Jivetalkin13
Jivetalkin13
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Why the Broken status?
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I honestly thought people were joking or being sarcastic.
They speak as if they've played him live and I'm just baffled by that absurdity and kind of scared of it.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3148267#Comment_3148267
There's valid reasons to camp an area from the start of the game.
Trapper and Hag are both killers whose power want them to stay in an area.
Large maps as killers without mobility benefit from staying close to an easier to defend section of the map. Then some maps like Azarov's are just designed in a way that really promote defending on side of the map ignoring the other.
It's not even just large maps. Dead Dawg Saloon is a small map, but has many gens that just aren't worth the time defending. Focusing on the gens you can defend and giving up the ones you can't is a smart play.
What is a problem and what a perk like reassurance shouldn't be addressing is Facecamping. That is something the devs need to make base game changes to.
Reassurance with the changes is a fair yet strong perk. A solo player is capable of extending hooks by 30 seconds each up to 6 times. 30 seconds is 50% of a hook state and 3 minutes is not an insignificant amount. Obviously you have to save your teammate in order to use the perk again, but that's just a healthy design. Still very devastating to a killer who decides they just want to camp out a survivor while not completely killing the strategy (some people will hate to hear this, but camping is valid outside of the facecamping issue).
Reassurance on the ptb gave no real incentive to actually unhook the survivor which just ends up promoting letting one person on hook die by stalling out their timer so that all gens got done. While that deals with facecamping, it's just creating another issue where the camped survivor is not being able to engage in anything and is unable to be eliminated.
Honestly, summed up my feelings on the Reassurance changes pretty well. Nice.
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Dead Hard had "I frames". Meaning, even if you did get a hit through the lunge forward, it didn't count. Not to mention, it was a multipurpose perk. You could use it to "Dead Hard for distance" to get to a window or pallet, substantially extending a chase. You could use it as an "oops made a mistake" perk when you're caught out of position and gain distance during the killer attack cooldown. Plus, you can trigger it, whenever you want, as long as you're injured.
Meanwhile, Sprint Burst has a clear use; gaining distance from the killer. There are no "I frames" to contend with so faster killers can catch up to someone sprinting away and running at all will trigger it, so you need to make smart use of it. Sure, you can 99% your Sprint Burst, which I often find annoying, but that's a separate issue.
There is a reason why a majority of Exhaustion perks are similar to Sprint Burst.
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@Ginnypig said:
Wesker got nerfed badly in favor of survivors. Once again the tears of survivors played on a ptb played a role for possible A+ tier killer to be a B tier at best. Congrats, Now let me get back to nurse lol
I can't tell if you're being sarcastic or not, sorry.
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@Rick3543 said:
https://forum.deadbydaylight.com/en/discussion/342543/thoughts-on-ptb-changes
Absolutely atrocious
They didnt buff Wesker at all, and he is "bound" to be a plaything for survivors who have more than 2 braincells that aren't competing in a deathmatch.
I cant believe they didn't give him 3 charges, lower the charge time, and change his crap addons. Idk if he will sell well, he is fun, but he really wasn't strong at all. They screwed this up badly.
I can't tell if you're being sarcastic or not, sorry.
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I'd imagine it's still on the 90 second timer. Due to the fact there needs to be scaling numbers for the perks.
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You can still pause it for 90 seconds if everyone brings it. Longer if the hooked person has Kinship.
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Honestly, to me it seems like it'd be distracting.
"Hey you just broke a pallet! Only 11 more!"
"Hey you just broke a pallet! Only 10 more!"
....
Something like that popping up every time I make progress would get old really quickly when I'm try to focus.
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Personally, I'd like the Swamp maps to be touched up first.
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I enjoy RPD as is currently, however I do acknowledge that splitting it in two will be better overall.
There are areas on the map that don't get use and it takes a while to get to some places with no alternative routes.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/3141979#Comment_3141979
I had no idea it was you I'm sorry ๐ I wouldn't have asked if I knew it was you lol
You can't transfer progress to a power plant. Basically if you work on a gen for 10% then the power plants also get 10%. I don't want the killer to be able to help towards filling them since I think it would be too OP. Moving progress is to help create 3 gens, slow the game down long enough for the power plants to fill multiple times.
I was worried about DWFNM but when I did the numbers it wasn't terribly oppressive. Here's the numbers. I wanted a perk to encourage killers not to camp but if they had to around end game then it would have some value.
https://us.v-cdn.net/6030815/uploads/4XPRBFI4BUEV/20220817-110836.jpg
I might remove the 4 vaults that seems like a fair change ๐ I'd like to think someone using take the heat would be confident in a chase and use it whenever they feel confident the killer won't down them. Basically to help distract the killer a little bit. CMIYC I'll up the numbers to 1% at tier 3 and maybe increase it to 75% at max. Was worried it would be too stronger with med-kits. However I think I made it too weak.
Thanks for the feedback mate. I didn't realise you gave me the original feedback so I'm sorry I made you look again ๐ but I'm happy that I accidentally read over your chapter and gave it feedback like you originally did for me.
No problem, I make concepts all the time, so it's not surprising if you see something I made. Keep it up and have fun. ๐
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Ah yes, I remember commenting on this a couple months ago.
I like the updates for the power, they seem more streamlined. I am still wondering why you would transfer generator progress from one generator to another instead of to a power plant. The main design seems to be the power struggle between the power plants being filled and emptied so why not help out with that in an active way.
The killer perks seem good. I imagine Rotten Roots would be annoying given you wouldn't be able to do anything for 20 seconds, but it's fine. I like Rush Hour, seems like something that should have been put in the game by now anyway. I like the idea behind Death Waits for No Man (kind of a mouth full), but I could see it being unfair is some circumstances.
The survivor perks are okay. Close Call sounds really good, although I'd either remove the increase to the amount of windows that can be vaulted or put in a short cooldown to how often you can get a tokens cause you could literally vault 1 window 4 times and get all your tokens.
I don't think Take The Heat is good. I see what you're trying to go for, but you're just giving the killer a free Exposed kill. Maybe instead it could be something like "If the killer were to reveal the aura of one or more survivors in the trail, only your aura will show." Almost like an anti-Distortion.
Time Heals All Wounds doesn't sound that good. I would rework the numbers a bit to heal quicker, but heal less. As is, you would need to be in a chase that lasts 100 seconds to just get to 50%. If your team is competent, that's at least 2 generators popped. That's assuming you aren't hit in that time and all that progress is lost entirely.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/3140888#Comment_3140888
The only thing I will say about the power is 2 metres is a very small detection range. Survivors will need to be touching the killer in order to be detected. Also if the golem is trying to bring a survivor to you there's a good chance that survivor will wiggle out. I'd say the golem tries to hook the survivor instead. Lastly I think 3 samples is too much bearing in mind how weak stealth is.
Good perk changes ๐ I still think Surgical Precision is weak but it was always going to be a tough perk to balance.
Also I like the change to Malpractice though I will say if you did it my way (while the survivor is getting healed) it would have good synergy will slow healing perks like Sloppy and Clourophobia (probably botched that spelling).
Btw I hate asking this but could you give me feedback on my chapter? You can ignore the add-ons if you want.
Sure, no problem. Next chance I get I'll check it out. Could I get a link?
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@CashelP14 said:
It's hard to tell how strong the power is since there isn't a lot of information. My main questions are:
- How exactly does the killer get his samples? Does he injure any survivors when he takes a sample?
- How does the A.I act? Is it similar to Nemesis's zombies but faster/slower/smarter?
- Can the A.I hold multiple samples? Once a sample is used does the killer need to get a new one from that survivor?
There's a few more I could ask but these are my immediate queries. I'm worried it could be annoying like the Nemesis zombies but it depends.
Perks:
Malpractice: I don't see the point in this perk. It makes the killer want to hit and leave the survivor but for what gain? Maybe instead of breaking the obsession it shows the auras of all survivors while the obsession is getting healed.
Surgical Precision: I think this perk would've been a good counter to DH before it's nerf but I don't think it's great now. Most exhaustion perks will be used before you get them injured. I'd say maybe the perk should increase that survivors exhaustion time by 20 seconds? Plus remove the cooldown.
Scrouge Hook: Dark Harvest: So items lose 45% of their charges after getting hooked? Seems pretty good for killers who don't M1 (I.e Franklin's), though I'd say it's bit high. I'd say change it to survivors lose 1% per second on the hook. Good counter to swf teams who will try to unhook their friends as soon as possible.
Thank you for the feedback. I liked you're ideas for the perks and made some adjustments.
I like the idea of changing Malpractice into an aura reading perk, but I think making it so it activates after a heal would be better.
Surgical Precision has been changed to be additive to exhaustion times, but I'm keeping a short cooldown. The delay in activation is mainly so that perks like Overcome would still have a place in the game and not be hard countered.
You're right that Dark Harvest is too much so it's per seconds on hook that it loses charges, increasing per rank.
More details have been put into the power. The concept is a sort of stealth/area control killer. Obviously, very rough around the edges and maybe a bit too passive, but I've always wanted another killer with AI elements built into the kit.
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Depends on what I ate that day.
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@Laluzi said:
This idea works up to the point that people recognize keeping your teammates alive is the best way to survive. It's like Dwight's quote. It's in your best interests to get chased and take heat so that the game doesn't enter a 3v1 early - just not necessarily to do so when the gens are almost done, or once the gates get powered. In solo queue, that's often a death sentence no matter how few hook stages you have.
I can't blame anyone for going "screw it, let me take my E" at the end over saving someone else. (Unless saving someone else had no risk involved and they bailed anyway.) Solo is miserable and sticking your neck out for the heroic lategame save generally gets you killed in the other guy's place - and unfortunately, that's way more punishing than it used to be, due to how survivor MMR works. Didn't use to matter if you lived or died; now you're rewarded for the heroic sacrifice with idiot teammates, and that causes people to regard escaping with a sort of desperation that wasn't previously present.
But people that just play for hatch and intend to let their teammates die at the first sign of trouble are terrible for the game and I don't want them anywhere near me.
Like I said, if it benefits me to save someone I will. However, it they are dead weight and don't do anything or the killer is intent on camping/tunneling, I cut my losses. If it's someone who knows their stuff, I'll be more inclined to help, though.
If I were to be hard face camped, I'd want others to do generators to get out and not worry about me. However, because I play the way I do, in solo q, I can't expect others to help me out. To be a better player in solo q, you have to be self sufficient. Recognize what you're good at and either use perks to cover what you struggle with or go all in on what you're good at.
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You can get rid of zombies when you pry them from my cold, dead hands! Not only are they good information tools, they also force survivors of gens, and use pallets.
Not to mention, I can't tell you how many times I've trapped a survivor between me and a zombie and got a down shortly afterwards.
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People take this much too seriously in the game. I use to be in the mindset of taking the game seriously because I was putting so many hours into it in every week.
Eventually, I found myself becoming more angry than I should about little things (I still do, but not as often.) I cut back on how much I play and I'm having a good time again.
There are no ingame courtesies people have to follow. Killers can tunnel, camp, or slug. Survivors can teabag, click flashlights, or body block. Not saying it's right to do so, but it's not "technically" breaking any rules.
There isn't one thing that keeps me playing. I accept DBD for all the good and bad.
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Sounds like you need to run some lone wolf perks. If you are playing solo q, you are playing a completely different game and therefore perks that would be helpful in a team, won't be helpful for you alone.
You're going to want stealth perks or perks that help items last longer. Need a heal, but that Meg is too busy teabagging in the corner? Pharmacy. Seems like the killer always knows where you are? Distortion. Getting slugged? Unbreakable/ Soul Guard.
The point I'm trying to make is teammates should be seen as unreliable and it's every person for themselves. You got to look out for number one.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3135028#Comment_3135028
I find 360 way easier to do on the gamepad than on the keyboard/mouse. (And I'd rather play killer on k/m than gamepad). On my console account I almost exclusively play survivor.
Okay, maybe I'm just terrible at doing 360's XD. This has been very eye opening.
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I play killer mainly, but I do play solo q occasionally. You bet I'm going to play whatever side needs more players, you kidding me? Gimme those sweet, sweet Bloodpoints bby!
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Depends. It the person I'm chasing is already injured, no. If they are healthy, but I'm gaining on them and the unhook is far away, no. If they are good at looping me and I'm close enough to the hook, yes, but I'm going for the unhooker.
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@mischiefmanaged said:
Something to remember is that a lot of people play the game casually and a lot of people play on console too.
For people who play casually, survivor is often the more casual role. And some will just play with friends. They really have no interest in "becoming better" because this is a video game and it's not like any of the skills are transferable to something in real life. It's just a fun way to kill time. And for those on console, they have the additional problem that killer is much more difficult to play on console. It's much harder to flick the joystick to hit a spinning survivor. Most probably play on TVs where they use the TV;s speakers rather than headphones and headphones are much more important for killers than survivors (except against Spirit).
And most of the people at P10 are probably just people who casually play the game. Heard about the Prestige update and heard about the rewards. Then used the anniversary to get their main to P3 before the update which causes their main to be P9 L50. Then you level up one bloodweb and you get P10.
I'd agree that for those who enjoy the game and want to become better that playing both roles helps. But a lot of people just don't care because it's just not important or they don't really enjoy playing the other role so why spend your free time doing something you don't enjoy.
I'd argue it's not too different from PC. Sure, there are some maneuvers you can't to on console. (I swear it's almost impossible to 360 on console.) However, as long as you're willing to improve, it's not bad at all. This is all coming from someone who has been playing on console sense Stranger Things came out.
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In no particular order.
Legion: I like to stab stab run.
Oni: I like to slash slash angry run.
Nemesis: I feel unstoppable chewing through pallets with his power.
Dredge: Legitimately fun gameplay and mind games to be had teleporting to lockers.
Pinhead: Teehee he said the thing!
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Yes, absolutely. Information is critical in a game like DBD. If you know if someone is being chased and where they are being chased, then you know that its safe to work on gens.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3131849#Comment_3131849
I have no idea... but I would say in like 2 weeks maybe = 80+ killer games
Yeah, if my math is correct that's like 5% to 6% of your games. Seemingly not a lot, but incredibly concerning.
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Yeah, I've got similar problems on Xbox Series X. Don't get me wrong, I like that it's a dark area, I think there should be more, but this is too dark.
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I don't notice anything. I play on Xbox Series X and everything run fairly smoothly.
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Personally, I think they should get a rework that makes them feel more like a team. As is, if Charlotte has Victor out, there is no deference with how she plays.
If she had her own power set while separated, that would be cool.
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Sweat: Legion, Nemesis
Fun: Oni, Doctor
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@dbd900bach said:
https://forum.deadbydaylight.com/en/discussion/comment/3131230#Comment_3131230
Realistically the perk should have been made an in game mechanic that all players can use, or at the very least added as a general perk not tied to any chapter. That way anyone can get it through the bloodweb
No, are crazy!? Putting aside how useful it is against killers that camp, if you solo q and happen to be teamed up with a 3 man of trolls, they could all keep you on the hook forever. At that point, not even a nice killer could help you. Keep it as a perk, don't make it base kit.
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You have to be careful when inserting existing religion into any form of media. Don't think it would be worth the hassle honestly.
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/3128425#Comment_3128425
Yeah, I imagine it's more so the second reason. Myers would be a great example for a power you can't really customize, so it wouldn't be consistent across all killers. But I still they are limiting themselves creatively if that's the reason. Also, I love your ideas! I've been eagerly awaiting a Blighted Oni skin since he's one of my mains. But he's also another character that I think they could customize more for. I've been irritated they haven't customized his kanabo for his Ultra Rare skins (seriously, a minotaur with a Japanese weapon?) and I'm worried the same will apply to his Halloween skin.
I imagine not everyone would like this, but imagine if Myers' face was replaced by the pumpkinhead seen on the original Halloween poster?
Or a Pumpkin head from Halloween 3: Season of the Witch, after the logo on the back activates.
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@FridayNightPizza said:
https://forum.deadbydaylight.com/en/discussion/comment/3128425#Comment_3128425
Blighted bubba would be nice too. Or blighted pig, I imagine they could make that one look rancid.
I could see Blighted Bubba having like a flayed face. Basically what he does to other people and you see orange seeping out of the eye holes and lipless mouth. A pig head festering with orange serum and flies almost like a rotten pumpkin on Miss Piggy would be scary cool.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3128425#Comment_3128425
That kinda makes sense but not for Victor. He already makes a noticeable noise and is pretty small anyway. All cosmetics would do is make him easier to spot
Yeah, similar to Trappers traps. Definitely wouldn't want to make those more noticeable.
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I imagine the reason they don't have customizable powers/objects is so players can recognize those objects immediately or because not every killer has a physical object for their power.
I'd love to see Blighted Dredge and Oni. With how monstrous they both are, amplifying that would be insane. Blighted Artist would probably be dripping orange ink instead of normal ink. Trickster would probably look like the monster he really is on the inside. Deathslinger could end up looking like a dried up corpse with a noose around his neck. (Though that could be considered controversial)
What I really want are some more Blighted Licenced characters. It's about time we got a Blighted Myers skin.
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Different cultures value different things. Many Asian countries have the mindset of working until completion and discipline. That's interesting that you were able to notice that though.
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I don't see this effecting me as a killer too much. I already don't camp (if I can help it) and won't be put into many situations where this will annoy me.
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I play him quite a bit and I agree. I'd like some add ons that effect what he can do in each tier of mutation or effect zombie behavior.
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They look great. I saw the other post you made and was wondering when you'd be finished. ๐
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While having a killer that can "blend in" with survivors sounds neat on paper, it just opens up a whole bunch of problems that can't be solved without completely restructuring the game. If you scroll through the ideas people make that are similar to this concept, you'll find they all have similar problems.
Legion was likely to be sort of similar to this, but early in development they found those problems and had to change things up completely.
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Removed "Hazard: Chemical Barrels" and replaced it with an active ability in order to be more strategic with puddle placement.
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Changed the effect of "Inner Demons" and finished add-ons.
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@pimin said:
I can see where you are going with this. there are a couple of things that I would personally change though I have never played the source so I'm not sure of how.
The Power is too passive on the Killer side in the effects. I know that I and a few other players prefer to see the effects of our powers and perks (See Nemesis's Zombies being seen as unreliable). While the Paranoia I would feel as a survivor definitely works, eh, if its not fun to play I don't see a point. Maybe include extra tracking options for survivors with Polluted, make the ways to become Polluted a bit more active, Give Polluted an effect that activates when it wears off (this one could be done with Add-ons).
The Perks, these are generally something to see. Overall the changes I suggest here don't need to happen.
Hex: Paranoia: Firstly the choice of tiering up how many skill checks occur is a little odd to me. maybe streamline this to 2 difficult skill checks and then mess with the Incapacitated effect numbers. I'd also say the scream isn't entirely necessary as failing a skill check causes a location marker to appear.
Inner Demons: very synergistic very few survivors these days fail the skill checks these days though.
Toxic Atmosphere: 2% hindered feels weird to say is too little but i am going to suggest 5% because of some nice counterbalancing with Yui Kimura's Breakout. in the same vein maybe adjust the distances to 4/5/6.
Reverse Psychology: the math here adds up to only a .5 increase on kick with regression getting you very little reserved progress to handle regression. I don't know if this was intentional. It's a good idea though. maybe you could afford to increase the time the perk works with to maximum 10.
Moving On & Working Through It. you can afford to increase the numbers on both of these. Though which numbers are up to you.
One thing I will say is. If you want to see something like this in the game get your ideas to not be totally balanced. balance for gameplay where you can but with the Power go hog wild and include ideas you think wouldn't really fly in places. (Gaseous State is an amazing thing but you could have really sold some on the idea with a slightly faster reappearance timer or more effects from being Polluted)
Made a couple adjustments to the power and perks based on your suggestions.
Added a bit of tracking with the Polluted status by making survivors scream every 30 seconds, including initial infliction of the status, so that's a minimum of 3 screams per infliction. Also, made it so you your able to heal if another survivor is healing with you, which should elevate annoying situations where everyone is Polluted.
Also added more barrels spawning in for more coverage as well as a trailing effect that spreads Agent Rainbow throughout the trial as survivors run through it. The main purpose of the puddles is to disrupt survivors pathing while running around.
The Gaseous state now switches quicker, but with a brief period where you can't attack, like Doctor. He also leaves behind small puddles of Agent Rainbow while in this state.
Changed the numbers the Incapacitated status for Hex: Paranoia and made the number of skill checks 2 as well.
I'm probably going to change Inner Demons effect entirely, just because I'm not happy with it, still thinking about what to do with it though.
Toxic Atmosphere has a bumped up Hindered effect, but I kept the distance the same. Might adjust the cooldown later.
Thinking about add-ons as I type this.
Thanks for doing the math on Reverse Psychology. Bumped the number to 10 seconds. (I wonder if two survivors ran this perk with Blast Mine, would it stack?)
Increased numbers for Moving On significantly, but cutting the amount of time it works.
Increased the amount of healing to 20%. I don't want this to be a new Self Care, so I want the numbers to be small, as it could potentially heal an entire team.
That should be all the changes, and add-ons will be coming soon.
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Definitely sounds interesting, but should have more thought put into it. Some questions I ask myself when I make concepts are: What kind of killer is this? What will they excel at? What about counter play? Does it sound fun? Stuff like that. Think about it some more and iron out the details.
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@Dahtin said:
Going to go through both the perks and then the Killer.
The perks seem pretty nice. Cold Science might be a little underpowered, but increasing the duration by a bit should put it at a decent spot. Observational Analysis could be especially interesting on indoor maps or maps with multiple floors.
False Promises can be extremely oppressive on Cenobite, since I know the Lament Configuration counts as an item for effects like Hoarder, so it could have a very unique spot in those niche builds. Even so, the Terror Radius limitation can put it out of reach of proc'ing on Survivors, so maybe it should instead inflict Exposed for a longer period of time? Alternatively, you could make it so items spend charges at a slower rate (with the item progressing the action by a similar reduced rate, of course), so immediate med-kit heals aren't as effective. It also plays into the idea of Survivors slowing down as neurotoxin builds, even with their tools of protection.
As for the killer itself, I feel GLaDOS is currently too situational. I like the idea of having traps that perform best at a far range, but there could be angles where a Survivor must place themselves in the line of fire for an objective (for example, a turret is positioned in the corner of the map by a spawned Exit Gate). That can be very frustrating to go against if the counter-play is solely pushing the turret down from behind, especially if GLaDOS can rotate the Turret to face any direction. Maybe the Turret should be able to be pushed down from any angle but Survivors are targeted faster the closer they are to it. This could make it so you can disarm a Turret placed at a particularly dangerous angle if you act quickly and use cover. This also increases the value GLaDOS can gain by using a Turret to defend a point that could be used to flank another Turret.
That said, Turrets need to be handled carefully so that it doesn't become a slower, less effective Birds of Torment. Maybe a short set-up time would work, to offset the fact that it attacks. This also gives Survivors time to run from a loop if the Turret is used to mitigate one. Finally, a small QoL I'd make is that GLaDOS can see the auras of Survivors downed by a Turret for a short amount of time, so hooking them after they're downed from a far distance is easier.
Deadly Neurotoxin is a pretty nice passive effect and encourages more grouped actions, which can help slow the game down to let you place more Turrets. I can't think of any changes that must be made to it. Maybe Deadly Neurotoxin could enhance the speed that your Turrets target Survivors? It may not make too much sense in terms of Portal, but it is worth thinking about for balancing purposes.
Overall, I like the concept. Let me know if you make any changes!
Thanks for the feedback. I made a couple adjustments to the Perks and made a lot of changes and clarifications to the power. I also added Add-ons and have named most of them, if not all of them by the time you read this.
I addressed several of your concerns about the power and perks and made some appropriate changes.
I bumped up the duration of the Exposed effect to 30 seconds, up from 15 on False Promises. The idea behind it is supposed to be niche and maybe some more numbers could be tweaked, but I don't want to go overboard with it because of that. The pick up animation is so quick, making it twice as long will definitely feel longer, but not unbearable. It's more so you can close in while they are busy picking up some item they dropped or got from a chest.
The numbers on Cold Science have also been increased by twice the original values. If it isn't obvious this is basically Mindbreaker/Fearmonger, but with the Broken status effect. I think it sounds like a pretty useful perk given it can counter quite a few other Perks and would be good on killers like Oni.
I'm thinking about reducing the range you're able to see scratch marks through walls for Observational Analysis, but if I make it too short it could make that part of the perk useless so maybe not.
I defined more about how the Turrets function. I liked your idea that they are like long range traps, so I added a set up time so they can't be used to effectively shut down loops when you get to them. You're also right that survivors could be put in a place where they can't get rid of a Turret if it's placed in a certain way, so I removed the restriction of needing to be behind it. I also defined the maximum number of Turrets possible to place and how to move them yourself (although that may change if I get a better idea.)
Deadly Neurotoxin has been better defined in how it activates. It'll be based on a charge system and should activate a couple times per match. I also added a small buff for Turrets during this time. The vent is being given a white aura as all killer objects have in order to prevent Blindness from affecting it. (Side note, I feel like the Devs should really define what the white aura is called in order to prevent that confusion.)
Let me know what you think about the changes, add-ons, and survivor perks.
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@drsoontm said:
The issue with that "genius" plan is that for it to work, it would need to affect "everyone".
However there are survivors having good games already, including solo-queue players.
Usually it entails not giving up immediately. Something that can be detected easily (hook phase duration, no meaningful actions, ...)
Since the queues were back a reasonable level yesterday (a minute or less during the night) I've versed several teams. Some did pretty well. Very few did gave up, none on my "high MMR" killers. *
Their builds were interesting too. OTR and, surprisingly, DH were common (and DH used properly, an indication of skill).
Humans adapt.
edit:
*) Oh, the cherry on top, my "highest MMR" killer is Nurse and every survivor has fought me to the end (meaning hatch or escape).
"Life uh...uh...finds a way." -Ian Malcolm
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I like the Perks. All seen somewhat useful. Any chance for a killer or is that an idea you're still thinking about?
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@Ivory_Partnaite said:
This wouldn't work because GLaDOS can't walk and if they modified how GLaDOS looks then it wouldn't be GLaDOS, it would be a robot. I'm pretty sure the voice actor for GLaDOS died, and if Dead by Daylight added GlaDos it would change the lore of Portal.
First, this is just an idea, don't take it seriously. Second, she was literally put into a potato, I'm sure the Entity could cobble together something scary. Third, just because a voice actor is dead, doesn't mean you can't add a character (also she is still very much alive) . Fourth, the game has tons of licenced characters whose lore is changed because they were taken. (Left 4 Dead, Halloween, Resident Evil, Ash vs Evil, Stranger Things, and Silent Hill.)