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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @TAG said:

    Wraith has an add-on that is straight-up just Bloodhound without the increased bloodpool duration.

    Yes but at least that one is effecting her power since it only activates while cloaked

  • Also it broke completely soo....

  • Also to start a sprint or do anything really.

  • Either way it's a moot point because that's not what I actually went with

  • @batmanscar said:

    well maybe for indoor maps he can have powers specifically for them such as enhanced strength and speed both in movement and in attack so in speed he would move faster then legion in FF speed and his attack special would be to hit a survivor but the pause/recovery before he could hit again would be reduced by 90 percent so he can do 2 successive hits very quickly downing the survivor , and for strength he could break pallets even if they have not been put down by the survivors yet

    Right but then he's overpowered in outdoor maps because he can do all of that AND fly.

  • Crow Storm has far too long of a Duration. I'd go so far as to make it 3/4/5 seconds considering how often Crows are scared.

    Mechanophobia is cool. I'd love to see it combo'ed with Gearhead

    Watch Where you step needs to specify the magnitude of the Hindered effect. Regardless of the magnitude though, the bloodlust effect has to go since it's already covered by Beast of Pray.

  • @goatslinger said:

    Nobody said they gutted legion? You new bro?

    The only reason I'm not saying that is because he never had guts to be gutted in the first place.

    Plz buff Legion.

  • @Peanits said:

    Your tantrum will still be slower than a survivor even with the add-ons, but since it's longer based on how many charges you've used, increasing the speed during tantrum means you'll lose less distance to the survivors if you do bump.

    What actually are the values exactly

  • @batmanscar said:

    hmm well I still think the trade of to have the chance to be in an open map would be worth it , considering how different his gameplay would be compared to other killers and I think this game needs a killer with some brand new gameplay like dracula with the abilities we talked about .

    That's not the kind of trade off you EVER want to make, at least not on the scale we are talking about.

    Remember, balance is on the scope of an individual trial. A power that doesn't work on an indoor map is either underpowered on indoor maps (because he's balanced with the flying normally), overpowered on outdoor maps (because he's balanced with the other non-flying abilities normally) or both

  • Worst patch? You are easily overestimating BHVR.

  • @batmanscar said:

    what are you talking about it can give a tactical advantage if you can go higher so you can have a good layout of the map it would be a very useful gameplay advantage on open maps

    yes and completely useless on maps that are NOT open. Specifically indoor maps. Flying doesn't help if there is a roof.

  • Also doom engravings/death engravings are both unchanged and thus are still good.

    The steering addons are ok I guess but eh.

    The terror radius stuff needs Apex muffler to work.

    Everything else is #########

  • Apex Muffler text: Make the terror radius addons actually do something

  • @OmegaXII said:

    So i heard that the chainsaw will be 25% overheat just from 1 full revving.

    So if the killer decide to cancel his chainsaw where it's almost charged, the overheat is still going up, and lead to another 25% overheat.

    So let's say his overheat is 50% now for distance travelling. Once he starts his chainsaw, he either feather it, rev it for less than whole charge bar and cancel it, or commit it. Or else your chainsaw will be 100% overheat. Even if you commit it, if you miss, you'll have essentially no power for a duration because your chainsaw is 75%.

    So either way, once he starts a chainsaw at 50% power bar, unless he feathers it, he can't use his chainsaw at all for a duration. I don't think this is a "minimal change" at all, since good survivors will definitely take advantage of this. Unless, let's say the overheat cools down totally in 10 secs without 100% overheat, this is essentially a huge, massive nerf to billy.

    (This is just my opinion, please don't be rude when responding)

    How exactly is this your opinion?

    You just used math to show how often you can use your chainsaw post nerfed and pointed out that the result is "not very often".

    Math isn't subjective.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423851#Comment_1423851

    https://us.v-cdn.net/6030815/uploads/HQSROS0ST9N6/no.png

    And I'm glad the devs are seeing this the same with removal of ruin, great skillcheck progression etc etc. Look at league, the easiest champs in the game are the best performers, you don't need everything to be complicated as hell. Once the devs go even more casual the game will be a hit.

    Competitive just means PvP

    Dead by daylight is competitive

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422840#Comment_1422840

    30% is to rev to 99 the saw, but are you adding the extra 25% heat to 55% for the time it resets to 0 rev progress? Does it still heat up once you let go of m2? Is this confirmed?

    Yes it's confirmed. We have access to a video of bully feathering

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423195#Comment_1423195

    Ahh well that makes sense but doesnt it only work with working on it yourself

    Nope. That's what makes it so great. ANY gen popping procs the perk.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423069#Comment_1423069

    Yeah I get ya but my luck I only fimd yellow flashlights with plunderers like im not lying I RARELY find anything better than that

    Try opening more than one chest. Not every chest is high rarity but over several chests you will approach the expected outcome.

    Most plunderer instincts items will be purple. The odds are in your favor.

    If you suspect a bug then properly document your attempts for mathematical anomalies.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423087#Comment_1423087

    Well punished in terms of item I guess and any killer with a brain will find a survivor I dont know how locker with quick and quiet amd just hiding at a jungle gym works tbh

    If your trying to shake off the Killer in an extended chase then Poised can help a lot.

    Sooner or later a gen will pop and that's your chance to secure your escape. Then you just double back for your item, go back into hiding and move on.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423002#Comment_1423002

    I just think that its dumb that if you do good you lose an item which no one is a dressing instead they are focusing on all my bait comments

    If you do good then you will successfully escape the trial anyways.

    If you do REALLY good then you can successfully lose the Killer and get your item back.

    If you do REALLY REALLY good then you can avoid getting hit in the first place.

    And most importantly, if you don't do good then you die and still don't get your item. So you aren't being punished for doing good because doing bad isn't a better alternative even with this perk in play, and doing even better than is typical can allow you to deal with the perk.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423004#Comment_1423004

    Well I mean its understandable but my point is only that certain items are hard to get or are needed for a challenge or a build idea and yeah I'd rather live than die for an item or whatever but my whole point is if you do good you lose an item which is dumb like thats the most annoying thing and I mean yeah not too big of a deal but when the item is hard to find without spending a million points you gotta see why its dumb

    Trust me, try using plunderers every once in awhile.

    It gives you a 31% chance of finding a purple item and a 15% chance of finding a red item.

    Since there are only 5 purple items and only 2 red items, that gives very high odds of finding any particular item in those higher rarities. Especially if you open more than one chest.

    I've gotten lots of cool stuff when I do this myself, and you just focus on Surviving then it's not too hard to get out with the item.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422943#Comment_1422943

    Ok understandable my whole comment is a bait to have people understand and even though you don't need items trust me I never run them except for challenges but what I do know is sometimes I do builds and even if losing my item won't affect me as much as a killer would be affected by loss of power I STILL EARNED THE ITEM and its unfair that I have to slap on a white ward every game and pick my item.up and go into a locker and kill myself on hook or be forced to grind the levels. Because thats what it is there is no way that you would run the new Franklin's and give up on a chase before the time is out and if they pick it up you get free kills and they lose it anyways there is almost NO counterplay except be in a swf

    So are we at least past you saying it a balance issue and that it's instead a progression issue? Because balance only exists in the scope of a trial, and in the scope of a trial escaping with an item does nothing and white wards are useless. Progression exists between trials however.

    Ok great. So first of all, I personally disagree with the nature of items and addons being consumables in the first place. It would be much better it they were just balanced in the first place and expected to always be used. But that's a thread for another day (which I have already made btw).

    In the meantime, I'd like to point out that you can use chests, either to recuperate lost items in a match or more practically, to gain new items in trials where you didn't bring one. Possibly using chest perks occasionally.

    It would be nice if chests were buffed. But they are still usable in their current state and result in gaining items at an acceleratorated rate.

    Each trial can only make you lose one item at most, but each trial gives you the BP to buy several items and the ability to gain items outside of the blood web. With aces perk you can even grind addons like this.

    Now I'm not going to expect you to run chest perks EVERY game. But running it on occasion can ensure you don't find yourself running out when you inevitably start to lose them.

    This is how I use the perk pharmacy and is why I bothered to tech the perk in the first place.

    This is similar to the reasoning behind running WGLF. You aren't bringing the perks to optimize Survival odds, but just to assist with the grind.

    You can also do this with your normal perks too if you like of course if you don't need the items to be high tier and don't need addons.

    In any case though. From a balance perspective trading 90 seconds of time for an item is easily worth it. I'd never try and force a chase to last that long just to deny an item, that's just not worth it. Instead I'd just hook you and if you go back to it later I'd know and can go back to come and chase you again, or if I really want to remove the item (maybe it's a key or something) I'd just intercept you on your way back to the item after you're unhooked.

  • Simple. The Survivors items aren't actually the equivalent of Killer powers.

    Rather, basekit Survivors are just significantly stronger than a powerless 115% 32 meter TR Killer, and the powers are making up the difference.

    Because of this distinction, addons and items both cannot have too large of an impact or else the inconsistent power levels becomes a problem. We've seen that with insta-blind, old BNP and we still see it with iridescent hatchet, keys and Moris.

    So when the Killer removes your item, he's removing a piece of extra power that is balanced within a fairly small margin. But if hypothetically you removed the Killers power, the amount of power the Killer loses is significantly greater by a large margin, since Killers often entirely rely on their power to get downs and maintain pressure.

    Like ok, so you're being looped by the Killer and he hits you and you've lost what exactly?

    A few seconds saved on gens later?

    A slight tracking inhibitor?

    Limited use self care?

    A ######### map?

    Other than keys, items aren't usually a game changer outside of very specific scenarios (flashlight saves, sabo saves, medkit self heals and how do maps help again? Something about totems?).

    Compare that to the impact a Killers power can have and it's no contest. Even after accounting for the Numbers difference. Survivors can beat a competent Killer with no items but Killers cannot beat a competent Survivors team with no power.

    Plus you can just go back and pick it up. Yes it's on a timer now. But it's hardly impossible to find it again within 90 seconds.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422217#Comment_1422217

    Hold on... So When you start reving up to 99% and then decide to cancel it (because idk survivors hits a window or lockers) and you wait till the charge bar is going back to 0%.. You Literally have built up 55% overheat already? And that's with addons right?

    Freaaaaaking hell it's even worse than I assumed first.. if that's the case Billy is a dead horse for me.

    No that's basekit. We don't know how addons change things.

  • Btw each rev is 30% not 25%.

    You get a 5% penalty just for starting the rev.

  • @vandromar312 said:

    https://forum.deadbydaylight.com/en/discussion/169625/billy-chainsaw-is-a-massive-nerf-imo

    Least they couldve done is make his ultra-rares good lol. But they are legit so bad that its not even worth it to use them over the greens/yellows.

    If it overheats then buff the chainsaw in some way... make it go through pallets atleast.

    We've only seen 3 of his addons. Where are you getting this claim about his addon strength from.

  • @Justalittlepeeck said:

    Ryuk was never a "killer" in the anime, a scary character or a bad guy. He was "that one" comedy character who just had creepy appearance.

    Also, no. There are so many anime and manga examples that are much better fit for DbD than Death note, "Parasite" for example.

    Come to think of it. Did Ryuk ever directly kill anyone during the course of the show at any point? If he did I can't think of when.

    Obviously he's killed people, but I'm blanking on him ever doing so on screen.

  • Do note that many of these players could just have really good map awareness.

    Not Otz is a twitch streamer that has enough awareness to pull off what you are observing consistently and explains his reasoning for going where he goes in real time as he streams, so a sufficiently good Killer could definitely give the appearance of wall hacks.

    I've even had someone claim I was using wall hacks on a particularly good game.

  • The problem here is that it's not just bad billy's that are punished here.

    The good billy's are punished too, even moreso since they can get more out of continuous momentum while a bad billy is more likely to just resort to M1ing and thus end up not being overheated as often.

  • Because you're just the cutest and we love you

  • Slightly reworked Loners demise because it was too easy to counter.

  • This isn't new information. They said there was a cooldown in plain English with the original reveal

  • @batmanscar said:

    I think they should do a vampire killer , one that can temporarily fly to 2nd/3rd floor ledges instead of using the stairs or leap over the wooden walls instead of vaulting over a window or start flying above the ground to grab a survivor then reach a certain height and drop him/her to put them in the dying state those would be his abilities/special ability

    I did start drafting something along those lines, it was one of my ideas for what being unleashed would do, however the issue is that it's a bit TOO map dependent. Flying isn't useful on the game map.

  • @IMhereRUN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420112#Comment_1420112

    Nothing in the OP’s written trend opinion suggested anything of sarcasm. Just sounds to me like a survivor main that has an extremely hard time with minding their surroundings.

    Poe's law

  • 60 seconds? Are you kidding me!?!?




    Make that at LEAST 100

  • Would probably need to either be 110% or have other conditions attached to the power.

    Here are some Killers I've made that use the mechanic of walking through walls:

    @NuclearBurrito said:

    The Mistwalker

    Movement Speed - 4.6 M/S (115%)

    Terror Radius - 32 meters

    Power: Reality Tears -

    You have the ability to place portals to the dark world anywhere on the map, that allow the Killer AND the Survivors to enter and exit the dark world. Placing or removing a portal takes 2 seconds and you may have up to 9 placed portals by default. There is one portal in the center of the map at the start of the trial that cannot be removed. (Note: this is to ensure that Survivors ALWAYS have a way to enter an exit the dark world. More on why in a sec. Also the starting portal doesn't count towards your 9 portals meaning you can have a total of 10 portals).

    The Killer may see the aura of all portals at all times.

    Placing a portal has a distinctive auto que that can be heard by Survivors within 12 meters.

    You may utilize portals any time you are standing on them, even if you are carrying a Survivor. Using the secondary power button. Using a portal is instantaneous.

    Survivors may use a portal by holding M1 and preforming a 3 second channel. When this channel ends the portals aura will turn yellow for the Killer signifying it's use. Survivor portraits will also indicate if a Survivor is in the Dark World or not.

    The Dark world:

    In the Dark World, the walls, windows and generators are simply illusions. They have no collision and may be walked through freely but cannot be interacted with. Pallets do not exist in the dark world. Players in the dark world and players outside of the dark world cannot see each other. Hooks however are fully functional.

    While the Killer is in the Dark World he moves at 5 M/S (125%) and is undetectable. The Killer can still place portals while in the Dark world.

    While a Survivor is in the Dark World they do not leave scratchmarks.

    The Killer starts the trial in the Dark World.

    Perks

    • Binding Chains - Whenever a Survivor stops working on a generator they receive the Hindered status effect, reducing their movement speed by 10% for 2/3/4 seconds
    • Curtain's Call - After the last generator is powered, all Survivor action progress will regress at 1/2/3 charges per second while not being preformed for the remainder of the trial. (ex: Healing, wiggling, exit gate switches ect)
    • Loners Demise - 15 seconds after downing a Survivor, all Survivors working on a generator will scream and gain the Blindness and Oblivious status effect for 45 seconds. Has a 60/45/30 second cooldown.

    Mistwalker walks through walls by entering a realm called the dark world where the walls are illusions. Survivors can also enter the realm and will also be able walk through walls as well while they are there.

    @NuclearBurrito said:

    The Phantom

    Movement Speed: 4.4 (110%)

    Terror Radius: 24 meters

    Height: Small

    Power: Spirit Step - The Phantom can hold the power button to enter the Spirit world, temporarily removing their collision with the environment and granting them undetectable. While in the Spirit world the Phantom is not effected by gravity and will not fall down gaps until they exit. Pressing the power button again will instantly exit the Spirit world.

    The Phantom may be in the Spirit world for a maximum of 40 seconds at a time and has a maximum cooldown of 60 seconds. The power gauge must be at least 25% full in order to activate Spirit Step (10 seconds). Passing through an object in the Spirit world will instantly drain 25% of the power (drained once you exit the object).

    Downing a Survivor will refill the power gauge by 75%

    Notes:

    • The power gauge is mostly like old legions except it's a 40 second duration and 60 second cooldown from empty to full.
    • Nothing listed here has any channel or slowdown associated with it.
    • While in the Spirit world the Phantom is completely capable of passing through walls, vault locations and pallets, however this of course will trigger the drain.
    • Starting from empty the Phantom takes 15 seconds to be able to activate Spirit Step again.
    • There is no audio cue for entering or exiting the Spirit world, however it will be visually distinct to the Survivor which world they are in with the Phantom being shimmery and see through (but still visible) in the Spirit world. Technically the TR disappearing acts as an audio que that she is using Spirit Step during a chase.
    • Attacking will cause the Phantom to exit the Spirit world and grant bonus BP (as well as triggering the relevant addons)
    • If you exit the Spirit world inside an object you will be pushed out of it in whatever direction is the closest playable area.
    • You cannot exit the map with Spirit Step
    • The intent behind this Killer is a Stealth Killer that cannot be looped. Keep that in mind when giving feedback.

    Addons

    (Names pending)

    Brown
    • Downing a Survivor will fully refill the power gauge
    • Moving through objects in Spirit step drains less power usage (-1 second drained)
    • The power gauge recharges faster (-4 seconds to recharge)
    • Increases the maximum power duration (+5 seconds)
    Yellow
    • Moving through objects in Spirit step drains less power usage (-1.5 seconds drained)
    • The power gauge recharges faster (-8 seconds to recharge)
    • Increases the maximum power duration (+10 seconds)
    • Attacking a Survivor during Spirit Step will reveal their aura to you for 5 seconds
    • After downing a Survivor your power will not drain for the next 20 seconds
    Green
    • Moving through objects in Spirit step drains less power usage (-2 seconds drained)
    • The power gauge recharges faster (-12 seconds to recharge)
    • Increases the maximum power duration (+15 seconds)
    • Attacking a Survivor during Spirit Step will reveal their aura to you for 8 seconds
    • Injuring a Survivor will refill the power gauge by 25%
    Purple
    • If you pass through an object at least once in a Spirit walk the undetectable Status will remain for 10 seconds after exiting Spirit Step
    • After injuring a Survivor your power will not drain for the next 15 seconds
    • During Spirit Step you will Move 0.4 M/S faster while inside of an object
    • While Spirit Step is fully charged entering Spirit Step will reveal Survivor auras in a 12 meter radius until you exit
    Red
    • The power gauge does not drain except by passing through objects. Passing through objects drains twice as much.
    • You are much less visible during Spirit Step (wraith style, you have a shimmer)

    Perks

    • Spread the Pain - Each time a Survivor is injured gain a token. When you down a Survivor lose all tokens and for each token you will move 1% faster for 20/30/40 seconds.
    • Agony - While a Survivor is on a hook, generators regress 50/75/100% faster.
    • Spread the word - After a Survivor unhooks another Survivor they will scream the next time they interact with a Generator, Totem, Hook, Chest or Exit gate revealing their location for 4/5/6 seconds.

    This is a more direct attempt at what you are looking for. Not one of my best Killer suggestions, but this is an attempt to balance the concept of walking through walls.

  • Direct gen time increase will at best replace the problem with a different one. Gen rush should be handled indirectly just like camping.

  • @EpicBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/156229/killer-idea-the-wolf-v2

    Love this idea, always wanted a werewolf/vampire killer

    Made a vampire killer juuust for you (I mean not really but I did get inspired)

    @NuclearBurrito said:

    The vampire

    Terror Radius: 32 Meters

    Movement Speed: 4.6 M/S (115%)

    Power: Blood ritual - You may lunge forwards and attempt to grab a Survivor (same mechanics as a standard lunge but with a grab at the end). If successful you will suck the Survivors blood over 1 second, tossing them in front of you afterwards. If the Survivor was healthy they will become injured, otherwise you will charge your power bar by 33%. Hooking a Survivor will also charge the power bar by 33%. The Killer may move at 2 M/S (50%) while sucking a Survivors blood.

    If the power bar is full you may preform a 2 second channel to create a coffin around a downed Survivor. If you do so you will become unleashed. A Survivor placed in a coffin will NOT lose a hook state and will automatically free themselves after 60 seconds, another Survivor can free them early with a 2 second channel. The coffins white aura will be revealed to all players ignoring the effects of blindness.

    Once unleashed the Killer moves at 4.7 M/S (117.5%), can see the aura of injured Survivors within 12 meters and can fire a blood tether at Survivors within 12 meters. The tether is hit scan and if it hits a Survivor and it remains unbroken and in range for 1 second it will damage the Survivor one health state. The tether will instantly break if any object passes between the Survivor and the Killer other than another Survivor. The Killer will slowdown to 4 M/S (100%) while channeling a blood tether.

    (basically you press M2, if there is a Survivor directly in front of you then you slow down to 100% MS and a line is drawn between you and the Survivor, if nothing crosses that line for 1 second then damage is dealt, otherwise the attack is canceled).

    The Killer will remain unleashed until 10 seconds after the coffined Survivor is released. You may release a Survivor from their coffin early but doing so will also instantly cancel unleashed and put the Survivor in the injured state.

    Perks and Addons pending.


  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1419441#Comment_1419441

    I assume that as a human, it is impossible to get Bloodlust then.

    Secondly, does the Wolf form have a timer? Or is it infinite?

    Wolf form is infinite so long as you've acquired at least one beast token.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/156229/killer-idea-the-wolf-v2

    The perks are simply fantastic, let me address that. And DBD is severely lacking in the "monster" horror. A werewolf would be an amazing fit.

    A few questions

    How exactly does the human form look/attack?

    Are there 2 moris?

    Would chase music play if the human form begins a chase?

    If the human has no red stain, wouldnt that be too easy to mindgame with?

    Still, a fantastic idea. Best killer concept Ive read in awhile.

    Taking your questions in order:

    • A tall man in a cloak, face obscured. He'd attack with a machete
    • The Mori would probably always be in wolf form, temporarily transforming (with none of the associated audio ques) into the wolf form if he's in Human form (and transforming back afterwards). He totally could have 2 mori's, but if he was actually implemented I doubt it would actually go like that.
    • Yes. He would have chase music as a Human
    • Not really. Not having a red stain helps, but red glow mindgames already exist and being 110% hurts more than being undetectable helps. If you play Ghostface you'd know that mid-chase Undetectability is more of a minor help than a game changer.


  • @EpicBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/156229/killer-idea-the-wolf-v2

    Love this idea, always wanted a werewolf/vampire killer

    Vampier Killer..... hmmmmm.....

  • @Hex_Stalk said:

    "And consumes the taint" 🤭

    Tasty

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1419240#Comment_1419240

    It's absolutely relevant when discussing the fairness of a stealth killer though. I just think you've designed a power spike killer where both forms are the power spike, and survivors have 0 idea which one they're up against until they're already dead.

    It IS irrelevant because you can't reveal a stealth Killer that is successfully sneaking up on you and if the conditions for reveal are met, then regardless of any actual disabling of stealth the immediate consequence of being unable to ambush them is there all the same.

    The only reason why the reveal mechanic even really matters in the short term is because of how it effects his stalking. But since this Killer doesn't even have stalking in the first place, he gets nothing from having no terror radius around Survivors that can see him.

    • Transforming into a human has a non-directional que
    • The que when transforming into a wolf is now directional unless you bring an addon
    • Prayer statues are automatically disabled on use temporarily but cannot be permanently disabled
    • The movement speed related effects of beast tokens have been completely removed and the remaining effects shuffled around slightly
    • Feared Survivors are louder even with only 1 token
    • Various addons changed to accommodate this
  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1419208#Comment_1419208

    All 3 stealth killers you mentioned have drawbacks though: Myers has movespeed, Ghostface can be detected and pulled out of stealth which is on a very long cooldown, and Pig can't attack while crouched. This guy would be permastealth with very few drawbacks, plus the added bonus of Survivors not knowing if he was in stealth.

    Ghostface's reveal mechanic is irrelevant in evaluating his ability as a stealth Killer. If you are being revealed you have failed at stealth. And pig can absolutely attack while crouched, we just call it ambush when she does.

    And yes I know T1 Myers is weaker, but T1 Myers is also extremely easy to get out of and unlike Human form isn't expected to get hits on Survivors unless you are using Mirror Myers.

    Anyways I'm drafting some changes so gimme a sec. I'm not changing Human forms status as 110% undetectable but I will give it a transformation que.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1419118#Comment_1419118

    And movement speed is one of the most crucial aspects of the game: it's why Huntress and Deathslinger feel so much slower and are so much worse in direct chase despite only being 5% slower. It's also why there's only 1 perk in the game that adjusts movement speed, and it's tied behind a mechanic that's difficult to stack and easy to clear. With your idea, you're massively increasing the speed of the killer and also reducing the speed of the survivor, with only one option to clear only one aspect of it it from a survivor's perspective, which is not available in chase. Like you mentioned, hindered does exist in the game: huntress hatchet addons, clown bottles, freddy snares. But they're all temporary hinders, none more than a few seconds, and are all still very very strong. You're suggesting an effective 15% hinder status (-5% survivor, +10% to killer) which is exactly how much clown bottles hinder you for, but it lasts at minimum the entire chase, if not the entire rest of the game. That's ridiculously overpowered.

    Oh so it IS a balance thing. You were making it sound like movement speed alterations were fundamentally bad.

    Anyways, I'd like to point out that the 10% difference as Killer is only after an entire games worth of empowerment.

    But whatever, I can look into it anyways. I'll make some changes regarding the Prayer statues and token effects. I'm going to have to insist on the 110% Stealthy human form tho.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1419084#Comment_1419084

    I disagree, from both a balance and thematic perspective. From a balance perspective, for power spike killers like Oni, there needs to be a payment made for the payoff: you need to get results with a weaker state in order to get to a stronger one. For the player to want to gamble to get more tokens rather than just pop the wolf state instantly, they should have to work with a weaker state in order to get them. Power spike killers are my favourite in the game (Oni in particular I think is the most fun killer they've ever designed), and I think the Wolf is a perfect candidate for that type of killer, but he needs to have a weaker state in order to make the power spike balanced. Another smaller note is that, as long as the player can transfer back into the human form (which would need a cooldown from attacking imo, now that I think about it) without any indication to the survivor, it needs to be a weaker form. A player can't have to worry about both a very high mobility killer with a big TR and also a still very mobile 0 TR stealth killer in the same match with zero indication as to which the killer is in, it's just not fair. And for thematically, it's werewolf: I'm not afraid of a werewolf in human form, save for the fact that he might infect me (tainted effect). Other than that, he's just a human. But in wolf form, he should be feared.

    Which is why he's 110%. If we are comparing it to stealth Killers then the only thing weaker is T1 Myers, and he's much easier to get the payoff from.

    Ghostface is 115% and can expose Survivors, Wraith has an increased movement speed in stealth and is invisible on top of undetectable and Pig has her ambush for anti-loop and has a lot of built in stall

    If you directly compared the Human form to any of them it's clear that he's outclassed. I COULD have just made him like the Oni, where he's a basic 115% Killer unless he's transformed. But then the transformation mechanic loses any tactical merit. The way things are now, Human form can succeed but in different ways than how the Wolf form succeeds.

    That gives transforming tactical merit. Sure you always want to chase as a wolf, but there is a real choice to make about when to patrol as wolf vs human and if you should try to ambush as human but risk being spotted early vs transform and start the chase as wolf. A stealthy 110% Killer like this isn't really THAT much stronger than a 115% Killer (yes it's stronger but it's by a relatively small amount), but is far more distinct.

    An audio que when turning into a Human COULD work, but would need to not reveal his location because that would defeat the point.

  • @Furry_Fuccboi thanks for your feedback btw. I really AM curious why you find movement speed alterations to be problematic. I'm aware of the balance considerations but I've always thought of them as one of the better things to tweak from a fun perspective.

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