profit for the devs since the game she's in only came out a month before the actual chapter

    I get people are on the hype train for RE8, but adding a character that was only properly introduced a month prior would not sit well with the fans of RE who've been around for a while.

  • I personally doubt it'll be anyone from the newer games, mainly because it would be a huge loss in profit.

    People are far more likely to buy a DLC with characters they know and love than ones from a game which came out within the same month as the DLC.

    Also, she would be wayyy taller than other killers, which would make her a pain to implement, plus her only notable powers are claw nails and regeneration (mutated form is out of the question).


    I get people are on the hype train for RE8, but there is much more incentive for them to add a classic character like Nemesis/Birkin/Mr. X. If anything, Heisenberg would be a better choice for RE8 imo, since he has a more unique weapon, is regular size, and has an interesting power.

  • I like Scott Jund's idea of having parts scattered across the map to progress gens at the speed they are now, and going significantly slower without them. If you find the part first, see the aura of the corresponding gen and if you get on a gen first, see the corresponding part. If you go down with a part, you drop it and your team sees the aura of it.

    Would reward exploration while not entirely forcing it, and it'd be an improvement from only holding m1 (could still do it, but be less efficient).

    Regression perks and certain powers would definitely need tweaking, but that isn't a huge task. They could make gens only stop regressing after being worked on for 3-5 seconds to fix the gen tapping issue too.

  • I'm hoping we get Nemesis or Birkin, but it honestly be anyone.

  • Surprising how many people thing DH is fine when it literally gives people a mistake-eraser button. Let's not forget it completely avoids traps which is entirely dumb.

    If I have a pallet trapped and someone unknowingly runs to it, I should be rewarded for forcing them into it. They should not be able to press a button to completely negate traps I set up. Same applies for DH for distance, if I successfully mindgame them, they shouldn't be able to press a button to erase a bad play.

    Considering how much this one perk does and how often it's used, people should see the issue. Imo, it should act sort of like a Doctor shock and disable vaults + pallets for a couple seconds.

  • Hatch is a BS mechanic that shouldn't even exist, especially if they decide to implement MMR.

    It's super frustrating to see 2-3 people escape when you're doing a good job at protecting the objective, and even without factoring in keys, hatch is entirely rng dependent and basically requires you to slug if you want to get a 4th kill unless you've already seen where it spawned.


    Honestly, I believe hatch should be completely replaced by something like a final chase. Last long enough and the exit gates open for you. If you get caught before then, the killer can mori you when you're on the ground. Keys could be repurposed to open/set breakable walls for a time or allow you to open a chest quicker with a better rarity item.

  • Spine Chill is literally free info and completely removes the need to be wary of your surroundings against stealth killers, so I 100% believe it needs adjustment. This is coming from someone who runs Spine Chill at all times.

    Iron Will isn't as big of an issue, even if it is extremely annoying. I hope it gets some kind of change, but that's just my bias against the perk.


    The nerf to Undying was pretty justified since when paired with Ruin, it was either way too strong with good rng or a little bit useful early game with bad rng.

  • Imo, they should do one of three things.

    • increase base regression speed
    • Make all kicks apply 2.5-5% regression
    • Survivors have to work for at least 5 seconds before regression stops (progress would still be gained, but letting go would start regression again.)
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