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MongByeolBuddies

MongByeolBuddies

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  • @Mat_Sella said:

    Sounds unique and cool conceptually! The one issue is that you switched THE most annoying mechanic, for the second most annoying mechanic, and that's the detection mechanic. Which is buggy and inconsistent. Maybe it'd be different if they're still, but knowing this game, it'll be messy.

    Still love the idea though, I'd love to at least see it in action.

    Thanks! If there's a better way to detect MM and disarm it, I'd be all for that. However, I don't think the detection mechanic would be that annoying in this case since the Legion members do not move and do not hide behind anything. The reason Ghostface is annoying to detect is that he's a moving target that's weaving in and out of objects.

  • @Raven014 said:

    I like the idea of having traps for Legion since it works with the playstyle. Legion is an information killer, and must act on it quickly. Setting up ambushes makes sense with their lore anyway, so I'm surprised it wasn't there...

    I would advise instead of just disappearing in smoke, that they attack then run away behind cover before vanishing. That way it feels like there is more than one killer is in the map at once. It'd require a bit of coding on the Dev's part, but I think this suggestion would give Legion a non frustrating element to them.

    Oh, and maybe they chase after the survivor that triggers the trap until they get hit or they miss. That'd be cool too.

    That would be neat too. My concept of Mob Mentality essentially being mines that detonate when survivors get close is to make it as simple as possible for the Devs to implement, but if they'd be willing to do more, I'd be all for that.

  • @phantasmal said:

    Damn, this is pretty creative. A good addition taking advantage on the whole 'we are legion' theme without making it a complete rework, love that aspect of it.

    That being said, I don't think tying it to DW this hard is a good idea. Remotely removing DW from a survivor sounds clunky and unintuitive for one.

    And this would mean that the trap placing would announce itself with bright red light. Which sounds fine in theory since counterplay and all the jazz but we can already kinda see how it would play out through the example of all the trap killers that are in the game.

    The moment DW is gone survivors will ran far away from the area the Legion player is currently at, potentially taking a mental note to come back and 'disarm' the trap once they are safe. IF Legion just hits them and not chases them they will start mending immediately depriving Legion of the chance to ever place a trap in the first place.

    So in the end they wouldn't do much beside having a very small area denial effect?

    Traps are only really effective if the survivor doesn't see you place it. Like look at pallet Freddy, fake pallets are 100% useless when placed in a chase, they only work if you set them up beforehand and even then, good survivors will avoid, find and disarm them.

    I dunno, personally I'd just let Legion place his buddies from the getgo and maybe make it so they can only hit injured or DW survivors? Kinda like how in the lore they ganged up on one victim, all taking turns after the leader (Frank) stabbed him.

    And I'd tackle the mending problem separately.

    Also, Mob Mentality is a trap so perks, such as Small Game, will work against it.

    Tbh I don't see what's the point of that if survivors would get an audio clue when looking at a Legion trap anyway :B

    But yeah, as I said, kudos for thinking outside the box.

    Thanks a lot for the feedback!

     Maybe I can change your mind about a few things.

     1) Having Small Game work against Mob Mentality would be very beneficial for survivors. If The Legion player is smart, they'd use MM next to vaults and doorways so survivors won't see the traps before the survivors have crossed the threshold and taken the hit. Small Game alerts them that there is a Legion member there without having to see them.

    As for the audio cue for detecting MM, this would only trigger after after a brief amount of time of the survivor holding the camera on the Legion member like it does for Ghostface so the survivor will actually have to spot them.

    2) When Mob Mentality is used, survivors need some way to know. If not, MM will be way too OP as no survivor would ever be able to loop anything. For example, anytime a survivor started to loop, Legion would simply use MM, the unknowing survivor would continue the loop and either get hit by MM or turn around and get hit by The Legion.

    3) I like The Legion using active DW status effects for charges of MM. Here's why: A. No survivor likes mending. Therefore, when Legion uses MM, the DW-affected survivors can start playing again. B. It keeps Legion from having two powers with cooldowns, which would be be annoying for the player. C. It provides a visual cue (disappearance of DW bar) that survivors will have to pay attention too, rather than an audio cue (such as The Legion whistling for a teammate to come). Looping a good killer is hard and having to pay attention to one more thing makes it even harder. D. Conceptually, it makes sense. "Hey, Joe. I've really injured this survivor. Come here and help me finish the job." E. It rewards The Legion for successfully hitting survivors with FF, giving The Legion MM, and rewards survivors for successfully evading Legion, denying The Legion MM.

    4) Survivors knowing you've placed a trap is only a bad thing if The Legion uses MM poorly. If Legion pushes the survivor to an area with only 2 paths, he uses MM to block one of the paths and moves the other way to block the other path. And if the survivor gets to a strong loop, Legion can use MM to force the survivor away from it.

    5) After hitting a survivor with FF, if you leave that survivor and chase after another survivor, The Legion has until that survivor completes the mend action to use MM, by default 15 seconds. That's more than enough time to get close to another survivor, use MM, circle around the other direction, hit that survivor with FF, and chase that survivor back in the direction of where you used MM and get the down.

    Anyway thanks again. Whatever the Devs decide to do with Legion, doing something with all Legion members would be cool.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/753821#Comment_753821

    Good ideas! The only other thing is what is the minimum range that the "Stare at trap and make it go bye bye" thing would come into effect? I might Edit my first post to include this in it so people see it first! (Crediting you of course!)

    Ok. Thanks! Sure. Feel free to do that.

  • @UlvenDagoth said:

    ..... OH MY GODDESS THAT SOUNDS COOL!

    That's some good thinking there! You get to keep the rush down with FF but then you get a bit of a Trap play too. I love the idea of cosmetics carrying over AND it keeps the reason to buy them for the Devs!

    I love the idea of any power that makes a lunge kinda thing. I've lobbied for Doc to get illusions to lunge to scare survivors... BUT HOLY CRAP! The thought of a survivor losing Deep wounds, getting confused then getting jumped by Joe with a heavy slash from triggering the trap! Woo!

    I've always wanted to have them work TOGETHER but I couldn't get the idea to work in my head BUT THIS IS AMAZING! Ahhh! I wish the Devs would comment and see all this! All of the ideas here are so good!

    The only question I have is, would Legion have an alert to let them know one of the other members have been "banished"?

    Wow. Thanks man!!! :) I'm a little biased, hehe, but I too would love it if this would be implemented. I would actually start playing Legion again. I read about that Doctor lunge idea last week and thought it was cool. I'm sure it was in the back of my head and helped me come up with this idea.

    I don't have a strong opinion on whether Legion should be alerted or not. I could go either way.

    Right now, here's what I'm leaning toward though. If the survivor sets off the Mob Mentality trap, the Legion gets some kind of audio and/or visual cue. If the survivor fully detects the trap, the Legion doesn't get notified.

    This way Legion gets rewarded for good and hard to spot trap placement and the survivors get rewarded for good detection.

    What do you think?

  • @Blueberry said:

    I like the ideas.

    I'd personally prefer improvements on his core kit more though.

    Currently his most optimal play style is to just completely ignore stalking in like 99% of circumstances and just keep using his power for the Undetectable to spread pressure.

    It feels like really bad design when the best way too play a killer is to essentially not even use their power. This is also a similar problem Pig has with her Ambush, but that's for another post.

    Thanks! I might be in the minority on this, but I actually like Ghostface and have a lot of fun playing him. My main gripe is just the lack of add-ons comparable to the increased Night Shroud recovery rate ones and the fact that crouch, at least for me, isn't very useful.

  • Alright I just posted my idea -- both to your forum and as a new discussion. Hope you like it!

  • (Thanks @UlvenDagoth for the inspiration.)

    Here's my idea to help with, imo, Legion's two main problems:

    * For killers, that’s getting a second hit and downing the survivor.

    * For survivors, it's having to mend, which is boring and makes Legion obnoxious to go against.

    My solution -- Give Legion a secondary power.

    Mob Mentality:

    When a survivor is suffering from the Deep Wound status effect, press the secondary power button to remove the survivor's Deep Wound status effect and summon one of the three other Legion members.

    (If multiple survivors are suffering from the Deep Wound status effect, the survivor closest to Legion will be selected when the Legion presses the secondary power button.)

    The Legion member will appear 2 seconds later, crouched down in the spot you summoned him or her and wait for any survivor to get within range. When a survivor is within range, the Legion member will lunge at the survivor and attempt to hit them.

    If a healthy survivor is hit, he or she will be injured; if an injured survivor is hit, he or she will enter the dying state.

    Regardless of whether the hit connects, the Legion member will dissipate in a cloud of smoke.

    Legion can summon all three other members this way. If Legion summons a member while all three members are currently on the map, the first member to be summoned will switch to the new location. Legion cannot summon members within 8 meters of another member.

    Survivors within 16 meters of Legion members can detect them by looking in their direction for 3 seconds. During detection, survivors will receive an audio cue. Once fully detected, the Legion members will dissipate in a cloud of smoke.

    If a survivor sets off a Mob Mentality trap, the Legion receives an audio and visual cue. If survivors fully detect a Legion member, the Legion does not receive an audio and visual cue.

    Also, Mob Mentality is a trap so perks, such as Small Game, will work against it.

    ----------------------------------------------------

    Add-on changes to reflect Mob Mentality:

    The Legion Pin -- The auras of survivors who fully detect a Legion member or are hit by him or her are revealed for 4 seconds.

    Frank’s Mixed Tape -- Legion members are invisible to survivors outside of 8 meters.

    Fuming Mixed Tape -- Legion can summon members without requiring survivors to be inflicted with the Deep Wound status effect. Considerably decreases the amount of time required for Survivors to complete the Mend action. 

    -----------------------------------------------------

    Mob Mentality provides a tool for Legion to counter looping, as well as set ambushes. Survivors paying attention can also detect when the Mob Mentality power has been used as the Deep Wound status effect will immediately disappear. It also speeds up the game for both the survivors and killers if the Legion uses Mob Mentality because Legion can get quicker downs and survivors won’t have to mend. 

    Plus, I think it would be awesome for Legion to actually play like, you know, a Legion! Lastly, if possible, it would be extremely cool if the teammates you summoned could wear any cosmetics you’ve acquired, making it so you could customize the look of your own Legion.

  • @UlvenDagoth said:

    Oooo interesting idea! Any ideas for Legion maybe?

    I like the buff for the crouch mostly cause It really isnt useful other than make you harder to see. Even the hitbox for the detection doesn't change much. It makes sense that acting more stealthy would MAKE you more stealthy.

    Awesome! As for the Legion, I'll see if I can come up with anything; if I do, I'll let you know.

  • Artful Dodger

    Push the crouch button right before a hit would land to dodge the blow

    If mistimed, suffer from the deep wound status effect as well

  • @Yung_Slug said:

    Maybe survivor action speed could be slowed for each survivor in the basement, so they'll be encouraged to go for basement saves.

    Another reward is fine; however, making it reducing action speed of other survivors would encourage camping.

    Here's another possible reward I just came up with:

    When a survivor rescues another survivor from a Basement Hook at least 32 meters away from you, Monstrous Shrine triggers and applies the Exposed Status Effect on all survivors. The effect ends the next time a survivor enters the dying state.

    Cooldown 60/50/40 seconds

    This essentially would be a stronger Make Your Choice but only for basement hooks; it would also discourage tunneling the rescued survivor as downing that survivor would be taking away 1 health state and having the perk be disabled, instead of 2 health states for downing a healthy survivor. 

  • @[Deleted User] said:

    The purpous of Monstrous shrine is to focus on the basement and surrounding area so I don't understand the benefit and practicality it would bring if it effects random places in the trial.

    I personally believe it should either be:

    -combined/merged with teritory imperative

    (Encorages leaving the area

    -open up the other basement location creating the second one if available

    -act as a basement bloodwarden upon unhook

    (Encorages leaving the basement)

    Or

    -hooking a survivor in the basement gives you the ability to mori that survivor when they are in the dying state of the basement (survivors are notified of monstrous shire at the beginning of the match)

    In all honesty the faster entity summon progress is the only good part of the perk but it only shaves off like 6 seconds


    That's a fair point, and there might be a way to rework Monstrous Shrine into a good perk that does that.

    However, my counterargument is that I think Monstrous Shrine being directly tied to the basement is the reason the developers made the perk weak.

    The basement is already an oppressive place that can win certain killers the game if they get a survivor down there (Bubba, Plague with Corrupt Purge, The Shape). If Monstrous Shrine were buffed to actually benefit this, it could be too strong.

    So that's why I came up with an idea that offers a reward somewhere in the map not tied to the basement for hooking survivors in the basement. 

  • @BloodyTapp said:

    Good idea, however moris are used in less than each second game. I'd switch 30/40/50% more points for surviving the trial (as a score event I guess) to additional 50/75/100% more points in Survival category mid-trial.

    It'd allow to max this category out if you manage to escape, which needs some skill nonetheless and grinding Survival bloodpoints is hard any other way. Just to let it have more purpose if the Killer doesn't use a mori

    Thanks for the feedback. The 30/40/50 percent more bloodpoints for surviving the trial is regardless of whether the killer brings a Mori or not. Since survivors survive roughly 50 percent of the time, survivors would get around 25 percent more bloodpoints on average per match by always running this perk. 

    I think this is the perfect amount to not overshadow the additional bloodpoints We’re Gonna Live Forever gives you, which should be the No. 1 way for survivors to earn additional bloodpoints as the perk gives you no other benefit, and not too few to be insignificant. 

    Any amount less than the 25 percent more bloodpoints on average per match, and I bet most people would run Mettle of Man until they used it one time to stop a Mori as a novelty and then never run it again because it wouldn’t be worth it as most matches killers don’t use Moris. 

    The extra 25 percent on average is just enough of a bonus to make the perk one survivors would consider using.

  • @Chocolate_Cosmos said:

    I was coming here with "omg another OP buff suggestion"

    I was wrong. I like this idea. Finaly some Mori counter :)

    😀

  • @NoShinyPony said:

    @MongByeolBuddies One-time-use is better.

    This perk would also have to work on the moris you get from Rancor, Devour Hope and Tombstone, for continuity reasons. This doesn't sit well with me.

    It would work one time against Rancor and Devour Hope but not against Tombstone as Myers initiates the Mori with you standing up, not in the dying state. Also, survivors only have 4 perk slots so while they would be stronger against Moris, they'd be weaker in a different area, e.g. healing speed, chases, evasion, aura reading, etc.

  • @NoShinyPony said:

    Is this perk a one-time-use?

    Good question.

    I think one-time use would be better than unlimited uses; however, I'd be open to making it unlimited uses if people think that would be better.

    My reasoning is that one-time use matches Decisive Strike, which essentially does the same thing as this perk under different conditions, and one-time use fits the horror theme more -- getting one more chance to survive but if you get caught again, you're dead.

    However, if it were unlimited uses, essentially giving you a permanent Mori shield as long as you hit the skill checks, the killer can simply hook you if they catch you again.

    Which do you guys think would be better?

  • Small Game works on both hex and dull totems. As for the "only works on traps set by killers," my assumption is this is added because The Trapper starts the match with unset traps spread throughout the map that Small Game won't detect.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/84684/mettle-of-man-rework

    Seems fair to me because it's a dead perk slot if the killer doesn't bring a mori. :)

    Through, my only grip is... well... animations and the developers can only waste so much time on something before they actually waste time.

    Cool!

    You make a good point that I hadn't considered. I think I've got a good solution though that wouldn't require any extra animations to be done: Instead of upkicking the killer to stun them, you headbutt the killer to stun them, and the animation can just be you jumping up from the dying state to recover. I'm going to change it to this.

  • @YaiPa said:

    To rework slippery meat you need to change it totally. If i want unhook myself i'd just use deliverance, more consistent.

    The effect you provided is really strong, with a very intelligent team, that know when it's the moment to unhook or not, also i wouldn't that the requirement would be hard (maybe with the old sabotaging times), "forcing" the killer to hook you in a specific place isn't that hard.

    But again, you either create a "complex "perk (like you did, debatable changes, yet well made) or just get rid off of the unhook mechanics (like they did with tinkerer).

    Thanks for the feedback.

    I don't think it'd be too powerful even with an intelligent team; it might be. If so, the percentage of sabotage that needs to be done for the perk to activate could be increased from 50 percent.

    Also, even though Deliverance is a good perk, it's nice to have options.  For self-healing, we'll soon have Self Care, Second Wind and Inner Strength.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/655049#Comment_655049

    Actually even if all 4 people ran it the payoff isn't large enough to be problematic and doesn't stack. That is to say if someone is hooked and kobies via this than all the other people who also ran the Perk may as well have not done so.

    Remember, you can only get off the hook on your first hook and doing so isn't THAT much better than someone else unhooking you to the point of being a problematic perk (it's a strong effect but it's fine considering the required effort).

    My thoughts exactly!

  • @Bug_Reporter said:

    https://forum.deadbydaylight.com/en/discussion/83769/slippery-meat-rework

    It was already reworked, do you actually beleave that the devs would look at it again!?

    No idea. Hopefully, though, since it's still considered one of the worst perks in the game.

  • Maybe the generators will be split between the regular world and The Upside Down, and you'll have to enter The Upside Down to complete one or more generators to escape.

  • Hello,

    I’ve made some big changes to The Curse based on what I’ve learned about DBD over the past eight months. I think he’s much better now. @Peanits and other players if you could take a look and tell me what you think, I’d really appreciate it.

    Thanks

  • Great idea! Plus, these changes can be made quickly, which is needed as the chapter is going live in less than 2 weeks. Also, an increase to the exposed duration would be nice. 

    I just noticed that some comments on YouTube argued that if the stalk ability takes less time than the time to break The Ghost out of Night Shroud, then the concept doesn't work.

    Here's the simple fix: If the survivor is looking at The Ghost, he cannot gain stalk on the survivor. 

  • @BadMrFrosty said:

    Shrink down the maps to force as much killer interaction with all survivors as possible. Make more unsafe/mindgameable loops. That'd be a nice start.

    At the end of the day, it really comes down to this: what kind of a game do -we- want? A horror game, where each match is a thrilling, heart-racing team effort to the exit gates against a variety of slashers.

    OR

    An action game, where running in circles serves as primary entertainment for 1 while 3 people sit bored on generators, meme around, and then escape.

    If the majority want a horror experience where every killer comes with their own unique set of strengths the survivors must put effort into overcoming, then we can have it. Unfortunately, this game has become a gigantic clown fiesta. Killers are basically stand in AI for the survivors until the game reaches a better state of balance.

    I WANT to be scared. I WANT to fear the killer. I WANT the escape I got to feel genuinely earned. I feel none of those things at the moment, and I think that's a problem with DBD. Every killer should be a threat and require effort on the part of the survivors to overcome as a collective. For this to happen, self-sufficiency of survivors needs to go way down, maps need to be rebalanced, and killers need to be more threatening. You should never, -ever- feel safe if you're being targeted by the killer. Those are just my 2 cents, though.

    Thanks for the feedback.

    I'm all for smaller maps, and the Devs did say the upcoming map reworks will have more mindgameable loops and fewer strong loops, which sounds good.

    The problem with changes that benefit all killers is that they don't balance out the killers. You're still handicapping yourself if you don't pick one of the top ranked killers.

    Take the EGC, for example. The fast and strong killers -- Nurse, Hillbilly, Spirit -- can patrol the exit gates better and find the hatch better than the slower killers.

    By adding a new killer stat that can boost slower movement speed killers, the huge advantage that fast killers have can be slightly balanced. That's why I think Destructive Force would be a good addition.

  • What about this?

    The chainsaw now has a durability meter and bumming into objects decreases this meter. During a chainsaw attack, bumping into objects will not cause you to go into a tantrum or stop the attack. However, once the durability of the chainsaw reaches zero, you will have to repair the chainsaw to use it again.

    Exactly like the Clown regenerating his Afterpiece Tonic bottles, the player holds down a button and Leatherface repairs the chainsaw.

    Then a few add-ons could increase the durability of the chainsaw and decrease the repair time. 

  • I think this implementation of Jason with DBD mechanics makes a lot of sense thematically. The Shift ability would definitely cause some good jump scares! He's very similar to The Spirit. She, however, would be better in chases and getting hits on survivors because of her ability to see scratch marks while haunting, while The Bereaved would be better at map control since his ability doesn’t have a duration.

    As he is now, I think The Bereaved will struggle because it will be hard for him to down survivors quickly. He’ll be able to get in the vicinity of survivors quickly but then getting next to them to hit them twice with 4.4 meters per second movement speed will be hard.

    To fix that, what do you think of this addition to his ability?

    When The Bereaved appears from the Shift state, any survivor within X meters of The Bereaved becomes terrified and receives a hindered penalty plus breathes X percent louder for X amount of time. This would allow The Bereaved to make up for his slow movement speed in chases if he predicts survivor’s location well -- rewarding good play. Then some potential add-ons could be -- increases the range at which survivors are terrified, the duration of the hindered penalty, terrified survivors also suffer from exhaustion, etc.

    I also like the Rage perk as all killers could benefit from it and it would be very useful for certain builds.

  • Thanks a lot @Snikers !

    I love your idea for Schadenfreude! It's great. I'm going to use it and give you credit for it.

    Thanks for reminding me about lockers in regards to Torment perks. If you're in a locker, your soul will not be blackened.

    If The Curse has already cursed the doll, he can hook a survivor near the doll, and he can curse the doll on top of the basement, just not in the basement or on the basement stairs.

    Here's my reasoning behind this: If you couldn't hook a survivor near the cursed doll, then the doll would create a deadzone that survivors could exploit by making sure if they go down, they go down near the doll, which would make it hard for the killer to get them to a hook.

    As for the basement, I want to match BHVR's rule that totems cannot spawn in the basement, but they can spawn around it, to make it consistent with the current gameplay structure.

    Also I want to create as few restrictions as possible for cursing the doll. So it is possible for the killer to camp but harder for him to do so.

  • Thanks!

    You might be right about the 30 seconds; it would have to be tested.
    The time needs to be long enough so survivors have some counterplay and long enough so survivors would want to use the shrines to remove the negative effects. If the survivors suffer the Torment effects too quickly, then they will feel there's nothing they can do to avoid them and simply put up with the negative effects.

    One perk that would synergize well with these Torment Perks is Whispers. You'll know when a survivor or survivors are having their souls blackened.

  • @Iceman said:
    This is incredible. I have a strange feeling that a voodoo killer is on their list. It would be interesting if you can create perks and a survivor to go with this chapter.

    I added 3 killer perks for The Curse. Let me know what you think.

  • @Boss said:
    Awww, i gain Tokens slower on Devour Hope. :(
    It's fine though, i wouldn't mind sacrificing that little bit if everyone else will have more fun.
    Also: Wow! A buff to Blindness!

    Maybe I'm missing something, but I don't see how you would gain stacks slower because you're guaranteed to gain a stack every time a survivor is resurrected regardless of your location.

    The buff to blindness probably is a little much. They could add an effect around the graves to make them easier to spot.

  • @AlwaysInAGoodShape said:

    @HavelmomDaS1 said:
    I only read your tdlr tbh, do you explain if it's possible to camp the grave?

    He mentioned that the grave is only visible to survivors, similar to how scratch-marks are only visible to killers. You can camp the grave, but you wouldn't know you're camping it.

    Did you explain what will happen once the exit gates are powered? Because camping is absolutely necessary once all gens are done, otherwise it's a free escape

    He mentions that Gen times need to be slower as a result of killers no longer having access to (toxic/certain) strategies. If the killer isn't killing you with hooking near the end then indeed you'd be able to escape unless he finds you, but generally you have more time to kill people is what I get from the OP.

    This is 100 percent correct.

  • @Raptorrotas said:
    But it removes any kind of timebased peessure of a survivor removal, unless you simply forgot to mention how long these graves stay interactable.

    Actually, I did forget to put that in the post. They will be the same as hooks -- 1 minute for each stage, with the first stage giving survivors a base 4 percent chance to resurrect themselves per attempt with a time penalty if they fail. I will update the post.

    This concept as do other "no hook" concepts would also further make survivors ignore everything in favor of genrush... i mean "objectives rush"

    What pressure is there if a survivor can ressurect instantly whem a grave spawns 5m next to another sirvivor.

    Your point about graves spawning next to survivors is a valid one. I'll update the post to say graves must spawn at least 40 meters from survivors.

  • @Delfador said:

    I do agree with you on that you want this solution to be implemented when the devs add secondary objectives but we need to figure out what will happen to the basement etc.

    That's a good point about the basement; I hadn't considered that, and I do like DBD's basement mechanic so it would be nice if they could stay dangerous. What do you think of this solution: If you are hooked in the basement, your grave is automatically in the basement. This would still allow camping and tunneling for survivors in the basement, but the trade-off is that it keeps the basement relevant and dangerous.

    I do think that your solution would fix the camping and tunneling issue but I don't see this coming as a feature unfortunately. I will be very happy if I am wrong though.

    Yeah, I'm with you. I doubt they would make a change this major, but I will also be happy if I am wrong.

  • Thanks a lot @PhantomMask20763

    I understand what you're saying @thesuicidefox; however, your 4K example (nice job btw) is only based on the current state of the game, where survivors have one objective. My solution would be paired with the devs adding a secondary objective for survivors, which they said they're looking into doing. Does that change your opinion at all?

  • I agree 100 percent with this. I'd actually like to play killer to help out with the long wait times, but I do not want to earn around 1/2 the points of survivors during the match so I have been playing survivor 95 percent of the time during the event. I think the event could be fixed by doing two things.

    1. Add 2 more Red Envelopes per Blood Web

    2. The Killer gets 15 points for breaking a vessel and can break a maximum of 2 vessels per trial.

  • @Mockingbird_X said:

    he turns survivors into No Mither mains without No Mither benefits.

    That's not true though - your post explicitly states that "Cursed survivors, however, can fully recover from the dying state." which is the No Mither benefit.

    Overall I can say I like the "placing a totem" idea but I'm not so sure about the way you're doing this. You're essentially imposing broken effect on to the Survivors, but what if a Survivor is already running No Mither? What if several do? What if it's a No Mither SWF team? They are pretty popular on youtube these days. So the Curse power is useless in these situations.

    Also there is a Survivor perk Deliverance that causes Broken effect after a guaranteed hook escape. When playing against the Curse the Suvivors will have no reasons to doubt if they shoudl use it at the moment, or later - the killer power is already there, making them Broken, making the 100% chance of hook escape have no drawbacks.

    The other thing I'm not fully comfortable with is that you're not using the Doll's totem radius for anything other than telegraphing the relative position of the curse totem. Why not have addons that apply debuff in the Doll's radius?

    The last thing is this:

    The Curse can detect cursed survivors within 28 meters and strongly detect cursed survivors within 16 meters.

    What exactly is "strongly detect" ?

    Thanks a lot for the critique and questions!

    You're absolutely right; I shouldn't have said "without No Mither benefits." I was only thinking about No Mither's benefits of no bleeding and reduced sound, and stupidly forgot about its most powerful benefit -- getting up from the dying state. I'll edit that part to fix my mistake.

    As for your questions:

    1) What if a survivor or a team is running No Mither?
    The Curse's power would be useless in most cases. It would only be useful if he were running the add-ons that let him detect cursed survivors, that exhausted cursed survivors or that let him kill cursed survivors.

    That being said, in the 500 hours or so I have in the game, I've only seen about 10 to 20 No Mither players and never more than 1 in a single match. If a full team ran No Mither, it would be disappointing not to get much use out of your power, but at least you'd be a 115% movement speed killer and only would need to hit each survivor once for them to go down.

    Also, The Shape and The Cannibal don't get much benefit from their powers against No Mither players, but they are still a good killer and a decent killer, respectively.

    2) About Deliverance, you're right; if you're cursed and on a hook and can use Deliverance, there would be almost no reason to wait to see if a teammate will rescue you or not since you'll have the broken status effect anyway. However, if you see that a teammate is cleansing the doll or about to cleanse the doll, then you should wait because you'd be broken for the next minute if you use Deliverance even if the doll is cleansed.

    3) About the cursed doll's terror radius, I only want it to be used as a way to help survivors find the doll. I feel if the doll provides no indication of where it is, it would be too overpowered and frustrating for the survivors. Yet, if I provide a debuff while the survivor is near the cursed doll, then they'll definitely know it's the cursed doll and not the killer.

    4) For the 4th Purple add-on, strongly detect means that the volume of the ceremonial mace's rattling will become louder when the survivor is within 16 meters. This means that the rattling will start when you move within 28 meters of the survivor and then become louder when you move within 16 meters of the survivor. This auditory information will let you know that you are moving in the direction of the survivor.

  • @Iceman said:
    @MongByeolBuddies

    This is incredible. I have a strange feeling that a voodoo killer is on their list. It would be interesting if you can create perks and a survivor to go with this chapter. I know you want to leave it up to the dev but I’m interested to see what you have to offer. 

    Wow! "This is incredible." Thanks a lot!!! I tell you what; if I come up with three killer perks that are good, I'll add them.

  • @LCGaster said:
    This is actually pretty good! Good job man. When I first read the second Red add-on I thought it was op but reading it again I think it makes sense. Again, very well done

    Thanks a lot for the compliments!

    Out of all the add-ons, I thought the most about whether to include the 2nd red add-on as I too thought it might be overpowered. But then I realized that A) it's a red add-on so it should be strong and B) it has a strong counter to it: If just 1 out of the 4 survivors is good at stealth, the survivors will have a good shot at winning.

    I also wanted to include it because I like it when killers have an add-on that completely changes up their playstyle.

  • @Dead_by_David said:
    This is good but all I can think of is the spirit of jazz from the mighty boosh when I see the picture xD

    @Steamtastic_Vagabond said:
    Hello,

    I’ve been working on this killer for several weeks, and I think I’ve gotten him to a good point. He’d be a unique addition to the killer lineup, and would be well-balanced and instill fear in survivors by causing them to have to play dangerously. The killer is:

    The Curse

    Never actually considered Baron Samedi as a killer, interesting idea.

    Hi guys,

    Thanks for the comments! I think The Curse would work well and be a lot of fun to play for several reasons.

    1) A lot of people have posted on forums that they wish they could place their own totems. Well, essentially, The Curse lets you place one "powerful totem" wherever you want, whenever you want, likely multiple times in a match!

    2) People playing The Curse will have to decide when to curse the doll. Do you wait until all four souls are captured to curse the doll or do you curse it when you only have 1 or 2 souls? More choice = More fun.

    3) The Curse either slows down the game in a fun way or makes the game more dangerous for the survivors. Instead of the game being slowed down by having to mend, snap out of it or remove a RBT, which is just holding down a button, hitting a button at the right time and running around to easy-to-find locations on the map, respectively, The Curse slows the game down by making survivors have to go on a "treasure hunt." And if they choose not to look for the doll, then they better be sure to hide and evade The Curse well because he turns survivors into No Mither mains without No Mither's benefits of no bleeding and reduced sound.

    As for the look, I think Baron Samedi looks cool! But any creepy Voodoo look works for me. :)

  • @Blueberry said:

    @thesuicidefox said:

    @Blueberry said:
    Basically.

    His power doesn't last long enough to actually reach the other survivor pings and hit them in time unless they are literally stacked on top of you for some odd reason. This isn't even getting into how useless his Deep Wounds is even IF he WAS able to reach the other survivors in time.

    Well DW is not that bad honestly. I played against a Legion that was doing a good job of spreading the damage, and needing to Mend did slow us down quite a bit. The problem I feel is just that his power doesn't last at all. It needs to be like 3 times longer to actually use it to pressure survivors.

    By the time you hit the second guy, the first ones Mend is already half way done. If he's not stupid he also isn't going to heal after that. So you didn't gain literally anything out of that transaction except giving the other 2 survivors free gen work time. I think the DW itself is still quite awful and is currently serving no purpose.

    You guys nailed the two biggest issues for Legion: his/her power duration is too short and there's no penalty for not healing against him/her.

    Devs should definitely increase the duration so he has more of a chance to get to other survivors.

    As for the penalty for not healing, here are 2 ideas.

    No. 1 is based on TruTalent's suggestion of completely removing Legion's terror radius and red stain while not in Feral Frenzy. Instead, how about for each injured survivor Legion's terror radius while not in Feral Frenzy is reduced by 8 meters and at a terror radius of 0 meters Legion's red stain is removed.

    No. 2 is for each injured survivor, Legion's base movement speed is increased by 1.5 percent.

  • Ok, well reading this helps me make sense of how in the only game I played with the huntress yesterday I got my first zero K. I've been playing the game and the huntress for around a month now on the PS4 and before the reset I had gotten up to rank 9. Yesterday my hatchet throws would get so close to the survivors but miss. I couldn't hit nothin. Aiming on the PS4 is hard enough; now I've got to be pinpoint accurate? Please go back to the old hit boxes.

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