Jivetalkin13
Jivetalkin13
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@hastarkis said:
I don't know about balance. But I know that the cake is a lie.
I mean, whoa. I LOVE Portal. I'd like to see Portal chapter *0*
Forgot to add some quotes to go along with the Perks. Thanks for a reminder.
Obviously it's not completely balanced. I'm not a game tester or designer, so all I can do is make some basic guesses as to what sounds fun and/or interesting concepts. I like to keep in mind existing mechanics and speculate how they could be repurposed into new ones. Like the turrets are a bit like Nemisis zombies, but stationary and Neurotoxin is like a combination of Dredges nightfall and Sadakos tapes, with the Exposed status stuck in as well.
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Well if we look at the lore of how the Entity recruits Killers it makes a deal with them. The deal is always struck and it doesn't take no as an answer, but what would happen if it tried taking the Devil himself. A being well known for it's own deal making skills. I would assume they would enter into a neverending series of loophole arguments about the specifics of this deal and that would be just too much of a headache for the Entity. Which considering it doesn't have a head is strange.
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@Dahtin said:
https://forum.deadbydaylight.com/en/discussion/comment/3050705#Comment_3050705
Firstly, thanks for the comment! I didn't think it was harsh at all, and it raised some fairly good points. I'll try to tackle things as they were addressed. Perks were made with not just The Pale Man, but The Blight (for map control) and The Clown (for chase control) in mind so that one does not become insurmountable in their field with a perk, but it seems to have not worked as planned.
All changes referred to in this post will be updated in the main post as a strikethrough note forwarded by (SCRAPPED) and will be taking PTB changes into account.
Table for One - The idea around Table for One's activation requirement was to prevent it from being an extremely powerful early-game perk when combined with Corrupt Intervention, and the targeting of the Survivor who spent the most time on said generator (theming aside) was to prevent an extremely punishing, unavoidable synergy with Dragon's Grip. It also punishes the playstyle of hiding around a nearly completed generator as it is kicked and completing it shortly after the Killer leaves, as your location is revealed. That said, you did raise a good point about the activation requirement being too time-consuming for an effect that would be weak on most Killers, so I've updated it in my notes as such.
- Changes Made - Table For One shows a Survivor's aura for 6/7/8 seconds when used based on perk tier. The activation requirement has been removed.
- Wording - After kicking a generator, the Survivor who has spent the most time repairing the Generator screams and has their aura revealed to you for 6/7/8 seconds. Table for One has a cooldown of 30 seconds.
Indulgence - This perk was a tricky one to balance, so I am not surprised that it is the one with the most issues. I decided to completely give it a new effect, as per your suggestion.
- Whenever 2 or more Survivors are within 16m of you, Indulgence activates.
- Any Survivors within your Terror Radius are Incapacitated for 8/10/12 seconds.
- If a Survivor is hit within 15 seconds of Indulgence's activation, that Survivor receives Hindered (-6%) for 1.8 seconds.
- After a Survivor is hit, Indulgence deactivates and has a minimum cooldown of 40 seconds.
This means that on-hit sprints now cover 5.64 m/s instead of 6.0 m/s, for a total of 10.15m for the 1.8-second sprint (rounded to the nearest hundredth). This reduces the total sprint distance by .65m.
Still not satisfied with how the perk currently is, so I'll continue tweaking it.
One Flesh - The idea is that if a perk should detect the killer, it instead shows two Survivor auras, with one of those auras being the Killer. The length would be dependent on the usual aura-reading effect. This can sometimes backfire if a Survivor is interacting with, say, a Generator, but any Killers that force Survivors off of objectives for whatever reason (Plague, Nightmare, debatably Onryo) can benefit quite well from it.
The lack of tiers... and cooldown... was an oversight though. I've redone the entire wording, and the Obsession implementation was arbitrary, so that was removed as well. Also, the Killer can now see the location the Survivor started detecting them.
- Changes Made - No Obsession effect, cooldown added with perk tiers.
- Re-Wording - If a Survivor were to detect your aura, you gain Undetectable for the duration of the aura-reading effect.
- If another Survivor is not performing an action and not in chase, the detecting Survivor also sees that Survivor's aura. A Survivor's aura is then projected at your location, mimicking any Survivor currently in The Trial.
- The Killer hears a loud noise notification at the location the Survivor began detecting them from.
- One Flesh has a cooldown of 40/30/20 seconds, beginning after the aura-reading effect ends.
I'm working on changes to the power now, will post them when ready.
Table for One is a lot better now. Personally, I don't think it pairing well with Dragon's Grip is a bad thing, but that's just me.
Indulgence is better, but the numbers could be tweaked and you may have too many effects. I like that it's a perk that punishes survivors grouping up, but the Hindered effect might be too much.
I still don't understand how replacing your aura with a survivors aura is useful. Maybe if it showed the aura of another survivor at their actual location instead of your aura in your location, that could be interesting. If I'm a survivor and I'm running Object of Obsession, when it activates and I see an aura of a survivor walking toward me, I'm going to know it's the killer, with or without a terror radius.
Overall great improvements. Keep it up.
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You have a lot of cool concepts, however this is obviously a rough draft. I'd like to start off by apologizing if I sound harsh at all.
First, I'll start off with the perks as they have the most glaring problems. Also, as a general rule when thinking about perks, imagine that every killer might use it and how effective it would be on them.
Table for One has an unneeded restriction of needing to down 2 survivors in order to activate. It makes it so if you struggle to down survivors, you'll likely only get use out of it at the end of the game when you won't need it as much or you can down survivors effortlessly, in which case why would I need this information perk? If you just had the cooldown on it, it would be fine. Also, having it work on the last survivor that worked on it would be better, because they would likely be the closest survivor and easiest to catch up to.
Indulgence is not great. There is a reason BHVR has strayed away from Perks that directly interact with the powers of killers. For instance, what if a killer doesn't have an intractable? Killers like Wraith, Hillbilly, Nurse, Myers, Doctor, Huntress, Bubba, Clown, Spirit, Legion, Ghostface, Oni, Deathslinger, Blight, and Trickster get no use out of this perk. Also, does interactables include stuff like Hag traps or Cenobite's cube or Artist's crows? Do locks on lockers count with Dredge? And why specifically Cages of Atonement? If you are specifically pointing out one killer interactable that this perk wouldn't work with, then maybe you need to think about it a bit more.
One Flesh is an interesting concept, but ultimately not as useful as I think it could be. Why replace your aura with another survivors, when you could just remove it altogether. You even gain the Undetectable status for the duration (which is how long?) Plus, if I have a perk that should show where the killer is and it shows another survivor, I'm just going to know that's the killer, it couldn't be another survivor because the perk I'm using only shows the killers aura, so it has to be them.
Edit: Also, think about what values escalate with each tier of the perk. You don't specify any values that go up, and some perks don't have any at all.
The power seems okay. I think if you focused on the effects of starvation as if the survivor is losing strength that could work. No need to block vaulting locations if they are already going through them like slugs if you know what I mean. T1 could be base every survivor is fine, T2 vaulting speeds and pallet throw speeds are reduced, and T3 (which should be the last tier) a further reduction or Exhaustion.
I would change Tempting Glare completely. I don't know why it would be useful. When using it you have a reduced speed and you can't attack, but if someone uses a pillar you increase your speed...but still can't attack. Blocking windows is fine, but if I can't attack what's the point? They can slip past after you release your power and the window becomes unblocked.
As for the map, I don't know much about level design so I couldn't tell you if it's good or not. Sounds neat is the best I can say.
I'd be interested in seeing any revisions in the future and possibly a survivor, but like I said, a lot of changes should be made.
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First off I'd like to say, I love the ideas. If it weren't for the recent Predator game that came out, I think Predator would be a great addition to the roster.(Not that I don't think he shouldn't, I just think it's unlikely at this point. Still I haven't kept up with that game so I don't know if it is doing well or is dead.)
Personally, I think that the Predator should have a base power based on if it has no tech or equipment and then the second power should be based entirely on what add-ons you bring. They could work like how Doctors add-ons give various effects, but also have stackable buffs or like Freddy having snares or pallets. Otherwise it could feel like a bloated kit.
The perks for The Predator are fairly balanced. I like Homing Beacon the best, it would be good on a lot of hit and run killers.
Warrior's Pride could probably just be changed "the next person to stun or blind you becomes Exposed for (some amount) seconds. No need to involve the chase at all.
SH:PG is an interesting idea. It could lead to a snowballing game on less experienced survivors, so maybe lower how long it lasts, but keep the stacking. Also, the permanent haste could be a problem, but obviously that would need to be tested.
I like Camouflage, but when you say "cover in dirt and grime" you just mean darkening the player model right? If so Claudette's will be almost impossible to find. I think also if you make it disappear after moving, you could lower the time it takes to activate it.
Bouncing Betty sounds a lot like flashbang or Flashmine and I mean that in a good way. Being able to set up traps as a survivor would be really cool,but would require a couple more restrictions probably. Like only being able to have one active at a time per survivor. Just imagine Rotten Fields as a minefield and that would be a nightmare.
Ultimate Survivor is probably the weakest perk idea you've got. It's Self-Care and Unbreakable as one perk and only active in the end game, plus it has the restriction of needing to compete the equivalent of 1 generator. Not that there isn't anything wrong with a perk that only activates at the end of the game, but I would think of a different effect even if they are more powerful versions of other perks.
I hope none of that sounded too harsh, these are still great ideas.
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Added quotes to Perks as well as flavor text. Divided up some parts to make it easier to read as well.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3041871#Comment_3041871
I'm probs wrong but I took it as a pun because she's like a witch. And withces are known for like spells and curses.
Great drawing though! I love how you incorporated her perk <3
I meant that I never really envisioned Mikaela with black hair and therefore it's cursed. Although I guess I did make an unintentional pun.
Also, originally I didn't give any praise for the art, I do apologize to the OP. Great work. <3
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@BigFatAl said:
Captain Ahab would make an interesting choice. I picture him having multiple obsessions or even one of the generators being his obsession.
Obviously Moby Dick is a big inspiration for the song, but the captain in the music video is missing an arm, while Ahab is missing a leg.
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@Trimhead said:
Hey I just wanted to say, I love the concept, and it might be indeed the new Killer.
let me explain: I did the "Player Satisfaction Survey" from Dead by Daylight yesterday. And all seemed normal until i had to choose a Killer i´d like more cosmetics for. A list popped up and in it was A Killer i´ve never heard about. I will attach a screenshot, but my servay was in german, just to warn you.
So for short there is "The convent monk" (freely translated, I´m no native speaker). And after that I stumbeld across this feat. Hope it will come true.
https://us.v-cdn.net/6030815/uploads/0UPRTXPDCV5C/20220630220216-1.jpg
Wait which one is it supposed to be?
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This is a cursed image.
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@GannTM said:
Clown got snubbed. He’ll make it on American Idol.
No he won't, we both know Simon would stop him.
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Lots of leveling on killer side. Didn't get as much done as I'd like because of my job, but overall satisfied. I am waiting for the Prestige rework to take effect so I can hoard Flan while leveling up.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3035973#Comment_3035973
Nope. If you think the DS, IW, and DH nerfs are going to end your solo career even with BT basekit, OTR, and chaining endurance then you probably aren't a very good survivor.
Honestly, it's mind boggling that people rely on a soul number of Perks to begin with.
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@MrsMaliciousX said:
I feel like the only way to play this off is to be super aware of you're surrounding and what the killer is going to do. I playing the ptb couldn't get any of this to work for me. Im not the best of looping and running and all that. Im decent at most but I still couldn't. Honestly before judging and throwing out that its OP and it needs changed we should probably wait until it hits then say things. Just because these big time streamers are able to pull it off doesn't mean that everyone can.
Yeah, that makes sense, but at the same time, the fact that it can happen is a problem that should be addressed sooner rather than later. Once people become good at stacking Endurances, it'll be all over the place.
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@MrDardon said:
How did you repair a Meg?
You just kind of twist the pigtails until Sprint Burst is ready to go.
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The only change to BBQ is the removal of the bp bonus. Other than that it's the same perk and can be used to the same effectiveness.
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Survivor backstory is done. Need to add flavor text for add-ons and thinking about a map as well. Need to set time aside to do drawings as well.
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This is pretty funny. You're pretty talented.
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Looks great. Pretty similar to my favorites as well. Just add Oni and Nemisis and we got a party.
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@[Deleted User] said:
Nope, it doesn't spawn back. The survivor steals the box. This was actually significant when hatch used to spawn with multiple survivors because a survivor could actually escape and take the box with them, leaving you with only possessed chains.
That's pretty funny. In the end, it doesn't matter if someone leaves with it at the end game I guess.
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I think this is a very interesting power. I like the idea of generators powering up a part of your own power. There are a few things I'd change though.
First, lower the amount of generator power to 100%. Thinking about it in the game, you would be able to power yourself up a minimum of 5 times if survivors just sit there and don't touch the power plants until after you power up.
Second, how fast is the projectile? I'd make that more clear. Also, what does stunned mean? Like they can't move at all or can't interact with things like with Doctor? Define what stunned means and I'll have more to say.
Third, why not just kick a generator to steal power? Build up a charge and once it's at maximum transfer it to a power plant.
Fourth, I don't think having batteries would be necessary. If survivors go to a power plant, they can just interact with it to let power out. However, it would be a channeling action like healing, repairing a generator, or opening the exit gates so they'll have to hold onto it to let power out. Give it a noise notification as well so that the killer can know its happening and it's got some risk vs reward gameplay to it.
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@Slowpeach said:
Love the story. It's a shame nobody seems to come to this section much.
I don't let it bother me. I just do this to stretch my creative muscles. Although, I do know what you mean. When you want some meaningful feedback and you just don't get enough it is disappointing.
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Killer backstory is done. Revisions might be made, but am happy that a rough draft is done. Any feedback is appreciated.
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Added Add-ons and gave them names. Working on backstories now.
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The issue to adding SCP characters would be copyright. Who owns these characters? Do they want them to be used in DBD? Stuff like that.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/3005360#Comment_3005360
So he enjoys the deception. Nice. A classic predator, lures its prey in with whatever it wants then SNAP. I can imagine that their 'collection' would entice a good selection of 'prey'. Even better if he has a way of alluding suspicion in some way too since the corpses just 'disappear'.
Would you say they entered the entity's realm willingly? Obviously they probably didn't go looking for it like some. If not how much did the resist the entity.
I would think he'd go pretty willingly. More than likely, he's at the end of his life, suspicions are on him, he finds out The Entity is essentially the ULTIMATE carnivorous plant, and he can help feed said Ultimate plant. If it weren't for the fact The Entity considers cooperation optional, he'd be crazy not to go.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/3004893#Comment_3004893
For sure. I admit I prefer sympathetic killers though I agree more need to be monsters. Especially female killers. Too many of them are tragic, don't know any better or are vengeful spirits (Spirit/Onyro).
Anyway on topic. Killers do not have to be sympathetic or tragic but they need a motivation more then a survivor does. To be a killer requires a 'spark'. I wasn't entirely clear on the direction of it before, now I'm getting it as I said with them being 'obsessed' with the science side of it and curiosity, not too dissimilar from Doctor but perhaps not THAT extreme.
I was getting mixed up with the 'sweet old man' and whether it was something corrupted or were the roots always rotten. Further how much of that was a façade and whether they enjoy the deception or do they find the 'price' of society tiring and just want to get on with their 'obsession'. I mean if I didn't feel like I'd go on and on I'd go through a series of questions and check lists. Still these conversations help build the character and it's nice to see things like that get built.
Yeah, it helps to have someone to bounce ideas off of, just to get stuff in you head on to a place you can read over again.
Sorry about the confusion when I say "sweet old man". Much like how carnivorous plants will give off sweet smells to attract insects, this killer (really should give him a name) will lure in victims to a place they can't escape, then strike.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/3004639#Comment_3004639
Most survivors aren't that 'deep'. If you deliberately create a 'shallow' character it's usually because what they are about is less important then what they stand for/do which is the case for all the survivors in DBD.
I like the old man owning a flower shop and having a private collection but killers typically need to be a bit 'deeper'. Like survivors just try to survive but for someone to be driven to murder they either need to be crazy or something (or many things) caused them to snap and the entity can drive darker impulses. In this case it could be merely scientific curiosity, especially if you involve something like blight serum or something similar. I'm pretty sure there is actual science behind using human remains as fertilizer.
Mind you a backstory doesn't necessarily have to be tragic (because many killers go tragic) but it's easy to fall into cartoon villain territory where the bad guy is bad because he's bad. It's especially perverted when looking at Claudette because she uses her knowledge of gardening for good. To have someone use it for evil is something I'm surprised hasn't been done before.
I say timeline because Bill is the oldest survivor (and also a Vietnam veteran) yet we have killers dating back to Babylon, the British East India company and the old west. Always felt that was off but concluded most survivors just fall to the void. I agree fairly recent would be best in this case regardless.
The reason I brought up the killer being a Vietnam veteran is mainly a justification for his fascination with plants and death. I'm imagining him as a younger man, patrolling through the jungle and stumbling across decaying bodies covered in plants and vines. Maybe even seeing a Pustula plant sparks something inside him.
I'm not too into sympathetic killers, mainly because there are already so many. We don't have many that are complete monsters. If anything I could make it that seeing a Pustula flower again becomes an Obsession. He finds it so beautiful and alluring, but is unable to find anything about it after the war and concludes that they grow from death or misery.
Again, the story could go in a lot of different way, but I just like the idea of a seemingly sweet old man turning out to be a monster and after being taken by The Entity, is transformed into a representation of what he is on the inside.
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@Slowpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/3004094#Comment_3004094
I can give it a shot if you'd like if you give me time frames/eras for the characters. I am an amateur writer, I've studied a bit but never written anything. I did a Joey thread so you can get an idea of what my 'concepts' are like though in that case it builds what already exists. Personally I'd like the harmless old man to be the whole 'nice guy pushed too far' by jerks who kept screwing with his garden so then he took increasing measures to 'dispose' of pests.
I was thinking more along the lines of an old man that owns a flower/ gardening shop. Possibly a veteran from Vietnam (so early 90's to early 2000's depending on how old he'd be). He lures people to the back of his shop to show off his "private" collection. A lot of carnivoreous plants, plants with thorns, poisonous plants, etc. Stuff that you wouldn't see in a "normal" shop. There he would kill those people and turn them into mulch for his plants. That's a basic summary of the idea, but obviously it could be fleshed out.
Btw, my idea for how he'd look in game is very different from how he'd look before being taken. Imagine a sort of man/ venus flytrap/ vine monster hybrid, with a 3 pronged rake built into his hand/arm.
For the survivor mid 2010's would probably be best, but any time could work honestly. He's an adventurer. He goes out, finds treasures lost to history, and has fun while doing it. I'll be honest, he's a bit shallow in terms of character, but for the kind of character he is, I think it's fine.
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@Slowpeach said:
Solid. The design is well thought through. I'm not sure how useful it would be but the things have niches and such. Especially like Laugh at Danger, this gives a strong 'lore' vibe of the type of character they are. Why use a thousand words when three will do? Something I'm not so good at :D.
Thanks. I plan on making backstories for these two characters, but I'm definitely more of an idea guy than a storyteller. I've got a vision for the survivor to be a cocky adventurer type, who would relish dangerous situations. Plans for the killer are a bit slow, but so far I'm thinking about the harmless old man, that turns out to be a murderer trope. I've got an idea of how both look, but don't have an art program to draw them out. Not to mention I do these on my phone, so that's another challenge.
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I've always that that it should either not have a token system or if it does, have it protect those around you.
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@Mandy said:
Logistically this would probably be a nightmare to produce. Design, Animation, Programming, Art as well as all the other departments involved would be extremely pushed to find the bandwidth to complete two major killers in one chapter over a consistent period. There is a huge amount of work that goes into producing a chapter and as you know, these are planned and development starts months and months ahead.
It also has the downside of one killer overshadowing the other, either due to power or to aesthetics - I think I would prefer that each killer our teams produce has their own time in the spotlight.
That's a fair assessment. Though, it not as if I would want 2 killers in every chapter from then on out. Just one chapter, maybe another one several year later. However, I do understand the pressures of keeping to a schedule and deadlines, so it's not as if I think it's a possibility that'll happen next chapter or even several chapters down the line. It's just my "what if" scenario and I think sharing that idea is fun.
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@pimin said:
I'd say everything here is pretty up to board with current design philosophies.
doesn't mean I don't have ideas for things to change but if they came as is, this would be a good killer and survivor combo. though lots of this stuff could use in-game testing to see full effects and viabilities in practice.
The Power is fine as is. maybe specify some things like: the size of the bramble walls, the speed the thorns meter works with (just in case).
Extended Grasp: I like the concept I'm just scared of it. This is a Build Defining Perk. it's really well designed but I feel like it would go off too often to be fair in some circumstances, though I'm not sure.
SH:Crown of Thorns: odd Jesus Imagery you have here. Deep wounds is a set timer now so maybe have it increase the mend time for the unhooked survivor.
Hex: Herbicide: the only effect that kinda doesn't make full sense to me here is Hindered for Dull Totems. there are scenarios in which this turns out well but there could be something better (Hemorrhage's new effect might work here).
Laugh at Danger: this perk is fine. I think allowing Special Attacks to add a token works here. though that would need testing.
Adventurous Spirit: an actual basement camping counter. Just to reward use of it, give it a bonus to Boldness category bloodpoints gained while in the Basement.
X Marks the Spot: comparing this to the other perks of similar types this one takes longer overall though this is because it doesn't deactivate. (Flashbang The current highest Time to activation perk 56 seconds (with no bonuses) at tier 1) the pillar of light is a powerful tool that no one uses that often, so I'm okay with this perk being like this. The main issue would be how often in practice this perk would activate. The time it takes for 1 survivor to do 1 Generator is 80 seconds. 300 seconds is far too long to reliably do in one game (the survivor is forced to do basically 4 generators alone). 200 isn't much better as that's a full game timer if the survivors are good enough not completely the worst but long enough to be too niche. 100 is actually where this should be (1 and a quarter generators which is the average for most survivors in a good game). 150/125/100 seconds is a better tier set numbers here if you want the activation to be seconds on Generators just so that it can activate more often than not. if you switch to generator progress though, 100/95/90% to account for co-op actions.
hope you don't mind the harsh wording on any of these if there is any. this it your concept you can do what you want.
Thanks for the input. I try to think of concepts that sound like they could be added in the game without adding any strange new complex mechanics or status effects.
I've still been thinking about the little details of the power and will add a little blurb below the power explaining them at some point. Originally, I wanted to make the walls completely impassable, but then I thought about how killers could use it to potentially trap survivors in corners or other areas, which wouldn't be fun.
You are right about the changes needed for some of the Perks. Extended Grasp should probably have some kind of cooldown as much as I dislike to say it. I could forsee a scenario where you hook one survivor, grab another then hook, grab another off of the previously hooked survivor, and then that's just not fun.
SH: CoT, fair, it is supposed to be like a hard counter to BT so it would make sense for it to make the mend time longer.
I guess I never considered Hemorrhage as an option just because I always thought it was kind of useless unless it was applied until healed, but in the context of this perk I could see that working.
I don't think Special Attacks would be necessary. People who are really good at dodging hatchets/shreds/etc would make it busted. It's supposed to be a reward for outplaying a killer who is at close quarters. It would pair well with DH, but we'll see if it would hold up after it gets reworked.
That's a good idea for Adventurous Spirit. Admittedly, it's supposed to be a niche choice, but bonus BP would make it more appealing.
The numbers are definitely way off for XMtS. The appropriate adjustments will be made and it's be in line with other Perks of similar concept.
Again thanks for the input. Ideas always sound great when they are in your head, but unless you get criticism from others, you're not going to see the flaws in your own design. Also, your words are far from harsh. :)
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Technically true, but...again...you know what I mean. XD
Two unique killers, with two unique powers.
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@Steel_Eyed said:
It’d be awesome from a fan perspective but agree that it’s probably too much to reasonably be accomplished. The killers they do release are in design for potentially years and it takes a lot to get one right.
That's true. Also, I guess it would be difficult to conceptualize a chapter where you have two unique killers, but also share a theme in mind. Unless they are contrasting themes, it'll be difficult. The advantage previous chapters that had two survivors was that they had multiple characters to pull from being licenced. If BHVR ever did a 2 killer chapter, it would most likely be original.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/2999282#Comment_2999282
welp im still under the impression that anyone who brings franklins or lightborn is a baby
If I see a full lobby with Flashlights, you better believe I'm bringing Lightborn or Franklin's. I went against a team that had flashlights once without Lightborn and you know what happened? Lockers and blindness, that's what happened. I couldn't hook anyone because they would jump in a locker, wait for me to take them out, then flashlight save while I'm locked in the animation. There was nothing I could do, and no point in finishing that game when I was that mad. You BETTER believe I'm not going to let that happen again.
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I'm going to give it a "we'll see" until it actually comes out. I don't fully understand all the conditions that have to be met for the mori to play out yet and frankly can't make an informed opinion until is play it out ingame.
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@[Deleted User] said:
Yes. Because one would definitely overshadow the other.
Probably, but killers overshadow other killers from other chapters all the time. Wouldn't be much of a difference if they wre in the same chapter.
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@TheArbiter said:
I just don't trust the Quality Assurance of BHVR to drop a chapter with two killers
Yeah, maybe that would lead to some problems.
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@Mr_K said:
Twins
I understand that's a joke. I understand that it's funny. However, we both know that is not what I meant. Lol
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Who? Never heard of that killer.
Seriously though, StBFL if you aren't confident in your Shred attacks is a great option.
Any aura reading perk helps, too.
Hex: Blood Favor is pretty good to block pallets when you want to M1 then Shred.
Rat Liver is a great add-on even for a Brown.
That's all I can think of right now, but others will probably have better suggestions.
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Artist. I'd paint her something, then have her step on me.
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@Steel_Eyed said:
I think the oldest non-Blighted characters up are: Oni, Deathslinger, Twins, Trickster, Artist.
So basically Oni and Deathslinger have waited two years for theirs. The others aren’t as bad in comparison. Twins would probably be siiiick as well.
Given no changes are made to Victor between the skins the Twins already have... I wouldn't hold my breath.
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All of them are relatively strong, but have limited uses balancing them out. I definitely like Perks like that.
Anti-Personnel Device sounds a lot like Blast Mine, but for pallets, which sounds fun.
If I had a problem with any perk it's probably Insomniac, just based on the fact any generator would trigger it. I think if it were just generators completed by yourself, that would be fine.
Pragmatic is definitely a great end game perk. Survivors don't have enough of those in my opinion.
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There is no such thing as "Proxy Facecamping" You have have Proxy Camping (which I think you are describing) where the killer sets up a patrol around a hooked survivor. Facecamping is when the killer doesn't move an inch after hooking and won't let anyone unhook without a grab or hit.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/2971570#Comment_2971570
What’s super frustrating is that the game ran just fine on my PC when I started playing a few years ago, and today it runs worse than ever. I’m not aware of any major changes that have been made to the graphics in the game that would tax my hardware so much more (someone please correct me if I’m wrong). The only thing I can conclude is that the game code optimization has just been getting worse and worse over time.
The Realm Beyond? It updated the graphics for older maps and older killers and survivors. Not to mention as the game continues to add new content the graphics become better. It's not that any "one" update did it, it's slowly become a more and more complex.
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I use to have a lot of issues as well, but I upgraded to Xbox Series X, ever since I've had very few problems. If you are still on a last gen console, not much you can do about it, as it's likely a hardware issue. If you have an XSX or XSS, it could be your router that is the issue. If it's neither of those, I don't know what to tell you.
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@MrMooseyMan said:
What are your DBD crackpot conspiracy theories?
- Skill checks are programmed to activate when something scary happens (killer appears, survivor is downed, etc)
- MMR is actually balanced
- Behavior has already tested bot survivors in public matches...you just didn't know it
- The Dredge's real "head" is the skull that sits atop it's figure
Fun Fact: The Dredge's "head" is actually the left arm. That's why the last body cosmetic for him is that arm.
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Made updates to perks and added a survivor with perks.
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Would be cool to have some sort of randomizer tool in game to pick Perks and stuff. Until that happens, third party websites can help with that.