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Hendo

Hendo

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Hendo
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  • @Brucecastro81 said:

    When I started to read Second chance's description I was saying: "no, no, no, pls no, PLS no!"

    Killer main? I'm trying to find a fair way to balance Second Chance so it's not stop powerful. Its way more balanced than the original version. The original was so where you could use it as soon as you were on the ground and no distance limit. Now you gotta save once survivor from the hook safely and be on your second/last hook at best. It's also had a distance limit as the tier change. Lol! Amy ideas to balance it further - and advice for balancing its welcome here friend! :D

  • @Gravewalker200 said:

    I love this idea so much! It seems balanced aside from some of the survivor perks being a bit to powerful, but other than that, I'd love to see this in game. I would suggest tagging the devs to look at this one if that is allowed.

    Awe thank you for your kind words. I don't know how to tag the devs. Do you? If you do I'll try tagging them to see how that'd play out - it couldn't hurt after all!

  • @Karaage said:

    @Hendo

    Hm... I don't think we can do better job than the game's balance team, so keeping perks not so balanced is alright in my opinion :)

    But if You want more ideas, I can't decide whether Reassuring Presence is balanced or not. On the one hand, automatic healing like this is strong, but on the other hand You can get same effect using We'll Make It.

    And Persistence looks like a mishmash of Iron Will and Hope, but worse than both of them. Of both effects, I feel like reducing grunts of pain effect is least desirable and could be changed to something else. Also, instead of 'last generator powered', You could buff it to "Exit Gates powered", so it also activates when Hatch is closed similar to Adrenaline and Hope.

    Sweet - once I get off work today, I'll take another look at persistence and see what I can add and deduce to make it more desirable to play.

  • @Karaage Aw thank-you for liking my drawing, but when it comes to drawing my characters men are so not my forte lol. As for SC I'll do the ingame tiers so I'll change it to 32/48/64 meters. Do you think the other perks are balanced or do any of them need a rework. I want this entire chapter idea to be as balanced as possible!

    Also - thanks so much for the continuous feedback and help. It definitely means a lot to me! :D

  • @Karaage said:

    Personally I'm a fan of Northela, reminds me of Lara Croft :) Finders Keepers would synergize extremely well with a Plunderer's build; but Devs would get a headache trying to implement it.

    Second Chance is indeed just like old DS, but even stronger (doesn't require being obsession/wiggling). And with DS, You just get a few seconds head start, Killer can still follow after Your scratch marks, With SC, Killer would completely lose You.

    SC certainly needs more looking into at this point. You say You want to counter tunneling, but everyone would be just using SC on their first down when they've not even been hooked yet. Limitting the use to when You've been hooked at least once or twice could be nice. Adding a rule to where You'd be teleported to would help (maybe limitting max distance?) Maybe if You're carrying a vial with You, make it so it takes item slot and can't be dropped before used and perk doesn't activate if you start a Trial with an other item? Just some loose thoughts.

    Glad you're a fan of one of the characters - biggest issue was what they'd look like. A friend of mine is currently redrawing my character designs - The Siren as well so that I can put more appealing images of them in this chapter page. Also - thanks for the feedback did the fixes I made to SC help or does it still seem too strong or weak?

  • Having cross play with console players would be an amazing addition for 2020. We've done cross play with windows players - now we need that with console people! And maybe have more fan contests that could possibly have a fans ideas or designs brought into the game like we did for the 3 year anniversary.

  • @SanityNight said:

    Sorry, I think it would just be a bad idea. Because next thing you know you'll have some animatronic trying to be a knock off version of Freddy, and as cool as Freddy is in his own game, it wouldn't go well with the theme of dead by daylight.

    True. But when I say fan - I mean am idea created by them and them alone. No recreating another horror game killer. Just something you think of on your own. Like the Devs do. Their own ORIGINAL idea

  • @TheTigerPaws said:

    Bumping up

    Mate, I hate to break it to ya... but The King covered this idea before on his YT channel. The child killer, rusty scissors, hiding in lockers and trapdoors and the chapter name sound pretty similar. Now that could simply be a coincidence, but thought I'd let ya know. (and please don't take offense - I'm not trying to be mean or hurt ya, but thought I'd let ya know...)

  • @Karaage said:

    @Hendo While we're on topic of balance, what are Your thoughts on Siren? Like, what is the purpose of her power in Your mind?

    As far as I can see, her power is like a mix of Freddy and Pig, aiming to stall the game. But unlike Freddy, she has to actively seek and hit survivors with her power (to be fair, that'd be similar to old Freddy mechanics) and has no tools to help her in chase.

    How much would survivors' action speed be decreased while enchanted? If it's similar to how much current Freddy;s power with addons, then survivors would just ignore it and never snap out. If it's similar to old Freddy's (~50%), it would get nerfed really quick. Even Forever Freddy build was recently nerfed, because so many people complained about it.

    As you said the main purpose is to stall the game a little bit especially so since we're getting ruin nerfed. I'm still doing a rewrite on her power so that once fully enchanted they could at any random given time scream or immediately miss a skill check and give away their location so that would make them want to snap out of it. And maybe give The Siren the ability to travel between water ponds since they are randomly generated once the trial starts. As to how much the survivors would be affected I have no intention of making it 50% even I felt it was way too much with Freddy. My plan was either 20-30% decrease in healing, sabotage, repair, and cleansing.

    And to help her power a bit - whenever the survivor is attempting to snap out of it the skill checks are much harder to see blending into the rest of the skill check circle (if that makes any sense lol).

    Would these notes help balance The Siren? If so I'll be sure to add them in immediately, but I definitely don't want her to be too weak or too over powered... Also are the changes I made to Second Chance more balanced to play against? Thanks also for the continuous feedback it extremely helpful!

  • @Karaage said:

    Personally I'm a fan of Northela, reminds me of Lara Croft :) Finders Keepers would synergize extremely well with a Plunderer's build; but Devs would get a headache trying to implement it.

    Second Chance is indeed just like old DS, but even stronger (doesn't require being obsession/wiggling). And with DS, You just get a few seconds head start, Killer can still follow after Your scratch marks, With SC, Killer would completely lose You.

    SC certainly needs more looking into at this point. You say You want to counter tunneling, but everyone would be just using SC on their first down when they've not even been hooked yet. Limitting the use to when You've been hooked at least once or twice could be nice. Adding a rule to where You'd be teleported to would help (maybe limitting max distance?) Maybe if You're carrying a vial with You, make it so it takes item slot and can't be dropped before used and perk doesn't activate if you start a Trial with an other item? Just some loose thoughts.

    Yeah, my idea of altering SC would be making the survivor the obsession and making it active only after unhooking someone safely and either on your second or final hook. And of course it deactivating after use along with the distance being the change in tires as 30/60/90 meters.


    Would this help balance SC? More feedback is greatly appreciated, so thank-you for helping me this far! And I am glad you like the character Northela she's my own oc that's a Lara Croft Wannabe I guess you could say. I mainly made both characters Archaeologists because thats what I major in lol :D

  • At least I'm not the only one who sees the potential of a Siren killer. I made a whole chapter idea based around it. Singing killers are super creepy but cool!

  • @AAAAA said:

    I like this idea, especially the killer! My one note is that Second Chance is just ridiculous. They changed DS for a reason.

    It may be, but Second Chance is my main way at trying to counter tunneling. If you get tunneled and downed you have a chance at getting away and surviving just a bit longer. I'll look over it again and may switch it to where it can become active only after safely unhooking someone and are either on second or last hook. Instead of being able to use it at any given period.

    Also - I'm glad you liked the idea - and thank you thank you for the feedback it's very helpful!

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