Lord_Xylum
Lord_Xylum
About
- Username
- Lord_Xylum
- Joined
- Visits
- 807
- Last Active
Comments
-
Update: Just got into an Xbox-only lobby and am now in an infinite loading screen. I guess scratch the crossplay-only theory.
-
Xbox One player. Crossplay on. Lobbies with Mikaela seem especially susceptible to long/infinite loading screens, but may not be exclusive to lobbies with Mikaela. Happens in custom games as well.
Edit: Just tried loading into a new match with no Mikaelas present, nor even the presence of any of Mikaela's perks. I was Killer. All the Survivors DC'd due to the long loading. Maybe an issue with cross-platform server sync?
-
I think the amount of effort you put into these actually scares some people away lmao, because they have to read a bunch.
You're a machine, dude. Huge props.
Some of the perks could be easily exploited though, namely The Pharaoh's Scourge Hook perk and the Boon Totem perk from Mei Zhang.
Scourge Hook: Scales of Fate could be devastating against camping killers.
Boon: Blessed Martyr may be too strong, not simply for the aura reading, but because you'll get a whopping 30% vault speed when paired with Resilience and Spine Chill. You wouldn't be caught unless you made a big mistake during looping.
Overall though, another incredible concept chapter.
-
@DarkLightsSlasher said:
@Lord_Xylum I think these are really cool ideas. The only reason we decided not to add specialty powers or abilities for each killer is to keep the game balanced and not overly complicated. Cause it would be a lot to remember for both sides as to what is happening. We also decided that the killer selection would be random, but adding these as powers should maybe make it something The Cultist selects instead. Great ideas though!
I can understand that. Players have been memorizing how to go against 25 different killers now though, so I felt it wouldn't be too hard hahaha
-
I've got ideas for each of the Shadyside Killers you selected:
[Nightwing Killer]
•Moves at 4.2m/s (slower than Hag/Huntress but not slower than survivors)
•Can destroy pallets and breakable walls quickly with his axe. (About the speed of a chainsaw break)
•32 meter Terror Radius
[Ruby Lane]
•Permanently Undetectable, yet hums her iconic tune, audible at 16 meters.
•4.4m/s movement speed
•When hitting a healthy survivor, applies Deep Wound with injury.
[The Milkman]
•Will attempt to stalk survivors and prioritize stalking over attacking. Once a survivor has been stalked enough, The Milkman and The Cultist both get a short opportunity to inflict the dying state.
•Stalking has a cooldown of 60 seconds and The Milkman will function normally during cooldown.
•4.4m/s, 24m TR
[Cyrus Miller]
•4.6m/s, 24m TR
•Inflicts Blindness on all survivors in his Terror Radius
[Skull Mask]
•Permanently Undetectable, does not make noise when moving.
•3.8m/s (slower than running survivors)
•When Skull Mask comes in contact with a survivor, he immediately grabs them and initiates an attack sequence.
•Survivors must complete a series of fast, difficult skill checks while Skull Mask is holding them in place. If 3 skill checks are missed, the survivor is put into the dying state. If the survivor succeeds, they are freed only with injury and Skull Mask is stunned for 20 seconds.
•If another survivor is nearby, they can rescue their teammate from Skull Mask by pressing the Interaction Button on him, which will stun him for 10 seconds. Auras of pinned survivors are revealed to all other survivors.
-
I cannot believe I'm the only one in these comments. Ambition and effort is rare in this forum. Practically every detail has been weighed for balance and polished nicely.
I've wanted a pirate killer for a long time, and this mirrors my thoughts on what it should be very well.
The burying objectives power is unique and can help with slowdown, and The Captain's perks can be devastating when paired with already-existing perks; such as Dead Men Tell No Tales with Hex: Plaything.
Overall, phenomenal concept chapter. The only thing that would make it better is if the map was -solely- The Nyx, out at sea, along the crashing waves, maybe with a storm overhead for dramatic effect.
-
If you think about it, Fear Street is like a representation of DBD, in the sense that it's about a supernatural being sending numerous killers to hunt people.
Anyways, regarding the gameplay, you never specified how one would "cleanse" the Heart of Darkness. Is it something that's placed by the killer like a Demogorgon portal?
The Cultist's perks could use some major tune up. Convincing Liar is really the only viable one; it's a better Hysteria.
Two of Deena Johnson's perks are also incredibly powerful and may require nerfs.
Fight Back should not be allowed to be used with Decisive Strike, or made so that it can only be used once per trial.
Not Dead Yet will be used as a temporary, map-wide Prove Thyself, and 10 seconds of Prove Thyself means almost half a generator or more.
Overall though, I would be interested in a Fear Street chapter, but only if the power was similar to your concept. Good job.
-
A Supernatural Chapter/Paragraph would be sick. I feel like they deserve more hype than they get.
I even wrote my own Supernatural concept a long time ago, though I had made different perks for both Sam and Dean:
@Lord_Xylum said:
Now I know what you're thinking; "This is a pretty badass idea!" And you'd be right. So, I spent the last couple hours devising perks for good ol' Dean and Sam, balancing them out as best I could and coming up with names for said perks. I decided not to include a new Killer or map, but if you have suggestions for either of those, or perhaps suggestions for perk buffs/nerfs/reworks, feel free to say so in the comments :)
Survivor: Dean Winchester
Perks:
[Big Brother]
"You keep a watchful eye over those closest to you."
The aura of the Obsession is revealed and shared between you both at all times, and where their aura would be revealed to the Killer, reveal your aura instead. Big Brother has a cooldown of 60/45/30 seconds when activated. Reduces your chance of becoming the Obsession. If you become the Obsession, this perk deactivates.
[Demon Hunter]
"The Entity has acknowledged your willingness to face dark forces."
For every time you stun, blind or lightburn the Killer, gain a token up to a max of 1/2/3 tokens. Each token spent causes a blocked window to open up for an additional vault. Vaulting speed is increased by 5%.
[Death Is Our #########]
"When salvation is within reach, you risk life and limb to ensure everyone's safety, even at the risk of your own."
You become the Second Obsession.
Once the Exit Gates have been powered, your aura is revealed to the Killer indefinitely and you become Exposed for 80/70/60 seconds. Within this time, if you are within the Killer's terror radius, all other Survivors also within the terror radius at the same time as you are granted the Endurance status effect, causing Deep Wound upon mortal injury. If you are downed at any point, this perk deactivates. If multiple Survivors possess this perk, it applies only to one at random.
Survivor: Sam Winchester
Perks:
[Calculating Planner]
"Your insight gives you an advantage into leads and objectives."
Gain a Rare/Very Rare/Ultra Rare Map when searching your first chest. Increases aura-reading ranges of maps and other perks by 5%/10%/15%
[Insane Is What We Do]
"Your fortitude in dire situations can open more options for you."
While on the Killer's shoulder, if the Killer passes through an unused pallet, press the Interaction button to throw down the pallet, breaking it and stunning the Killer. Succeeding results in you becoming the Obsession and suffering the Oblivious status effect for 60 seconds. Once activated, this perk cannot be used again.
[Light Warden]
"No matter the cost, you clear the way for everyone's escape."
Once the Endgame Collapse has begun and you are hooked, this perk activates. For the next 20/30/40 seconds, the Endgame Collapse is halted, and the auras of all Survivors are revealed to eachother. If you are the last Survivor in the trial and have not been hooked prior to using this perk, you immediately unhook yourself instead of applying the original effect.
-
Hex: Attention is almost exactly the same as Hex: Retribution, and the survivor can't see aura of the killer while they're Undetectable. Also, does cleansing Dull Totems make the killer Oblivious or Undetectable? There's a difference.
Regarding Perseverance, it doesn't seem like there's a point to having tokens, since it's written to seem like you immediately get the 100% noise reduction and 75% heal speed at perk level 3. You can only be hooked twice before dying. The effect may also be too OP if it's not given a time limit, like 180 seconds or so. (At least for the healing speeds.)
-
[The Warframe Paragraph]
@Lord_Xylum said:
https://us.v-cdn.net/6030815/uploads/HZHGCYBVFAKQ/stalker-cdx.png
The Stalker (Shadow Stalker)
Terror Radius: 32m
Speed: 4.6m/s
Height: Average/Tall
Weapon: War
https://us.v-cdn.net/6030815/uploads/ELIPJJP4Z9TG/sentientstalker.png
(In-game Codex image of Shadow Stalker wielding the War greatsword)
A pursuing Killer, The Stalker hunts Survivors relentlessly with cunning, precision, and vengeance, with the help of his power: Death Mark.
https://us.v-cdn.net/6030815/uploads/NBSY7PUEIU3I/2a7de2abb7f0ccd13d1ca7223fec6b1d.png
[POWER] Death Mark
At the beginning of the Trial, The Stalker starts with 1 token. Tokens regenerate on their own over time. Hooking a Survivor immediately grants you a token.
Tokens can be spent to activate any of his several special abilities when necessary, or saved for a very powerful ability once a max of 5 tokens has been acquired.
Special Attack 1: Slash Dash
Holding the Power button and clicking the Attack button consumes 1 token to activate Slash Dash, an almost instant forward rush that depletes 1 health state upon hit. Slash Dash lasts for 2.5 seconds by default, and can break thrown pallets. The Stalker emits a screech when Slash Dash activates.
https://us.v-cdn.net/6030815/uploads/5USU5T0KRC9P/230410-20191221105401-1.png
Special Attack 2: Exalted Blade
Holding the Power button and clicking the Active Ability button will cause The Stalker to raise his greatsword and roar. After this warning, he will then begin to swing his sword 3 times, launching sharp waves of energy each time; vertically, horizontally, and finally diagonally, ending with a moment of exhaustion. Each wave depletes 1 health state upon hit and carries on for 16 meters standardly. This consumes 1 token.
https://us.v-cdn.net/6030815/uploads/6AHVAO3BLA80/230410-20191221105441-1.png
Special Ability: Teleportation
Holding the Active Ability button by itself will consume 2 tokens. The Stalker will pose and channel his energy. The map will flicker with darkness and a sharp audio cue, after which The Stalker will vanish into smoke and reappear, kneeling underneath a random hook within 32 meters of a random Survivor outside of his Terror Radius.
https://us.v-cdn.net/6030815/uploads/O8J9QNAKFVAD/230410-20191221105458-1.png
Final Ability: Hunhow's Gift
Once all 5 tokens have been acquired, The Stalker can spend all of them to cast a flying orb that fires light beams in all directions, which have great reach.
Survivors touched by the beams will immediately lose 1 health state, and can quickly be downed if they do not find cover before being hit again. The Stalker meditates for the first few seconds after casting Hunhow's Gift. The initial orb flies forward slowly and passes through all obstacles, but the damaging beams do not bypass obstacles.
The Stalker telegraphs this attack with a sharp audio cue, and then his trademark line: "I AM YOUR RECKONING!"
https://us.v-cdn.net/6030815/uploads/TGE17EDLIMFA/screenshot-20210812-000139-gallery.jpg
(Mirage's Prism ability in-game; the closest representation of the ability I could find.)
[PERKS]
Ferocious Strike
For every 3/2/1 time(s) you are pallet-stunned or blinded, this perk activates.
Your next Basic Attack will immediately destroy a targeted pallet or breakable wall.
Adaptation
You gain Bloodlust 10%/15%/20% faster.
Bloodlust Tier 1 causes the Blindness status effect for the Survivor being chased.
Bloodlust Tier 2 causes the Exhausted status effect.
Bloodlust Tier 3 causes the Exposed status effect.
Hex: Hand of Hunhow
"A Hex rooting its power on the light."
Every 180 seconds, this perk activates.
While this perk is active, the next generator you kick is blocked by The Entity for 120/160/180 seconds, and regresses at the same time, at 50% speed.
(Note: Now, this one was a little tricky, but I believe I succeeded in making a great Killer concept, regardless of the fact that Warframe and DBD are monstrously different games. I wanted to create a new, fun gameplay experience that Killers have been lacking as of late. It may not fit DBD seamlessly, but that's okay if it's fun and balanced, right?)
-
In light of Dying Light 2 releasing soon, I decided to come back to this.
Dear BHVR, this may not be a super-popular license (neither was Pinhead tbh), but The Night Hunter would bring a refreshing gameplay experience that DBD desperately needs. All you gotta do is play the game and the mode yourself, or watch a couple videos of others do it, to see what I mean.
With a few tweaks to these perks, it would be a truly great chapter. Players nowadays want focus and freedom of gameplay.
-
@Tayte said:
https://forum.deadbydaylight.com/en/discussion/comment/2423643#Comment_2423643
yeah, admittedly not all perks are the greatest. I've made so many chapter concepts, so some of them come out a bit ehhh, in the perk department, but it is fun to try anyway with making these.
I know the struggle lol. I just uploaded my concept Warframe paragraph last night. Took me an extra week almost to come up with viable perks. Give it a look if you have the time 👍
-
Not a bad concept. Several of the perks could use some fine-tuning, but I appreciate your creativity with The Spider's power and visual design.
-
Fatal Recovery is really strong at max tokens. It's like a second Sprint Burst. Using SB at the same time as getting hit could get you extremely far away, and could make an impact on the meta. On open maps, it's a death sentence for killers.
-
@Purgatorian said:
Someone mentioned making an add on that let's us create spawn points for the zombies. Guessing this would work a bit like mini portals but could easily replace the 12 seconds exposed iri.
Imagine, 4 portals, 4 zombies and can be placed where you want them. To start with anyway until they wander off lol.
That may be a bit OP for endgame, most Nemesis players would just put them around the last 3 gens lol
-
@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2338018#Comment_2338018
I agree. The hitbox is janky and should be widened a bit. Not to huntress levels of big of course. Also being able to dodge it by ducking under it at windows and short obstacles is nonsensical as it is a downward swinging whip attack
The speed boost for infection is his biggest problem. He already gives them a third health state, they don't need a free sprint burst as well
I never thought about the zombies but I think you have a point. The devs said they won't increase their number so your suggestion to fix their spawns would be nice.
Also I think for the amount of mutation rate required to reach tier 3 it should break pallets and infect/injure survivors in the same swing
I haven't heard about the devs saying no more zombies, but that kind of sucks. I might not have added that idea if I had known they already rejected it.
-
@Dino7281 said:
I don't care about multiple hits (would be nice as tier III), but vertical play is what annoy me most. When survivor crouch, you can't hit him over most loops, which is just bad and doesn't make sense.
Sometimes the Tentacle Strike will hit a pallet and not break it too, despite being at least Tier 2. Hitbox adjustment is a necessity.
-
This killer concept is pretty badass. Carrion was very enjoyable for the most part.
And please don't ruin the concept by making it "more simple". Complexity often equals a high skill ceiling, which in turn makes the Killer good.
The only issue is that DBD Killers, for many modeling and meshing reasons, are all humanoid in appearance, whereas the Carrion monster was literally just a viscera blob. I'm sure you've thought of this though, considering the incredible insight and detail into the The Creature's power.
Solid 9/10 Killer.
-
I appreciate this a lot more knowing that you took the time to work out the balancing and listened to helpful feedback; I try to balance my own concepts well too. Springtrap as a Killer is absolutely viable and the power seems like he could be useful at red ranks. Good job.
-
"WOO does that mean I get one too??" -Samination's Legion (Frank)
Jokes aside, incredible art!
-
@DrewpyCheekz said:
I'd say she's midtier as is, but probably just needs a rework. Victor needs a longer cooldown after getting crushed, it takes like 3 to five seconds to regrow him with common addons. he should be able to climb over low obstacles to use them as a perch for pouncing, but if he misses a pounce and hits an environmental object then he goes splat, instead of having a timer to crush him on miss. then he should have an upper limit of time where people can control him away from charlotte so people cant just be victor the whole game. finally, deep wound on landing a pounce, but no dying state. you should have to be charlotte to get that. remind me what charlotte's ms is? is it 4.4 or 4.6?
The Deep Wound thing, absolutely not. That's an unnecessary nerf that would hurt The Twins more than you think.
I suggest they buff Victor in two ways: Make it so that Killer Instinct highlights all Survivors at any range once a healthy Survivor is pounced on, and second, make it to where instead of making Victor returnable from a Survivor after 30 seconds, make it so that Victor downs the pounced Survivor after 30(?) seconds.
The map-wide radar gives Charlotte the map pressure she needs, and the dying state timer for Victor ensures that cocky Survivors can't just hold onto him, which they still do.
-
Final Edit: Added Survivor Lore, tweaked some numerical values for balance.
This concept chapter was a Work In Progress, but I chose not to add to it too frequently, to give other creators the chances to have their concepts gain some attention on here as well. I hope Wrath of the Queen provided some interesting ideas for not only a Killer, but for perks as well.
To all those who gave it a read, thank you :)
-
@EvanSnowWolf said:
This feels like a souped up Plague. Why should the Queen's strike injure at range when it also has all that infesting?
Ranged damage is literally all Huntress has.
This Killer makes both obsolete.
I'm considering nerfing the range buff per token for Queen's Strike, but other than that, the special attack was designed to reward The Hive for taking the time to infest many interactables, thus giving her an edge at loops. If anything, it works similarly to Pyramid Head's Rites of Judgment, except needing all 10 tokens in play to pass through walls.
Edit: Regarding Huntress, I highly doubt The Hive's existence would make people stop playing Huntress. They have different approaches to loops.
Regarding similarities with The Plague, Vile Purge causes Survivors to remain infected until they cure themselves. The Hive's Swarmed status effect automatically goes away after a designated time. The Hive doesn't cause any potentially permanent statuses on Survivors.
-
After you commented on my post, Wrath of the Queen, I wanted to see if you had any character/chapter concepts of your own. This is the first thing I saw. A Werewolf killer would be very cool, and easily marketable for BHVR. I would like to land a few opinions though, regarding balancing/usefulness.
For The Werewolf himself, the only thing missing is knowing exactly how long it takes to reach maximum charges on his power, to reach that Exposed status effect. If it takes too long, you'll find yourself tunneling one survivor just for one down, at the cost of several generators.
Regarding perks, Opportunistic is okay, its one of those niche perks that most Killers have to start.
The way Tireless Hunter is, it's inferior to Play With Your Food. I'd either increase the speed buff, increase how long it lasts, or cause Survivors to suffer the Hindered status on top of the 5% speed increase.
Finally, Rabid Fury can be a very good perk, because it can cause a lot of chaos, on top of forcing at least one Survivor to be much more careful with their approach to you at all times. However, it's missing some clarification, such as: After the 120/100/80 seconds, does the Obession stay Exposed forever until they are downed? The timer may need to be increased a little bit, so that this perk alone isn't enough to put too much pressure on Survivors.
All in all, great Killer concept and definitely sounds fun to play.
-
Edit: Added a Survivor, added Survivor's perks, added characteristics nodes to Killer and Survivor to help visualize for readers (since I don't draw)
-
I love Jason and I do want a F13 chapter, I just wish your power concept for Jason was a little more inspired. As it is, it's very literally just Michael's power copy-pasted, but with extra tiers. I'd recommend adding more ways to develop his power other than just being stunned, like by hooking survivors or something.
-
Unique perk ideas that are fairly balanced, a Killer power that provides decent map maneuverability, and who doesn't love Dying Light? To be honest, I thought about writing a Dying Light concept chapter as well numerous times. It'd be a great fit, and Techland are great people. They'd almost certainly be up for giving BHVR the license.
-
And then Ditch DS December. Oh wait, survivors would never do that. Lol
-
@PlzDontStabMe said:
While I would love to see Sam and Dean, I think I got to disagree with some of the perk suggestions. Big Brother is interesting, but I'm not sure if aura masking would make it interesting enough to warrant usage. Perhaps if you took part of Death is Our ######### and merged them together.
- "You and the Obsession see each other's aura at all times. Each time the Obsession's aura would be revealed to the killer, your aura is revealed instead. While you are within 8/16/24 meters of the Obsession, the Obsession gains the Endurance status effect. If you are injured or put into the dying state, or if the Obsession takes a hit while under this Endurance effect, this perk deactivates for 75/65/55 seconds."
This way it is still useful for guarding a Survivor - like Dean protects Sam - but only works on one Survivor at a time and deactivates on a hit so it isn't too strong to be a constant Endurance effect. You would use it more of a "weave in, give them Endurance, weave out once it is triggered or you're being chased instead".
Demon Hunter seems like it would be fine to just be: "Each time you stun, blind, or lightburn the killer you gain a token (max 3). At three tokens, your vault speed is increased by 5% and the number of times you can vault over the same location in succession is increased by one vault for each token. Each time you vault, you lose one token. Once all tokens are spent, this perk goes on cooldown for 45/35/25 seconds."
This gives it a build up and then a reward instead of providing a near constant benefit and making it useful during early and mid game where you can actively stun the killer more often than the late game after pallets have been dropped or broken. So you build up to three tokens, and then you get 3 vaults at increased speed and 3 extra vaults over the same location; after that the perk goes on cooldown before you can build it back up.
Since Death is Our ######### is merged into Big Brother, Dean would need a third perk to replace it.
For Sam, Calculating Planner isn't a bad perk - it's just like a map-version of Pharmacy really. Unfortunately, that also means it probably wouldn't see very much use - but niche perks are okay too.
I think Insane is What We Do would be too strong and essentially a second Decisive Strike in situations where the killer doesn't have much of an option but to pass by a pallet; and one Decisive is an issue enough lol.
Light Warden is interesting and I can see where you'd want something to give the final Survivor the chance to escape if they get caught - but I think it would be too annoying to deal with when run by "immersive" players that hide from you the entire match so they never get caught and then get a free escape because the perk would let them unhook themselves (though, the way it is worded, it would be pointless because you would be hooked and immediately hop off while the killer is still there to just down you again). So for Sammy, I think he would need different options for his second and third perks. Perhaps something like:
- Insane is What We Do - Successfully wiggling free from the killer's grasp stuns the killer for an extra 1/1/2 seconds. Your wiggle progression speed is increased by 1/2/3%. Once this perk has been used, it becomes disabled for the remainder of the trial. (This keeps the perk acting similar to a Decisive Strike - but requiring you to actually wiggle free instead of getting a free hop off the shoulder because the killer had to pass by a pallet; and the increase progression lets it be more useful but not strong enough to become a problem)
- Light Warden - Each time a generator is successfully repaired, the aura of a generator farthest from the Killer becomes visible to you for 10/15/20 seconds. If you assisted in the repair of that generator, the aura of the chosen generator is revealed to all Survivors instead. If you were repairing the generator when it finished, you gain the Endurance status effect for 10/15/20 seconds. (This reworks the perk to require doing the objective; and highlighting a potential target for you or all Survivors to move to in relation to where the killer currently is when the generator finishes. It rewards you for being involved in the generator's completion by shielding you so you can move around more freely. The trade off comes from having to decide if it is beneficial to move to work on a generator farthest from the killer and risk leaving only closer generators remaining if it finishes.)
A lot of these perks are circumstancial, I understand that, and as such many of the "meta" perks in the game are also circumstancial. I mostly want to defend Insane Is What We Do, because going around pallets isn't difficult outside of indoor maps, and Killers could also use Enduring to withstand the pallet stun easily, not to mention I added the pallet breaks like Spirit Fury.
Another example would be Pyramid Head dropping Sam, running Rites of Judgment through a pallet, then re-picking him up, baiting him into dropping the pallet, and tormenting him, plus removing the pallet from the game.
Big Brother and Calculating Planner (I'm on mobile so I don't know how to embolden words, sorry) are meant to be, as you put it, niche perks. Like Felix's Visionary perk isn't used by most high-rank players, but it exists, and the option is there.
My idea was to try and make perks that work better with a SWF, perks that sort of imitate Sam and Dean's personalities, and perks that can utilize teamwork, as the brothers do. Thanks for the suggestions :)
-
Killer perk: [Jaws of Death]
"As your prey begins to evade your grasp, The Entity hears your call for insurance."
Unless there is 1 Survivor in the trial, once the hatch has spawned, call upon The Entity to block the hatch for 60/120/180 seconds, or until an exit gate is opened.
This is to prevent groups of Survivors from using keys to escape the match early, or at least before completing all the gens.
-
What about the Night Hunter from Dying Light? He jumps and propels himself with his arm tendrils to get around quick and efficiently, and they could maybe implement his pounce and other abilities in a way too.
-
@ChantyBoi said:
I personally think making blight have full turn with the lunge is very dangerous but it should absolutely be more than the 45 degrees it is now. Also being able to swing instantly instead of being forced into a lunge would be GREAT
That's also a good idea. Quick attacking needs to be available on Lethal Rush without having to be right up the Survivor's ass.