JackFrostMan
JackFrostMan
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- JackFrostMan
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*grants
I mean, would be good with Breakout, but I feel like the fact we HAVE breakout makes this perk kinda irrelevant.
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From a playstyle standpoint? Leatherface is probably the licensed killer I would probably like playing the most
From a lore:tm: standpoint? Amanda or Ghostface.
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I mean it's not like they are giving out Prestige and I'm pretty sure they themselves said the stuff would appear in the shop after the rift closes.
I don't really see the issue. Though for reference, I care not of cosmetics.
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Ehhh, while I do hate dead hard as a killer, I don't really think it's a great enough ability to put behind a permanent broken state just to have access to it
So I think it would just be a nerf, frankly, considering you have the penalty of No Mither.
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I really fail to see how this is an issue. Situations changed, the rift isn't required, and I seriously doubt they would force you to buy them with cash in order to beat the Rift.
If they do, I would understand the hubba kinda, but come on. It's very likely it's a limited time free/iri shards deal while the rift is active.
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Honestly DbD is a game that is horror themed but that's it. Horror themed. Like the killers are cool as hell but I wouldn't truly call them horrifying.
If you wanted to play an actual horror game, you would. If you wanted to play "try beating the ######### out of four cocky pricks"/"try to get away from one really angry dude in a mask", then you play this game
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Closed Curtains: I'm torn, personally. Mostly because of the concept of indoor realms in general. You mentioned that the haste effect is disabled instantly when in a chase if you're in an indoor realm, but what about the first effect?
In outdoor maps, though, it seems passable.
White Lie: So basically a Diversion or Red Herring type effect that activates when you vault a window. It would be funny as ######### but I'm not sure if it would be any more effective than humor
Leave Me Be: so this is how the chase jockey helps his team. Jokes aside, it seems okay, and it's smart of you to not allow it to stack because otherwise splitting up to do gens would be hellish for the killer even moreso than usual. The wording of "alone and not within 16 meters of your allies" should probably be replaced with "When further than 16 meters from another survivor"
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Review time
Perks
It Is Enough: Seems like a pretty decent enough perk since you functionally need to down survivors 6/5/4 times to get an instant down. I'm fine with it.
Help Unwanted: Reverse BBQ. About on the same power level as BBQ but with no BP. It's fine
Let the Dead Rest: The "doesn't work if you have NOED" restriction seems unnecessary and the perk itself seems like a weaker version of Fire Up.
Power:
It's a very basic power (M1 killer, can get slightly faster and inflict Broken and a deep wounds like timer) with some map pressure in the form of a horse. Not exactly the most creative but it would probably be something I would see added in the game. I suppose the only issue I have is that 120% would probably barely be noticeable compared to 115% when you give up the lunge ability.
Addons: The only one of real note is the Pink addon that has an increased range but in the straight line. The rest of the perks are very basic stuff
Overall, very basic, but nothing horrifyingly overpowered.
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While it is VERY unlikely for them to add in these characters in particular, the idea of a killer who could decay their environment does have some merit to it. It's just hard to imagine a superhero anime would ever be what they pull inspiration from.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1671663#Comment_1671663
You know perks like Thanatophobia, Deathbound, Hex: Retribution, Hex: Huntress Lullaby, Hex: Ruin, Sloppy Butcher, Hex: NOED, and stuff like that?
You see, these perks are "revealed" to survivors once you activate them. Thanatophobia is revealed to the survivor (shows the perk icon on the side, basically) once someone is injured. I know this isn't mentioned in these perks, but I felt the need to mention it here just in case.
With all the Hex perks, they are shown once you activate one of their features: For Ruin, let go of a generator. For Lullaby, do a skill check (fixed next update). For Retribution, cleanse a totem.
Sloppy Butcher, you hit a survivor and the first time you do so, they will be shown the perk on the right.
Hex: NOED is revealed once you hit a survivor when all generators are repaired.
Ah, I see. My point stands on the rest of the stuff.
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@Godot said:
https://www.youtube.com/watch?v=SUN7xeztdD0
KILLER CONCEPT: THE VIGILANTE
The Vigilante is a mysterious and agile killer, capable of surprising his prey during chase.
His personal perks, Ideas Are Bulletproof, Beneath The Mask and Only Truth allow him to place fear in his prey’s mind, only to wear them down and strike them where it hurts the most later.
- Real Name: Unknown
- Alias: V
- Speed: 110%
- Height: Tall
- Weapon: Vendetta Rapier
- Terror Radius: 24 meters
- Power: Vendetta Daggers
- Alternative Power (LALT): Lightning Dash
- DLC: ‘V’ for Vendetta
https://us.v-cdn.net/6030815/uploads/3D6VMHU93G1X/vendetta-daggers.jpg
POWER: VENDETTA DAGGERS
- The Vigilante has 4 Vendetta Daggers. Holding down the Use Ability (M2) button will raise a dagger. Releasing the button will throw it. You can charge up the throwing, similarly to The Huntress. Due to the daggers being more light than hatchets, throwing feels a bit different. Pressing the M1 button while the dagger throw is wound up holsters it, slowing The Vigilante down by 0.5 seconds.
- If the dagger hits a survivor, it will be stuck in the survivor’s back or front, depending on where the survivor is facing. A survivor hit by a Vendetta Dagger suffers from the Poisoned status effect. Survivors suffering from the Poisoned status effect have their visions slightly distorted and limited. The Poisoned status effect will also be on a 65 second timer in total. Failing to get rid of the dagger for 30 seconds, Poisoned will place a healthy survivor into the injured state. Keeping the dagger in for yet another 30 seconds, Poisoned will place an injured survivor into the dying state, but it will not reveal their location. On a dying survivor, the Poisoned effect wears off within 5 seconds and the dagger falls out. During these last 5 seconds, the dying speed is increased by 50%.
- Hitting a survivor in the front will allow the survivor to take out the dagger himself while on the move. Pulling out the dagger will get rid of the Poisoned status effect, but instead it will be replaced by the Deep Wound status effect. Deeply wounded survivors have to mend in order to begin fully healing.
- Hitting a survivor in the back won’t allow the survivor to take out the dagger, but it has the same effect as hitting a survivor in the front. Instead, another survivor has to take out the dagger with a 2 second animation, while both are stationary. Doing this does not inflict the Deep Wound status effect.
- Dropped Daggers can be found on the ground where it was previously removed from a survivor, or wherever it ended up being. Dropped Daggers are shown to The Vigilante in a white aura, within a certain range. Dropped Daggers can be retrieved with an animation, similar to The Trapper picking up traps. Daggers thrown outside of the realm or somewhere unreachable will be replenished automatically.
- Whenever there is only one survivor left in the trial, the Poisoned status effect no longer affects the last survivor. Instead, the dagger injures the survivor. Upon a successful second throw, it inflicts the Deep Wound status effect, but does not give a speed boost to the survivor.
https://us.v-cdn.net/6030815/uploads/A60ZR2SVCWW4/lightning-dash.jpg
ALTERNATIVE POWER: LIGHTNING DASH
- Holding down the Secondary Action (LALT) button for 2 seconds will initiate the alternative power, slowing down The Vigilante by 85% of his base movement speed for 0.5 seconds, also showing a quick preparing animation. After initiating, this action cannot be cancelled.
- After 0.5 seconds, The Vigilante will disappear in a flash and, depending on what movement button (WASD) is pressed, he will dash forward, backwards, left or right 4 meters, with a movement speed of 350%, similarly to The Nurse but faster, and will automatically face the nearest survivor for an easy hit.
- After a successful hit, The Vigilante will enter a state of fatigue for 3 seconds and lightning dash will not be available for 30 seconds. An unsuccessful hit will result in a 2 second fatigue state and lightning dash will not be available for 15 seconds. The Vigilante’s state of fatigue does not block vision in any way. The Vigilante can dash through pallets, breakable walls and survivors, but this will increase the state of fatigue by 1 second.
ADD-ONS
- 4 Common
- 5 Uncommon
- 5 Rare
- 4 Very Rare
- 2 Ultra Rare
https://us.v-cdn.net/6030815/uploads/93KZBN9P8YAC/common-add-ons.jpg
- Common Add-on #1 - Slightly (by 0.2 seconds) increases the speed of a Vendetta Dagger becoming fully charged. Does not stack.
- Common Add-on #2 - Dagger Hit scoring event awards 100% more Bloodpoints, but no longer inflicts the Deep Wound status effect.
- Common Add-on #3 - Vendetta Daggers take slightly (by 0.5 seconds) longer to remove.
- Common Add-on #4 - Initiating Lightning Dash takes slightly (by 1 second) longer, but reveals the target location and instantly faces whichever way The Vigilante wants the dash to go.
https://us.v-cdn.net/6030815/uploads/LCEY3MUUBGJY/uncommon-add-ons.jpg
- Uncommon Add-on #1 - Moderately (by 0.4 seconds) increases the speed of a readied Vendetta Dagger becoming fully charged. Does not stack.
- Uncommon Add-on #2 - Slightly (by 0.2 seconds) decreases state of fatigue after a successful dash hit.
- Uncommon Add-on #3 - Vendetta Daggers take moderately (by 1 second) longer to remove.
- Uncommon Add-on #4 - Moderately (by 8 meters) increases aura reading range on a Dropped Dagger.
- Uncommon Add-on #5 - Allows the survivors to scream and reveal their location for 5 seconds when being placed in the dying state due to the Poisoned status effect.
https://us.v-cdn.net/6030815/uploads/QP9UJCGDAL1V/rare-add-ons.jpg
- Rare Add-on #1 - You see the aura of the survivor that took out a dagger from another survivor, for 5 seconds.
- Rare Add-on #2 - Successfully hitting a survivor in the back with a Vendetta Dagger inflicts the Mangled status effect until fully healed.
- Rare Add-on #3 - Considerably (by 16 meters) increases aura reading range on a Dropped Dagger.
- Rare Add-on #4 - Considerably (by 5 seconds) decreases Lightning Dash cooldown after a successful hit. Does not stack.
- Rare Add-on #5 - Successfully hitting a survivor in the back or front with a Vendetta Dagger inflicts the Exhausted status effect for 60 seconds.
https://us.v-cdn.net/6030815/uploads/EOKG0X6GLA3O/very-rare-add-ons.jpg
- Very Rare Add-on #1 - Standing within a 8 meter range of a Dropped Dagger will grant you the Undetectable status effect.
- Very Rare Add-on #2 - Tremendously (by 10 seconds) decreases Lighting Dash cooldown after a successful hit. Tremendously (by 10 seconds) increases Lighting Dash cooldown after an unsuccessful hit. Does not stack.
- Very Rare Add-on #3 - Allows the ability to dash through a generator that only 3 or more survivors can work on. These generators are revealed in bright green. Dashing through one of these generators will cause it to instantly explode and regress by 30%. Normal generator regression applies after this effect. After dashing through a generator, the auras of all generators currently not being worked on are revealed in white. This effect can only be activated every 120 seconds.
- Very Rare Add-on #4 - Considerably (by 5 seconds) increases the duration of the Poisoned status effect along with its effectiveness by 50%.
https://us.v-cdn.net/6030815/uploads/ZEKO3938EBM0/ultra-rare-add-ons.jpg
- Ultra Rare Add-on #1 - Dashing through a downed pallet or breakable wall will break it, but increases the state of fatigue by 0.5 seconds. Dashing through a survivor will injure them by a health state, but increases the state of fatigue by 1 second. If successfully injuring a survivor with a dash, hitting after dashing will not be allowed.
- Ultra Rare Add-on #2 - Decreases available Vendetta Daggers by 2. Survivor auras are revealed within a range of 16 meters of a Dropped Dagger. You no longer see the white auras of Dropped Daggers.
His personal perks, Beneath The Mask, Hex: Ideas Are Bulletproof and Only Truth allow him to place fear in his prey’s mind, only to wear them down and strike them where it hurts the most later.
PERKS
https://us.v-cdn.net/6030815/uploads/X4HEAVWEYBKA/btm.png
Beneath The Mask
You take of your mask and show your true face, frightening everyone that looks at it.
- Bloodlust Tier I can be gained 1.5/3/4.5 seconds sooner.
- Destroying a pallet, a breakable wall and kicking a generator while in a chase will no longer get rid of Bloodlust, however hitting a Survivor or the Survivor being out of range will cancel it immediately.
"Beneath the mask there is more than just flesh..."
https://us.v-cdn.net/6030815/uploads/EKRZ9HQ27CWM/iab.png
HEX: Ideas Are Bulletproof
A Hex rooting its power on hope. The false hope of Survivors gave you more power.
- For the first 10/15/20 seconds of a chase, if a Survivor performs a fast vault on a window, all windows within a 24 meter radius, including the one that was vaulted, are blocked by The Entity.
- This effect lasts until the Hex Totem is cleansed.
"....Beneath the mask there's an idea, Mr. Creedy, and ideas are bulletproof."
https://us.v-cdn.net/6030815/uploads/11HD6ID6VE38/only-truth.png
Only Truth
Your prey are bringing each other down and they don't even notice it.
While not in a chase and being at least 32 meters away from Survivors, the following effects can happen:
- Any time two healthy Survivors are within 8 meters of each other, the auras of all other healthy Survivors are revealed to you and they suffer from the Oblivious status effect.
- Any time three healthy Survivors are within 8 meters of each other, the aura of the fourth healthy Survivor is revealed to you and they suffer from the Exposed status effect.
- This perk is only revealed after hitting someone while they suffer either from the Exposed or Oblivious status effect caused by this perk.
"I told you, only truth."
Came back to review the perks personally.
Beneath the Mask: Doesn't really seem all that bad or good. Probably better on really chase focused killers and with Brutal Strength. It's a filler perk but that's not necessarily a bad thing, at least it's better than something like Bloodhound.
Hex: Ideas are Bulletproof: Ignoring the somewhat funny name (I know why it's called that but still), I would've said it's weak but the fact it seems like it's permanent is really strong and actually makes up for the fact that it's a hex perk. Some tweaking on the range and amount of time it's active during a chase may be necessary but this could be really good.
Only Truth: Seems kinda the weirdest bunch. Assuming the aura reading is about BBQ levels (4ish seconds), it seems like a somewhat decent way to find survivors outside of whispers range. The two healthy survivors is probably decent depending on the numbers and the exposed survivor one really depends on the numbers.
What does the last line mean, exactly? With the whole "only revealed after hitting someone while they suffer either the exposed or oblivious status effect caused by the perk"? Doesn't that seem redundant that they would know something is up if they get exposed/oblivious out of nowhere?
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Thrilling as in "knowing what gens aren't being touched" instead of "blocking gens", by the by
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Frostbite: The idea of a permanent 5% movement speed decrease until you snap out of it sounds a bit problematic. I don't mind movement slowdown on survivors, mind you, but still. The idea of having a harder time seeing stuff and grunts of pain when healthy are fine.
Primary Power (snow and ice ball): Seems a bit much to have a clown bottle and a hatchet in one power but I'm willing to give it some slack since the snowball has to hit the survivor.
Secondary Power (snowstorm): So a map wide gen slowdown of 20 and tier up. Not sure what turning the floor to ice means aside from speeding up frostbite for Tier 1 survivors. Ehhh? Nothing horribly bad with it but it feels weird.
Slow Down: Knee jerk reaction is that it feels like a somewhat dangerous perk to release but it could be worse since it is only five times a match.
Overworked: Seems somewhat weak, imo. You could probably get the same benefit and info with tinkerer.
Blinded Pack: Frankly the most interesting perk. An unlimited duration of undetectable as long as you have the obsession on the hook is cool. Not sure how useful it would be but in a "juggle the obsession" build with Furtive Chase or Nemesis, it could lead to some fun tomfuckery.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1667207#Comment_1667207
Thanks for the short review! I like coming up with ideas a lot, even if some may sound stupid, so I don't take into consideration the bad side of the game, such as bad hitboxes. Whenever a Survivor is running away from you, they always face front, so likely the dagger might land in the back 90% of the time. If, however, it lands in the front, it's not as bad as if it were in the back, but it's still punishing. Taking out the dagger injures you, but leaving it in also does.
I'm going to keep refining this idea. So far, the most fun I've had was with the Add-ons. In my head, I could imagine certain amazing plays with a few of his would-be add-ons.
For his addons, I'll just give some notes on what I feel like should be changed or anything particularly weak/bad (ignoring the obligatory "oh weaker power but more BP" addon). That or just ones I find interesting.
Rare Addon #5: Just say "hit with a dagger" if it applies with both front or back. The fact it's 60 seconds feels a bit much, though, since addons with the same function on similar killers are only 15-30 seconds.
Very Rare Addon #3: Jesus ######### that's just...holy hell, that sounds incredibly strong. Maybe I'm overestimating how many gens it can effect or how long 2 minutes actually is but it's basically an extra pop + thrilling use.
Ultra Rare Addon #2: Seems terribly weak. Giving up 2 daggers and your ability to find them for a limited aura reading doesn't sound the best.
Ultra Rare Addon #1: Actually sounds interesting and yet somewhat limited by the fact your blink is basically four meters. Not sure what to change but it feels iffy.
Very Rare Addon #1: I'm just having a hard time understanding how useful that would be on a killer like this. I'm not sure it would even really have a use?
The rest are typical number tweaking addons or other minor things, so there's mostly fine.
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Kinda wished we could see your perks but onto the powers and how I feel about them from a "on paper" stance
Vendetta Daggers: I personally feel iffy about the forward/back thing since I feel like that could lead to a lot of nonsense (I mean, look at huntress hatchet hitboxes for why). The poisoned effect feels like a very delayed deep wounds type situation and I'm not sure how much of an effect it would have compared to deep wounds.
Lightning Dash: I feel like this could either be the best part of his kit or just a weird gimmick. It is basically a very limited blink but on someone with a movement speed faster than survivor's. Sounds interesting but it's a bit hard of thinking on how many situations it would have a use in.
Also the fact it's the vendetta guy cracks me up. The two ideas are somewhat solid stuff you can mess with but imagining a guy with that mask running around is just funny.
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While the idea is cool, it seems kinda weird to have an item that is only used to open a chest, which just...holds another item. I don't really have an issue on balance since you can only get so much from opening a chest faster aside from keys (but keys are a whole other issue).
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The killers I find myself liking the most are Legion and Deathslinger. I'm just going to spitball some changes to their ultra rares (Legion's ultra rare button is skipped since I personally think it's fine. Pretty strong but not something that warps you into a god or something)
Fuming Mixtape: Honestly, I think the last thing most people would want to do is to use frenzy to get an idea of generator progress. It would probably be better if it was a speed increasing addon with some other effect slapped onto it. Would probably see more usable that way.
Iri Coin: 15 metres is too far to reasonably be able to hit and drag to. I honestly think it would be neater (though maybe a bit too powerful) if hits farther than 15 metres away simply damage the survivor one health state.
You already have to get a good line of fire and they have to be pretty far away.
Hellshire Iron: who on god's green earth would be able to see the auras with this addon. The addon this killer is attached to has a 24 metre terror radius AND your camera is locked to stare at the survivor while you got them hooked.
I'm not sure what you could really do with it, though. Maybe after you hit a survivor with your harpoon, any survivor within the harpoon'd survivor's area screams?
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No sane person would use a broken key since killer would (reasonably) target them first since keys are a ######### and you need addons to make it worth anything.
Wedding Ring is like...tolerable but it's not very rare quality.
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Look, buddy, spirit is a ######### to deal with but she already can't see survivors AND phases through them. She kinda has to use her ears to help pin down survivors.
Imagine having to solely track based off scratch marks and faint footsteps. That would kinda be a real hassle to bother with.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/1544946#Comment_1544946
See, I can understand that point of view cause it does give a massive advantage for when SWF do tryhard. Honestly I have no idea how the devs could make swf more balanced or even if its possible.
Really, they can't. The best choice they have is bumping up killers or solo queue to work around SWF since well, you can't remove it, and the whole "oh hey make them do five gens or something!" ideas just kinda warps the game too much as well.
Like, #########, I play in SWF occasionally with my friends but I barely play survivors and the other guys kinda just don't go tryhard. Doesn't mean I have to like SWF as a killer, though.
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I personally dislike SWF because while sure, some groups are just a bunch of chumps laughing, it's just the fact that four people can group together annoys me a bit because of the benefits that gives.
I know, I know. Can't remove it since that would kill the playerbase or whatever people say. It just sucks seeing it in a lobby as a killer. Honestly, SWF isn't toxic in of itself but I still dislike it.
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I would be thrown the ######### off if I saw something persona related in here instead of something like Identify V (which already had a persona event) but at least it's only skins.
I would be fiine but probably would probably have an issue with having non horror properties in this game.
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Honestly, his power seems alright aside from what you mean by Madness (I assume it's the same as Doctor's but since it seems to only last for a short duration, how strong is said madness). I feel like it becomes a bit too complex in places, like having a teleport AND madness AND a huge lunge AND a ranged attack as well. Honestly, some of those need to be ultra rares or just cut off from the power, since otherwise it's a bit bloated.
Now for his perks
Yibb: Hey, we have Forced Penance. This is basically forced penance but different. It's fine.
Mordiggian: Seems niche but would be fun on a stealth killer, actually, if it's a set radius that's constant (i.e not their terror radius), since that could make it hard to see like a crouched Ghostface or Pig.
Broken Ocean: Fun but potentially dangerous. Would probably need to be like a second long breaking animation instead of just making it instant.
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The power seems like it would be very interesting to play with, if only for the idea of a killer swinging around the place like a damn monkey. A killer having chains feels a bit too Deathslinger but hey, we have two stalking killers with masks, so who cares
Unwavering Malice is way too much, though, unless those tokens get removed whenever you get stunned/blinded. Otherwise it's literally just a better Enduring.
Eternal Torment is too much of a slap to a survivor team since they already lost a lot of pressure on gens since one of their folks just died.
Sadism is actually interesting, to an extent. Would be good on a slugging build if slugging builds were worth half a damn. I have no problem with this. It also says "######### you" to Unbreakable which is always nice.
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While the fast vaulting restriction is alright, I honestly think the fact it spawns two more totems is the strongest part about it. I would run the perk just for the ability to piss off survivors when they tried cleaning all the bones.
But it's also godly for Inner Strength users so you know.
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Honestly, I could see Claudette being some sort of killer that involves plants. Like she can place down plants that when triggered cause some serious harm, whether nasty status effects or injuring, with her perks being aimed at really messing people who are healing or otherwise being altruistic (maybe one of her perks lets her coat her hooks with some rancid plants that make them broken or something?). For her appearance I imagine her basically infested with all sorts of vines and thorns coated in a black tar-like liquid, like how abandoned houses get reclaimed by nature.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1473234#Comment_1473234
I see you say you say Calm Spirit is good against Billy. I am just wondering how? I figured his power is just sawing you down in one hit so maybe I am missing something. I mean no offense and just like to learn. =)
The only reason I think the two could be combined is because using Calm Spirit in most cases aside from being able to pet the birdies unless against those very few killers is next to nothing. You could just avoid the birds or crawl around them most the time. I mean it is nice when you get those few killers or that perk it counters but that is a gamble and if you don't get those you end up with a very small ability but I do agree that can help.
My other thing is and I know it is soooooo dumb but I still do not get the logic in not screaming when a hook goes through your back or you get zapped or step in a bear trap but you moan after a killer Pimp Slaps you like a hooker who did not make enough for their pimp. rofl It just seems like if I am not gonna scream from being zapped or gouged being slightly hurt and walking around would be nothing. I know it's dumb because it is a game and all logic goes out the window but it just seems funny.
Thanks for the advice and I hope to hear about how it helps against Billy because maybe that will help more. =) Have a great weekend and hope you have great matches.
Most killers with snowball potential run infectious to help track down people after downing them. Hillbilly is one of said snowball killers. His base power doesn't interact with Calm Spirit much but it's mostly the fact they usually run infectious.
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look at this point I just want him in the game so these threads with the same arguments and same yelling ENDS already.
If they executed it well and didn't make him a meme of a killer with a ######### power, I would be down for it. Kids already get games they shouldn't have (I mean FNAF was never intended for a kiddie group) if you're worried about lol edgy fortnite kids rushing in. Even then, they will probably get bored like how a lot of stranger things fans who joined probably didn't stick around when Demo was a thing.
And look. If you don't want him in and you dislike him, you can literally just not buy his DLC, you know?
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How long do the status effects from Hex Suffering last for?
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Depends on the killer. Someone like Billy or Legion would probably prefer Discordance a lot more but someone like Trapper might like Whispers more.
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I'm mostly going to point out the ones I feel like have some issues to their changes.
I don't think Pharmacy and Plunder's Instinct need to be merged at all, to be honest.
Slippery Meat's effect is already a thing in base unless you want Slippery Meat to extend that?
Technician shouldn't completely make them silent but I would be fine with making them quieter than they are now
Soul Guard is already pretty good, imo, so at most it should be 10 seconds of endurance. 14 leans too close to just having a Borrowed Time whenever you are picked up.
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Honestly, it doesn't sound half bad. Good job.
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Oh god, while I kinda want something with two killers (like how Stranger Things had two survivors) but that would be hellish to make both of them decent and not have both be crap (or have one be Spirit/Nurse tier and the other being Legion/Pre-rework Bubba tier).
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Professional Caution: Seems like Balanced Landing and a super buffed form of Resilience. Not a fan.
Prey and Hunter: Needs a cooldown or a restriction on what it applies to since I don't think a DS long stun on a pallet or a 8 second DS sounds all that fun.
Lesson Learned: Honestly the most fair of the perks, seems like you need to be downed already before it activates, so it's kinda like DS almost. Since it's an Endurance effect only one time, I don't see any issue with it.
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Just going to give some thoughts on the powers and perks
Power - Leader of the Pack
Depends on how many wolves they have in total. The idea seems cool, though, pretty chase focused. Wouldn't mind seeing this in the game.
Perks
Hunter's Wisdom -- Eh, I'm not sure. It sounds cool but I think it might be a bit too powerful if done incorrectly.
Weak link -- Depends on what it tracks. Hook states, injured or healthy, status effects? The terror radius reduction seems negligible.
Hex: Lunatic -- God forbid you went against a Skill Check doctor with Huntress Lullaby, Overcharge, Hex Lunatic, and Overwhelming though. In a vacuum, it's pretty nice
I like the art though, pretty nice stuff OP. The perks are kinda iffy but the power is pretty alright.
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@VolantConch1719 said:
Everyone is going to hate me here, but I feel like this needs to be said.
For Myers, it really depends on whether you consider the add-ons and how they change powers to be canon. Why would holding a piece of a tombstone suddenly allow Michael to go against the Entity's wishes? Why would a lock of hair allow him to instantly bring Survivors down for longer. In fact, we know from the opening cinematic that the Survivors don't canonically need to be stabbed twice to go down. We see both Claudette and Jake, without being injured once, go down quickly. Claudette wasn't working on the gen when the Trapper picked her up anyway and hooked her. And Jake just goes straight down and is hauled off, clearly either dead or too weak to struggle against the Trapper's grip.
This clearly shows us that, while parts of the Killers' powers are canonical, much of the game we play is simply that: a game. While the add-ons and perks exist, they don't exist in the way we see them. Adam doesn't stand around with the Killer nearby and suddenly decides to grab a pebble. That's simply game balance. Having a glass-like hatchet doesn't erase Huntress's hatchets. That's simply game balance. A piece of a tombstone doesn't suddenly allow Michael to kill without permission. It's simply game balance.
Pyramid Head made a deal with the Entity. That's what allows him to go against the Entity. Or perhaps, once again, it's just game design.
Again, feel free to hate me for saying this, but it needed to be said.
I mean, yeah, but people are just trying to have fun and think of a lore reason why. We all know it's because it's a game but we kinda just want to know how it would work in the context of the world itself.
Like of course it's mostly just game design but it doesn't hurt to think about it.
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@Onyx_Blue said:
@JackFrostMan pity we can't playtest the ideas lol
What did you think of the powers btw?
Seduction seems like it would be complained nearly as much as Doc's shock. I think it's fine as long as the survivors had enough control to somewhat struggle against it.
Blood Hunger sounds like a mess to program and could be hard to use in indoor maps. By itself, though, I think it's balanced since you kinda get punished if you missed (I assume the 5% speed decrease is until the power recharges) and it's only a regular hit.
Lycanthropy can be a bit of a mess with you constantly having to keep track of how low your bar is before you go feral like a uwu furry. The net seems alright, just like a weird blend of a Clown and Legion attack.
I assume charge vault would be around the same speed as a Legion vault but what exactly do you mean by "fatigue for future transformations"? Like the cooldown between being a furry and being a human?
I find the no speed boost on hit to be a bit troublesome but it overall sounds like a Legion state but you can actually down people. Not awful power wise.
I think the powers are above average for custom powers, at least
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@Onyx_Blue said:
Eternal Life - well, 64m is just about over half the size of Coal Tower.
Silver Bullet - yeah it can be hit and miss and sometimes not be worth the slot. But could also see it existing too lol
Contagion - i'll edit it to have that criteria too.
Dance With The Devil - would that not be too busted combined with perks like Unnerving and Distressing?
I mean, fair I suppose with the Dance with the Devil's ability, but I'm just personally iffy about the 32 - 16 range. If it works, it works, I'm just cautious.
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@Onyx_Blue said:
Dance With The Devil - yeah, first 16 of 32m etc. The idea behind it was to make any objective related action performed when a killer is closing into a survivors location slower to complete without being an obnoxious slowdown to the action. The fact a survivor cannot hit a great means they gain no bonus progression.
Lust For Blood - that plus it's the, so far missing, counterpart to Lightweight.
Eternal Life - what would you tweak the numbers to?
Hex: Moonlight - haha yeah it definitely has to have the Hex drawback to make it in XD
Hells Hound - niche usage, but would be fun to synergise into tracking builds and on killers like Plague and Legion.
Contagion - hmm, maybe I could add a cooldown to it and also make it so it doesn't effect a survivor that is already the Obsession, like Nemesis does?
Silver Bullet - there currently isn't any outright early game survivor perks. Plus, for those 2mins of gameplay, you could really punish a killer for chasing you for any amount of time during those initial 2mins. Most killers lose the game due to lack of early game pressure.
Monster Slayer - yeah, that's my intent for it.
Hell Getting To Heaven - that, plus it encourages people to get saves while injured; something that can typically mean a survivor going into Struggle or Dying due to them being scared or worried about a camper seeing them.
Nothing specific comes to mind for Eternal Life but I'm just not sure if it's too little or too far. I'm just saying that it could work, it just might need some tweaking if it proves too little or two much
For silver bullet, fair, but I'm always a bit suspicious over early game stuff. I'm guessing it's just because it reminds me almost of Lucky Break or whatever the Yui bloodperk is.
Yeah, for Contagion, I think it shouldn't activate on the obsession.
I'm mostly just saying that 32-16 meters is a bit wonky for Dance with the Devil. I think it wouldn't really hurt if it was just the terror radius in general.
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I'm mostly going to tinker with the perks since I don't have much to comment on with the powers
The Count
Dance with the Devil - What exactly do you mean by "exterior half"? Like the first 16 meters of a 32 meter terrior radius killer? If so, that seems kinda eh. Most terror radius perks aren't really that great outside of Infectious Fright and without something like Unnerving, doesn't seem like it would do much
Lust for Blood - Better than Predator at least.
Eternal Life - BBQ but focusing on gens instead of survivors. Some number tweaking might be required but it's a sound perk.
The Beast
Hex: Moonlight - Actually makes crows a threat. I don't mind this one bit aside from it being a Hex but it makes sense why it is a Hex. Would be way too OP if it wasn't.
Hells Hound - Bloodhound but different. Probably would see about as much use as bloodhound.
Contagion - Seems alright. May be a bit much for something that can activate on a basic attack but the idea is sound.
Van Helsing
Silver Bullet - Ehhhhhh. I mean, good on you for not making it a passive 15% but I'm not sure how much value you can get out of it within the first 2 minutes.
Monster Slayer - So basically, with most maps, survivors can see you across the whole map. Honestly seems fair since only your teammates can get that info and it deactivates on hook. Would be good on the chase expert on the team.
Hell Getting to Heaven - No Mither and Borrowed Time to yourself. The fact it has to be a safe unhook makes it a bit more tolerable since if it just applied to all unhooks, it would be hellish with Borrowed Time proper.
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Ignoring the fact that Springtrap DBD ideas are more beaten than a dead horse, this is kinda a neat thing all things considered.
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The way you format stuff is kinda iffy, man. That's just a pet peeve of mine, let's dig into this.
Spore Mold: You would have to tweak the numbers a bit but the idea of a power that is like a Hag Trap but instead of teleportation, it blasted them hard enough to be slightly slowed and have way slower repair + healing can be nice. Curious about whether you can only have seven uses of it or you passively recharge.
Supreme Connection: Would "mark" be exposed (one hit down) or seeing their aura? Beyond that, it might be okay, but it would probably need a cool down to be fair.
Ultimate Infection: Shouldn't be able to put survivors into the dying state, imo, but beyond that it seems okay.
The power itself probably needs some tweaking and drawbacks but it seems sound enough as a base.
Now for the perks...
Hex: Punishment - That doesn't really seem to do much. A great skill check only offers a 1% extra boost to repair and 5% to healing. The fact they have to be HITTING great skill checks makes it kinda iffy.
Now, if it made skill checks SMALLER, that might actually be worth making it a hex. But besides that it doesn't really seem to offer much.
Ultimate Contagion - Seems niche but I can't say it's overpowered at all.
Infectious Appetite: Eh, up to 27% progression speed seems a bit much. Would probably just be better to make it cap at like 15 or 20%, imo. Besides that, it seems fair, though
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Myers literally can't do ######### until he finds a survivor and stalks them to Tier 2. And even at Tier 3 it's only sixty seconds of instant down. Instant downs with the control of an M1 and a bit of extra lunge but still.
Doctor is annoying but there are killers way more powerful than him, bub. Use lockers to avoid his static blast and you will be a-okay.
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Imagine someone who ran Fire Up, Bamboozle, Brutal Strength, Enduring, and Spirit Fury all in one build.
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Sole Survivor seems a bit much since imagine dealing with people who split off and do gens. You have four survivors all doing gens 15% faster. That just does not sound fun to go up against. Honestly, it would make more sense if you got more bonuses to stuff the less survivors there are in the game, like with the aura reading of Soul Survivor now, but with the other junk.
Overwhelming Presence would be fine if you nipped either the "passive degradation" or the "100% increased speed of degradation" and just have one or the other. I agree with what Iron says about the terror radius increase as well.
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Let's start with his power.
Pychokinesis (You mean psychokinesis?): I dunno man, it just sounds like an instant grab which sounds kinda rough to go against with. Unless he has a Nurse movement speed OR it takes a long time to charge/has a requirement to charge up, doesn't seem the best.
Time Travel: Unironically neat. I have no issue with this off reading it alone. Could use it for some mind game potential.
Now for his perks.
Cosmic Mind: Yeah, absolutely not. I get that DS and OoO are unfun to go against, trust me, I'm a killer main. But flatout disabling any perk that works off obsession does not seem really healthy as a perk idea.
Mental Fatigue: If the survivor gets an idea they are affected by it, it might be fair. Probably the least borked suggestion you have. It does rely on them using exhaustion perks or you running addons/perks that give them exhaustion, though, so eh.
Would you like to see this baby: Way too long of a perk name. Ignoring that, holy ######### that is way too info. Being able to see everyone's perks is ungodly powerful and would never see the light of day, man.
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She's free, her perks are good, and her cosmetics are neat.
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I'm 100% certain they would avoid wanting to have a killer who can fly/jump/some other funky movement like that since it would be hard to code and might lead to a Nurse 2.0 situation.
If they can make it work without it being too overpowered or underpowered, sure, but I think the technical side is what holds them back the most.
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Ehhh, it's a strong addon but it's nowhere near as bad as it used to be. I would be fine with this if it was still "oh hey you dying? now you're healthy lol!" state but considering it's a delayed heal of 16 seconds?
Seems like an unneeded nerf.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1461180#Comment_1461180
Definitely possible. It might suggest that people do feel the need to go out of their way to cleanse it as soon as they can.
Absolutely. Whether or not the hex is powerful compared to other hex perks (compare Thrill of the Hunt to Devour, for instance) a hex is still a hex, so the moment people know one is around they would want to cleanse it. So the quicker they get knowledge of it, the quicker the hex would probably be destroyed.