Koe_ween
Koe_ween
About
- Username
- Koe_ween
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Comments
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@Kbot22 said:
Not to be mean but the killer power seems like a rip off of hag with less traps. 5 is not enough and should be increased to 8 to 10 by default, other than that good job!
I see what you mean, but I decided to have them at 5 since they do que a killer if a survivor is within a 5 meter range and can expose a survivor if one is broken, but only for 10 seconds. I kind of combined the likeness of the Doctor's visions and the Hag. And remember I did come up with the idea of having add-ons increase the number of traps, I do agree that I should change the number of the limit there can be (instead of just 8 I might increase it to 10). I am also up to changing the start off number of traps if that's what other people also tell me I should do.
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@Ember_Hunter Like how Billy cuts the survivors in half yet they're still one piece lmao. Yeah I agree, a couple of these mori's do need reworked.
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@Ember_Hunter I'm glad you liked it! And I agree, the first 3 need to be redone, I think they could also try and redo the Nurse's mori just a bit, because it seems like the survivors aren't trying to fight back hard enough and I wish she did more than just suffocate them, like cut them or something with her weapon, make it more brutal you know?
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@AnthonyC2014 I disagree with you saying not many people use Thanatophobia, I run into a killer who uses it at least every time I play it, so you saying it isn't used much confuses me. If Thanatophobia was added, if all survivors were injured and trying to repair gens, that's an extra 16% added to their punishment. I only wish that instead of punishing SWF, it rather gives the killer an indication in the lobby to know who is SWFing because there are moments where I join a lobby and someone does at the same time and the killer ends up thinking I'm SWFing with them and I get yelled at in the endgame chat about how I need other people with me to be good. And it could give the killer a heads up so they can try and form a plan or game play depending on their map and their perks, add-ons, and even offering. That's all. But what you said is true about the whole strike thing, we don't want OR need one of those right now.
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@LiquidLink1988 Yes, thank you. I didn't know the time very well but thank you for providing them for me, I do get what you mean and the devs could test it out and see it, though I do think it isn't very likely they'll end up going through with it, no offense in anyway of course. I'm glad though that you did take Thanatophobia into consideration because remember, when they add something new to the game, they have to look at everything they already have. That's all, your idea was interesting and I'm glad I was able to see it and put my own opinion on it! <3
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@LiquidLink1988 said:
https://forum.deadbydaylight.com/en/discussion/comment/518359#Comment_518359
Correct. it decreases the incentive for SWF from forming
So then, basically what is the point of even having the SWF option, if like you said it is supposed to decrease people teaming, then there's no need for that option then. You just explained how survivors teaming should be something they want to avoid, and I'm not very good at the game, despite my hours, and I like to have fun with friends, but since you think it should be something we get punished for, then most people will end up going to KYF to hang out and have fun, rather than play solo or with randoms because they don't have anyone to talk to or hang out with. Which can also effect streamers who like to SWF with their followers or subscribers, same with people who make youtube videos, it would just have no point and could effect their careers, because it gets kind of boring just watching or being alone with only being able to talk to the chat, which most people even lurk but keep the view. I hope you understand where I'm coming from. If the dev's think that SWF is a problem they'll come up with it, but what you just came up with, could reduce a gen to over 2 minutes for a survivor to repair combined with thanatophobia, dying light, etc. could lead to over 2 mins and 30 seconds. And a gen by a survivor alone is already 80 seconds, combined with another survivor takes at least 10 seconds away. So why increase the time for survivors working together by 10, 20 seconds, etc.?
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@Koe_ween said:
@yes said:
What @CashelP14 said, otherwise, if your suggestions were 'toned down' a bit, it'd be good. I could give you an idea of what could happen with the perks.Coffee Break- You like to take breaks from doing the things you need to do. Each time a generator is complete, receive a token up to 5 tokens. Each token grants a 1% Haste effect. Tokens are consumed individually when you succeed/fail a skill check or get hit by the killer.
Organizing Files- You absolutely hate this part of your job. While Exhausted, every action speed you perform is increased by 3/5/7% and Exhaustion takes 10/5/0% longer to recuperate from.
Hard Work- You know how to get people to work, and if they don't do it right, then you do it yourself. For each survivor injured, dying, or hooked, your action speed is increased by 2/4/6% for every survivor. If you are injured, dying or hooked, you grant other survivors a 3% bonus to action speeds.
Hex: Destroy- A Hex that roots on generators. As long as the related Hex totem is standing, survivors repairing within your terror radius suffer a 5/10/15% penalty for repairing. When a survivor fails a skill check, the generator regresses by 10/15/20% until progress is made on the generator. After the Hex is destroyed, generators you kick regress the generator 10/20/30% faster.
The Hex effects persist as long as the related Hex Totem is standing.Mind Break- Your false illusions break the minds of the innocent. While out of a chase, the red stain is reduced by 40/60/80% and is increased by 20/25/30% while in a chase.
Peek-a-Boo!- Your past has taught you a thing or two about scaring others. Each time you sacrifice or kill a survivor, your terror radius is reduced.
1 survivor killed or sacrificed: Reduced by 5 meters.
2 survivors killed or sacrificed: Reduced by 10 meters.
3 survivors killed or sacrificed: Your terror radius is reduced to 0.
Terror radius reduce gains do not stack.Yes, thank you for toning them down a bit, your versions of them are much better. I appreciate you making a version that is tuned down and is fair to both sides.
Oh I had an idea, how about instead for Coffee break, instead of them losing their tokens for each hit/missed skill check, each time a survivor dies they lose a token. Because they'd end up with 0 tokens at the end of each game. If they were hit, which is kind of impossible now, to not be hit.
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@yes said:
What @CashelP14 said, otherwise, if your suggestions were 'toned down' a bit, it'd be good. I could give you an idea of what could happen with the perks.Coffee Break- You like to take breaks from doing the things you need to do. Each time a generator is complete, receive a token up to 5 tokens. Each token grants a 1% Haste effect. Tokens are consumed individually when you succeed/fail a skill check or get hit by the killer.
Organizing Files- You absolutely hate this part of your job. While Exhausted, every action speed you perform is increased by 3/5/7% and Exhaustion takes 10/5/0% longer to recuperate from.
Hard Work- You know how to get people to work, and if they don't do it right, then you do it yourself. For each survivor injured, dying, or hooked, your action speed is increased by 2/4/6% for every survivor. If you are injured, dying or hooked, you grant other survivors a 3% bonus to action speeds.
Hex: Destroy- A Hex that roots on generators. As long as the related Hex totem is standing, survivors repairing within your terror radius suffer a 5/10/15% penalty for repairing. When a survivor fails a skill check, the generator regresses by 10/15/20% until progress is made on the generator. After the Hex is destroyed, generators you kick regress the generator 10/20/30% faster.
The Hex effects persist as long as the related Hex Totem is standing.Mind Break- Your false illusions break the minds of the innocent. While out of a chase, the red stain is reduced by 40/60/80% and is increased by 20/25/30% while in a chase.
Peek-a-Boo!- Your past has taught you a thing or two about scaring others. Each time you sacrifice or kill a survivor, your terror radius is reduced.
1 survivor killed or sacrificed: Reduced by 5 meters.
2 survivors killed or sacrificed: Reduced by 10 meters.
3 survivors killed or sacrificed: Your terror radius is reduced to 0.
Terror radius reduce gains do not stack.Yes, thank you for toning them down a bit, your versions of them are much better. I appreciate you making a version that is tuned down and is fair to both sides.
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@CashelP14 said:
Sorry mate but you have rushed your idea a bit. Your perks are extremely strong for both killer and survivor. Your ability would take way too long to programme and create.Just imagine how you'd feel facing a few of these perks in the game. That's the best way to decide if they are strong or not.
fair enough. I see your point.
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I meant the map to be the office building that Lucy Nae Namgung first came across. Like the floor she got stuck on, so you'd eventually travel to one part of the map and see a broken window.
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@NoShinyPony said:
Players not making their own skins but buying the designed skins is a source of income for BHVR. And I like it that it is that way: Since they sell skins, they are able to offer new killers/survivors for free.What I meant was that everyone in order to use this effect, would have to pay a fee of some sort to use it. like 600 Auric Cells, or like 7.2k shards.
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I agree with you. As a survivor myself, I've noticed that other survivors just wait by the gate or hatch until they arrive and tbag them or do other just to brag about how good they are. It's kind of saddening from my P.O.V. to see these actions go down, but it does waste a lot of time and they should do something about it. Like if you would get a certain amount of points when you escaped based on how many survivors were alive, and if you were the last one you'd still get the amount of survival points, but not the added bonus bc everyone else is dead (if they escaped it would still count).
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Hope you guys liked my idea, if you didn't that's ok.