Onyx_Blue
Onyx_Blue
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You're playing as Freddy and complaing about being looped? I can see you're using Dream Pallets, but that doesn't change anything really, since I only use Dream Pallets and never struggle in chases and with presssure. You can easily navigate the map with Gen Projection, as well as bait it out and fake it. Not to mention, catch people out with it by coming from an alternate direction.
That building is strong, but no way is it unmanagable nor an 'infinite' like before. I'd say just focus on juggling if you're struggling with 1v1 chases. Also, maybe don't waste a slot on Franklin's Demise and Bitter Murmur. Maybe use something like Enduring to help with not respecting pallets or Corrupt or Whispers to help when outside of a chase...or anything else that is better than the ones you use currently.
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- Hex: Pitfall, the way it functions would hard counter Detective's Hunch, Small Game and Maps. It would also prevent survivors that don't trigger the Hag or Trapper traps from knowing they have been triggered or disabled. They also wouldn't see the aura of the survivor inside the Bear Trap; making them clueless as to being able to help them unless they are right near them anyway, in which case, Trapper most likely wouldn't get anything directly from that trap anyway. It would also prevent survivors seeing Hag traps when trying to burn them with a flashlight too.
- Hex: Infestation, hmm yeah I see your point now. Yeah, it would be very easy to just avoid altogether as it is. On conception I was thinking "be great in a loop to avoid being juked/ghosted", but you mentioned most survivors would rotate between loops if this was active; so yeah, maybe make the areas permanent. How about this: "While active, anytime a survivor is hit 'the conditions' exist within a range of 16/20/24m. Effects recycle after 4 hits." (So, a 5th hit means the 1st hit area disappears and becomes this new area - that would make certain areas be a cause for concern, while also teasing survivors with the mindset of "do I need to find it yet?")
- Serve The Flock, perhaps 5 seconds with a range of 56/64/72m? I feel like it should only be for Basic Attacks due to it giving survivors intel from a perk that they aren't even running.
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@TheMythicalCat yeah, I have a vision of how the Cannon would play in my head, and the way I envision it is like this:
- when placed in a chase, the splash damage aspect of the Cannonball would benefit using the Cannon at an angle where the survivor should be at the advantageous part of the loop. So, at a jungle gym, the cannon is placed near to the long wall but at an angle where it can be fired through the gap/window on either side of the tile as well as hit the wall on the corner to cause splash damage that could allow the potential to down the survivor with it.
- outside of a chase, they would benefit from angles where the killer could shoot them across the map at gens, pallets, and potential out positioned survivors
- they could also be used to block vaults from one side.
Perk wise, yeah, the passive break does seem weak the more I think of it. Especially since the Siren Sickness is there as well. The gen variation of it definitely would be better.
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@TheMythicalCat I never thought of it like that, maybe they would be a broken killer if both powers exist at the same time lol. Could always give her the Freddy treatment; make her Entangled ability be her base power function; then have Family Burrow be available upon using an add-on?
- Family Burrow, I actually made a typo in the power which is pretty big lol she has 3 Traps, not 2. And the way it works is this: a survivor gets caught in one; while they are trapped; everyone sees their aura; the killer is the only one that gets a noise notification of the burrow activating; a survivor takes about 1.5 seconds per attempt to fill the escape bar, it's completely rng when you escape but the first attempt is never a success; all placed Burrows despawn once a survivor escapes the trap or is brought to the Weaver. I would say that your idea for more trap tokens and not applying the dying state makes more sense now that I have thrown the idea of making Family Burrow be an add-on replacement power. Since you could potentially be able to trap a gen area and physically drag a survivor from a unpressured area all the way to an area you are currently occupying because of multiple survivors being there. There should also be a way for survivors to deactivate it, as it were. I was thinking initialltly that the Spawn could be juked or dodged if the survivor reacts fast enough. But perhaps if the survivor crouches over it, they can throw bait at the burrow to trigger the Spawn to pounce then despawn. The power would then need to be altered; maybe make it so that a Burrow that is baited shut also triggers the Burrow that is furthest from to despawn too?
- Still Cut, that was actually the function I had in mind for it. For those situations where a possible DS could be in play and there is no longer as much pressure on the killer to feel like they have to keep tabs on the pick-up plays etc.
- Hex: Pitfall, you're right, on the surface, sinply defending totems for that short amoung of time is wasted potential. So how about this: While active, aura and noise notifications for traps and totems are blocked for all survivors. When cleansed, all totems become blocked for 45 seconds and any survivor currently performing an interaction, including the survivor that cleansed the Hex, becomes afflicted with the Blindness and Exhaustion status effects for 40/50/60 seconds?
- Hex: Infestation, it overlaps each attack. So, if I hit a Meg in the Shack, the shacl now has a 12m area of effect where the perk functions, if I were then to follow Meg to the Jungle Gym where I proceeded to down her, there would now be a 12m effect in that jungle gym but also the effects in Shack would still persist until that 30 seconds expires; and so on and so on until the Hex is cleansed. So you could potentially have 4 areas effected at once if you were quick enough to get that many Basic Attacks in succession. But perhaps the timer could just be extended to 30/60/90 seconds?
- Cast Out Darkness, you're right, the numbers should be buffed, maybe 25% to all currently listed interactions for 40/50/60 seconds.
- Serve The Flock, i'd say for a perk to tell the rest of your team that you're being chased here, and this is exactly what the killer is doing for that amount of time, could definitely be worth it and not feel wasted, even if some teammates are close enough to know that the killer is in that area chasing you, they would still appreciate the certainty of not needing to get off a gen prematurely, for exampe.
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- I did have that feeling when thinking of it, but came to the conclusion that beig able to physically stop progress on a gen at will is power enough. It allows the player to dictate where survivors have to be in order to be productive for the team.
- I should mention the Cannonball would have AOE/Splash Damage to it, around 1m and wouldn't dip, it would keep it's course until impacting a solid object such as a tree, wall etc. So could potentially down more than one with a single cannonball across the map, on Farm maps for example. The Cannonball would apply perk effects to a hit generator. So, Pop and Overcharge would apply. Also, the speed of a ball would need to be seen in game to judge a fair speed for it. On paper i'd say minimum Hatchet speed is still strong, though.
- Double hex, you're absolutely right, it wouldn't be possible. One change could see the perk be generator related as well as pallet related. While the Hex is active, every time you break a pallet the perk activates; while active, the next generator you break will be blocked for 20 seconds? Or maybe, make it so that every pallet that is already dropped but unbroken when the Hex is cleansed breaks, either, immediately or breaks 30 seconds later; unless reset?
- Like Magic, i'm not sure actually, I haven't pulled off or seen anyone pull off a double full health state heal with Solidaritory to know if that would grant a free full auto-heal on the user. I'd go with no on the surface, though.
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@TheMythicalCat you're 100% correct in your understanding of the powers function.
- Eye Of The Storm is a passive cycle between the Storm and Eye with seemless effects; and is instantaneous from the match beginning. The game would start with the Storm raging, and then 150 seconds later transition into the Eye for 90 seconds, then back into Storm, Eye, Storm, Eye etc for as long as the match goes on for.
- Black Sails has a cooldown of 15 seconds in between uses. Only one gen can be blocked at a time. So, it prevents spamming and also restricts the amount of times it can used, during that particular period of the Storm, but not too strictly that I felt would not feel like it forced the player to hurry and block a gen with minimal time for strategy.
- Run Aground, the cannons despawn when the Storm returns; you regain all 3 Cannons when the Eye returns each time; it would take 10 seconds to dismantle a cannon; the speed of the Cannonball is equivalent to the minimum Huntress Hatchet speed throw; and the size, hmm, would roughly be the size of one of Janes butt cheeks lol.
- Hex: Wreckage was designed in situations where the pallet offers a survivor a possible extra two loops out of the tile; but you raised some very good issues with it. Perhaps making it so that the perk spawns two Hex Totems in the game, but if one is cleansed the other stays in function. But, if the second Totem is cleansed it is half the duration of the initial time, so 20/25/30 seconds of blocked pallets for the second of the two Totems? I would also add that it's a perk I thought of that could make chases vs certain killers scarier: Hillbilly, Demogorgon, Legion, Plague, Huntress, Leatherface, Ghostface, Myers, Freddy, Clown, Oni. So a lot of killers could see use out of it in the right circumstances.
- Cursed Treasure, upon conception it was intended as you said, to fill a void that currently is non-existant. But, also to make secondary objectives feel more threatening/cautionary. I do see how this may be a once per game thing. How about this change to it: The first Chest to be fully searched always offers a Broken Key, grants a noise notification and Injures the survivor. The remaining Chest searches return to normal but suffer a search speed reduction of 40/60/80%? Pharmacy would counter-weight the debuff, naturally.
- Siren Sickness, haha could you imagine if one perk just eliminates all map safety XD
- Happily Ever After, thanks, that was exactly my thinking going into it. It requires the player being at risk to be able to activate it, but also provides a small amount of reprive vs insta-dowm killers, meaning it can potentially hard counter an insta-down camper (which nothing does so far).
- Once Upon A Time, you're very right lol that percentage is pitiful when you work out the timings. I know what my mindset was going into it; because it effects vault speed, I didn't want to do anything higher than that for fear of stacking too crazily with Spine Chill and Resiliance. But the other actions feel nothing from it...hmm, any suggestions to remedy that? Maybe remove the vault aspect to it and buff the percentage of the interaction speed by 33%?
- Like Magic functions identically to how Solidarity does. A full 100% repair would grant a 30/40/50% heal progress to the survivor. So, for example, 25% of a gen repair would grant 7.5/10/12.5% heal progress to the survivor; 50% repair would be 15/20/25%; 75% repair is 22.5/30/37.5. I should also note that this only applies the heal progress without the use of a toolbox. Much like Solidarity doesn't give the conversion for medkit heals.
That was some very solid feedback once again :) i'm noticing a trend that sometimes the initial numbers and percentage of perks sometimes is way off my desired intention lol
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- With the Impaled perk, you're right, the percentage needs an increase if it were to function in my design parameters. Maybe 30/40/50%? Since survivors have altruistic perks to speed up resucues too: Leader, BK, NOLB, Resiliance.
- Signing Off activates and awards the tokens as soon as the final gen pops or if the EGC is triggered by the killer closing Hatch. So it could pair with WGLF and encourage people to come back into get more bp bonuses. That would be the hope when you see it in play at least lol
- Deal With It probably should be a low percentage due to stackable effects from other altruistic perks. It would be crazy to have that, NOLB, BK and the others. It already is crazy fast with those ones listed now lol. But I do see how niche it would be. Could be great vs campers and I do think it would synergise into builds well and cautious gamers playstyles too.
- For 'Just Do What You Do', funny you say that idea about that. I had a post about a perk with that exact effect. Called it 'Moxie'; it got very mixed reactions at the time lol so I would gladly put a change to the function to make it that if the Stun Extension was too obnoxious.
Cheap plug incoming lol i'd love to hear constructive feedback on my other Chapter ideas if you felt like scrolling to them as well? Posts titled 'Chapter Idea Lost At Sea' and 'Chapter Idea Lair Of The Damned'. And i'm actually in the process of a new one too, so keep the page refreshed! haha
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@TheMythicalCat thanks for taking the time to give some very solid feedback and questions. :)
I'll tick all of the questions in order of being asked:
- The Facehugger skill-checks are the size of Unnerving Presence skill-checks. But, the thing to note is that the survivor must continue to wiggle the stick while hitting the skill-checks that appear, making it that much more challenging. So, if you hiccup on the wiggling too often then you run a very high risk of not filling the bar. And missing a skill-check will regress the bar too.
- I see Impaled having more uses than camping. In moments where you need to get a survivor downed and hooked before a rescue happens or before they can heal/both run to the gen after the rescue; having them take longer to rescue can give the killer less punishment in their momentum shift in that regard, and also has a nice use in endgame camping. Camping in general will always be seen in dbd, I don't think the appliance for a camping killer outway the benefit of a killer who juggles and takes chases whenever they can. Would you agree?
- With Harvested, I can see your point. Hmm, only reason I went with speed coming off of a down is that a killer gets speed off of a hook with Devour Hope, I didn't really like to see two perks have almost identical functions. But to clarify, it doesn't stack within the confides of the perks criteria. Would only recieve 5% boost from this perk.
- Hex: Hive Mind 1) yes it notified the killer by lighting up on th HUD if the totem is still up, and yes it notifies a survivor that opening progress is resgressing when they let go of the lever. 2) it doesn't trigger EGC in either scenario. 3) yes, the lever will have the entity claws around it preventing interaction from both Killer and Survivor.
- Signing off functions as WGLF does in terms of point gains. All categories are granted the percentage bonus in accordance to how many tokens were achieved. And yes, the tokens are earned by how many survivors are alive when the exit gates are powered. This also takes into account an early Hatch escape. If someone were to jump in the Hatch before the final gen is done and the killer closes it, anyone using Signing off gains a token for anyone still in the trial as well as the survivor who had escaped in the Hatch. I felt it should be done this way because a token based perk would be hard to factor in if the survivor using it had to still be in the trial while everyone left before them. And if it was based on escaping, the user may be forced to leave before anyone else does, making it so the perk doesn't get a chance to grant the tokens.
- Deal With It, I see your argument, and would say in response, the perk designed the way it is is precisely for moments where a team cannot physically react to a killer getting two hooks before the rescue happens. In situations like this: two people on gens while the first is being hooked, and the 4th one gets seen on approach or nearby and is downed quickly. This would grant the survivor(s) using Deal With It to be able to leave no trace of their rescue attmept and get away with it quicker. I'd say it's designed to be a momentum shift perk, not just soley a rescue perk.
- Just Do What You Do, I knew the strength of it when making it, and the mindset behind creating it was "every perk should have a counter-part on the other role." Killers have Enduring, survivors are yet to have a stun extension perk. But i'm curious, would you have an idea as to how I could alter this perk to make it less obnoxious for killer to vs? Or perhaps an entirely new alternative?
Thanks again for the feedback, it's flattering to see my idea interested people :)
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People suicide on the hook for reasons other than points. Most of the time it's because they can't take being outplayed or don't like vsing a particular killer/style of play. Making a survivor get points for being hooked isn't a healthy idea. By that logic, killers should get points passively just for patrolling the map outside of a chase.
Also, a survivor does get points for being healed and unhooked, if they are the ones to do it to themselves. People should be awarded for helping themselves and their teammates, not by being helped by others. Point score events are fine as they are. Only things about points, for survivor, I would add are: 300bp for great skill-checks in all categories, not just repair; get a few Boldness bp for avoiding a basic attack with Dead Hard - score event can be called 'elusive'; and get bp for resetting a pallet with Any Means Necessary - score event can be called 'defense reset' or something of the sort.
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@Revzi100 I considered that, but in my original post, someone pointed out that the functions in that first design were too similar to killers that already exist, so I didn't want to make that same error in design again.
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@Emeal_the_Camper I sure did consider that being a perk. However, I felt it was too close to Spirit Fury in function, that I decided it would be better as a unique passive ability for the Xenomorph; also making it suit the creature's lore trait too also pushed me to make it power related.
The reason behind Signing Off being only 3 tokens is because it's a perk designed to encourage the player to help teammates survive at least until endgame. Since the player using it is gonna be alive at that time, 25% is guranteed. So, in order to get benefit of the perk, at least one teammate needs to be alive, making it a teambased bonus; unlike WGLF being a borderline selfish bonus bp perk.
Thank you for the feedback and praise :)
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Thanks, guys, for backing up my report :) hopefully it will get patched quickly like the recent 2 patches have been.
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Cheap plug incoming! - I actually had a chapter idea for Alien myself, check out the post: 'Alien Chapter (Revised And Updated)'
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@Waffleyumboy well, making a survivor think about when it's worth using one of the tokens automatically makes it less braindead, since they have to use their brain. And if a killer wants to camp in order to trigger BT, then what the hell are they thinking, wasting all that time just to commit to the rescuer? Why not just use that time to patrol gens and chase active objective goers
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@Ghoste well, do you think that if my idea was implemented to the letter that those perks would be ruined?
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@Waffleyumboy it's more to move away from the braindead style it currently has. Block one loops vault, the survivor outplays you and moves away to a new one, all a sudden that new area is now blocked too all because the killer you vs has minimal skill/thought going into that chase. Same with the other perk alterations, making perks actually encourage intelligent thought is how dbd should be, rather than how they are now
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@Ghoste @Weck The idea behind nerfing and altering the current meta perks is to make that step away from how often they are used much more effective. Look how many people share the belief that "slowdowns are needed to have proper matches." It's talk like that which streamers bark and audiences parrot that have made the game as stale as it is currently. I'm never one to call for nerfs, but I haven't seen any substantial ideas on how to stop this meta, and to me, altering the boring perks seems a valid and sure-fire method. I do wanna here other ideas though :)
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@OhHelloThere Well, an Emergency Medkit with Botany Knowledge allows a survivor to heal in like 6 seconds. So, if you get to a loop that is long and killer tries to Bloodlust it (because that's just how killers decide to play now, even though it's terrible and braindead) you can heal before they even get around to you on the second rotation. I know this because my friend has been using that combo for the past 2 weeks. It is really dirty. So satisfying to use vs the boring type of killer.
I'm still gonna prefer that the idea of yours be a seperate perk; since Overwhelming Presence has quite a useful place in this current era of DBD. Plus, i'm never gonna like the idea of a new slowdown perk since that's the last thing we need to be added. We already have enough of those perks in the game.
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I would have said just make the percentage for item usage penalty increased from 80/90/100% to 100/150/200%.
Don't see why it should function completely differently. Especially if it's another slowdown perk. Th slowdown mentality is one of the things killing the game.
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Well, it's obvious who you watch.
People only want a UI on the scoreboard so they can feed their own ego if they happen to beat that team. "This was a 4-man swf, and I just 4k'd...blah blah blah." I don't happen to like arrogant people, and this would just spike that mentality even more in this game (even though the amount of fat-heads that play this game is high already).
I will also say this, solo survivors are the most boring thing to vs as killer. Majority of the time they are all immersed; so slap on a debuff for the swf they get paired with, and you'll have matches where a solo does not want to be found, ever, just in case their teammates are swf and will take forever to do gens and heal them far longer than usual. Plus, considering that co-op repair times are taking a hit in the next update, do you really think it's necessary to debuff anything more? I couldn't care less about swf, they are very rare to go against, and most of the time they are the most interactive players to vs. Always doing something, which means you're never having moments after a hook where literally none of the other 3 are doing anything. The issue is that people just treat this game way too competitvely, even if I get zero kills vs a 4-man, I usually get at least 24k bp anyway, so I don't care. Swf aren't the thing killing this game for players, Solo survivor is, majority of them are so dull to vs. That, and the current killer mentalities of "slowdowns are needed to have proper matches." That fun-sponge attitude is also killing the enjoyment dbd has. So instead of nerfing swf, the devs need to make a new meta for the dull killer players and make immersive playstyes harder to get anything out of. It's so easy to get a lot of points and pip even if the killer never finds you the entire match. Boring.
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Try using your stalk from long range. Or stalk through the gaps in walls. It seems like you're not getting the strategy down with GF. If you're being forced to injure a stalked survivor before they're marked, maybe change the way you play it. Why not do it the flipped way: injure them then stalk them, so when they heal, they are soon gonna be exposed anyway.
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It's actually whenever the survivor experiences a skill-check they get notified of it; regardless of whether or not they hit it.
I have been wanting a buff to Lullaby for ages. To make the notification for the Hex only appear when the killer has at least one token for it and a survivor gets a skill-check. I don't hold out hope they'll change this anytime soon, since the devs never mention it on livestreams, reply to the posts about it on here etc
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Here's an idea for Hillbilly I literally just thought of while reading through the comments:
His Chainsaw has a power gauge attached to it - like Legion and Spirit. When using his Chainsaw in a loop, or for a brief moment/short range, only a portion of the gauge is drained. Hillbilly can use his Chainsaw at any point for however long he wants as long as there is power in the gauge. (Meaning you can still have your chainsaw active even if the gauge empties while your drifting around the map.) But, if the gauge empties, you cannot use your chainsaw again, after cooldown, until the gauge fully recharges. So, if you use all your power in one chainsaw sprint, you cannot use it again until it recharges to full. But, leaving it at a small percentage will allow you to use it again without a worry. However, the power gauge does not recharge until the gauge is empty. So, using 75% in one sprint means you can get 25% more use out it, but you won't get anymore than that until you've used up the last 25%, allowing the chainsaw to recharge to full.
This would limit how obnoxious Hillbilly can feel in certain moments. And especially with the increased amount of deadzones coming in the update, it could be a balanced alteration. Any thoughts?
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@edgarpoop you're joking right? So, you're actually telling me that the only way that a Clown gets a hit is if someone makes a mistake against him? Wow, how the hell is that even accurate. Yes, you run and loop tiles differently vs Clown; every killer forces you to run tiles in a different way.
And yes, it is accurate to say that the community sheep popular opinion. No one knows about mindgaming Clown's audio cues, they all say "this is a dumb mechanic, change it; why was it even designed like this!?" Without stopping to be like "hey, you can do this with it at these tiles."
People need to get out of this 'streamers are the authority on the games they play' mindset. Just because people film themselves playing, does not mean they know everything or are actually good at the game etc etc etc. People say Clown is rubbish for so many reasons, even though, those same people suck so badly at playing him. (I could name names but who the hell wants to go down that route?)
I would also say this, maps are being shrunk, tiles are being spaced out, "infinites" are disappearing, will you people still sheep that Clown is a rubbish and poorly designed killer when you have zero excuses, apart from lack of skill, to not have pressure on maps?
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Learn how to mindgame his audio cues and don't spam bottles on one survivor. Clown's chase is very strong, you probably just play him poorly; just like the hard majority of the dbd playerbase. So exasperrating to keep seeing so many misinformed people spam the popular opinion like sheep.
That's my response to you.
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If they begin to spin to the left, most likely they will go back to the right to throw you off, so lunge early as to not get sucked into the auto-aim void while anitcipating their direction. Or step back a very tiny amount with the spin so you see their movement all the way and just swipe instead of holding the lunge.
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@HasterPhenix My Nemesis compares more to Pig than any other killer. But, i'll see if I can alter this and make him a tad more unique
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@obamagaming99 Oni is so ridiculousy strong in his power that Infectious is overkill lol
I'll give you my reasoning for the build selections :)
BBQ on every killer for points.
Huntress: Deerstalker - for times when you're slugging a possible DS or juggling a 2nd survivor after a down, helps you keep tabs on them from a far distance, good on Huntress because you can get free shots on a pickup, and negates the no audio bug on the floor. DMS - you can cross map shot on a lot of gens post hooking of the obsession; accurate or intimidating shots get survivors off a gen which then blocks it, meaning zero reason to be there for 40 or so seconds, meaning any pressure you put somewhere else is more punishing to the survivors than normal. Discordance - so you know where to prioritise your attention and also, free hits.
Oni: Mad Grit - good survivors will take hits vs an Oni while you have your power primed because you don't gain any boost in the power gauge, the orbs they leave are inconsequential since you will most likely go into power instantly if you see people on gens. Also stops body-blocking hooks too as a bonus. Thus preventing Oni losing any precious momentum (the one thing that cripples Oni the most) Whispers - so you never waste time aimlessly searching when in need of gaining your power. Ruin - to gain extra reward for getting someone off a gen. Brutal Strength - so you can break pallets outside of your power without losing as much ground and also kick a gen that needs it without wasting anymore of your power than you normally would have.
Ghostface: Whispers - so you know an area people are in thus gaining intel on where you can stalk from unseen. Surge - great to passively regress gens without needing to wander over to it and break it. Also, combo it with Knockout - on GF you can down someone outside of Shroud and activate it to then approach the gen without them knowing which direction to expect you from
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@obamagaming99 Intel perks work best on those 3.
Stuff like, Discordance, Whispers, BBQ, Nurse's, Infectious, Bitter Murmur, Deerstalker, Surge, Surveilance.
My Huntress build is: BBQ, Deerstalker, Dead Man's Switch, Discordance
My Oni build is: BBQ, Whispers, Mad Grit, Ruin/Brutal Strength
My Ghostface build was: BBQ, Surge, Whispers, Knock-Out. But now I only use BBQ now, since I find that GF can be a very obnoxious killer outside of basekit.
I find those to be strong perks to use on those killers and also fun too :)
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@obamagaming99 which killer's do you tend to play more than others?
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Try using Corrupt Intervention or Discordance if you find the early game to be tedious on big maps.
And maybe try juggling at the start of the game instead of hard commiting to the first survivor you find and injure.
People like to throw around the phrase "plaster-fix" so much, but let's be honest, if a perks function is to stop a certain mechanic that a particular style of player doesn't like or struggles against, then they should use those perks. For killers like me, I use certain perks on certain killers because they feel the benefit. Discorance on Clown, Huntress, Deathslinger, Wraith. Corrupt Intervention on Trapper, Hag, Legion. Certain killers feel a benefit more than others do in a refreshing way just by slapping a perk on them from time to time. Try my suggestions and then come back and say 'Old Ruin is needed to be brought back' or 'change gen speed' if you still feel the same way
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Perks are always gonna compare in strength, but that's the beauty of variety. I don't run Discordance simply because it is one of the best intel perks in the game, I run it because of my playstyle on certain killers. Just like I use Gearhead on killers like Myers and Plague because of the Basic Attack function it has accompanied by how those killers can play with it.
Variety is key in this game, forget about strength, it's all about how it changes playstyles and also adds to the game to make it an unrepetitive for both sides
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@Zydto Thanks :)
The thing I found bizzare to envision when thinking of this chapter idea would be how stunning a Face-Hugger would look lol
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Mori's count towards one hook token on the Devout emblem. So, if you mori everyone off 1st hook you only get 8tokens of Devout. As opposed to a possible 12.
I'd say just max out your chase potential and make sure gens are slow and you should guarantee a 2pip match at yellow ranks
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@Faethor01 Well, rank does matter when going for an adept, because the higher you are the higher quality of emblems you need for a 2pip. Red is 4 Iridescent, Purple is 3 Iri and 1 Gold etc etc etc.
And bringing a Mori in will hurt you. The goal is to get 3 hooks out of people while also not getting too many one-shot downs. And also not letting all 5 gens pop in under 7mins. At low ranks you can get away with not killing all 4, because of the low pip brackets for emblem quality. So, I ask again, what Rank are you doing them all at?
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Reloading - this would cripple the Clown, considering his strongest add-on is the extra bottles. Not to mention that you should only be reloading when you're empty or have 1 left and are approaching on a potential chase.
Throwing - the movement slowdown that Clown feels after throwing a bottle isn't that big of an issue. Since you should only be using them to slow survivors in loops or deter strong routing you don't feel it that much.
Audio Cues - the fact you say his audio cues removes mingames, especially in shack, makes me know for sure that no one has noticed that his vault grunt is exactly the same as his bottle toss grunt? Massive mindgame potential right there!
Power - hitting directly with a bottle is an unnecessary change; considering you shouldn't be aiming at the survivor (unless you desperately want to nullify a burst of speed from an exhaustion perk). Aiming ahead of the survivor offers far more benefits than trying to hit a survivor with a bottle; since this would only be useful at close range, or vs potato movement survivors, you'd get the hit regardless. But I do see certain situations it could help, ultimately I would disagree though.
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No worries :) it's a really creative concept. What would 'Graceful Moves' allow to hop over?
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Play strategic when going for an adept. What Rank are you trying to get these tropheys on?
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This is a bug in the game, it's been there for possibly almost 2 years now. I remember playing when you could get off/finish an interaction as the skill-check ding happens and nothing would happen. Now you can stop an interaction and the ding happens after you've already stopped the interaction only for it to then cause a noise notification for the killer; even though it's impossible to do anything about it, since it isn't even bad timing, the game just trolls with it's bugs. It really does need to be patched, but hey-ho
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You think your Ruin idea is a better perk than the current one that regresses a gen not being repaired at double the speed that it took a survivor to repair to that percent, eg 40 seconds worth of repairs (50%) are regressed to 0% in 20 seconds?
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I'm guessing unlike GF, Babadook wouldn't be notified when he is about to be revealed from the Shadows?
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If you suffer from the pains of a team not cleansing, use a build that helps you find them easily. And claim your Corrupt Purge when you can snowball it. I play Plague a fair bit and never suffer the pains of feeling like i'm in the hands of the survivors whether I gain scary momentum or not. Most teams I vs cleanse once they realise i'm juggling effectively and winning chases quickly. Maybe just change the way you play as her and your build too
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I love this chapter idea! I have questions though:
When Vixen is Charming a survivor, can a teammate block their movement towards the Vixen? Plus, 6m is a pretty short range, and for an action that doesn't allow for her to move while being performed, did you design this with an anti-looping in mind?
The Curse aspect seems underwhelming though, it is LOS dependent, and most maps have so many LOS blockers on them. Maybe you could add a function to it that makes her gain piercing vision while Cursing, which makes it so tall grass, reeds, corn etc offer no vision obstruction to it, only physical obstacles can be used to break the spell's channeling?
The perks are awesome and I love the concept of them a lot. A couple questions though:
About Sudden Force, what situation/context of usage did you have in mind when you made this?
And for Spell Of Misfortune, maybe the duration of the effect should be longer, maybe 30/35/40 seconds - considering Inner Strength is a thing and the locker may not be near a gen that requires repairing. Thus making it mainly a debuff for helping teammates heal as well as dettering gen repairs a little.
Both designs for the characters are really good too. Both very unique designs and also showcases their personality as well.
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The perks you've created are specific to Slenderman's function; they need to have universal applications to them.
'Apparition' would be great for a passive function to his Creepn ability. And Creep should do something more impactful. It's easy to break a chase with a killer, so maybe do something like, Stalking a survivor to max, with Creep, causes them to be Fatigued for 45 seconds. During the Fatigue duration they suffer from a 3% Hindered effect (which can be increased by add-ons) and when a Fatigued survivor is hit, their aura is revealed to you for 12 seconds and they no longer suffer from Fatigue. It would also work under the same principle as Myers stalk, the closer you are the faster the gauge fills up, the further away you are the slower it fills up. No collision when stalking, and the Fatigue bar resets to 0% if you hit the survivor that isn't max Stalk.
Creep should also have a cooldown function to it of 30 seconds. If you perform an attack whilst Creep is active, Creep deactivates (meaning a survivor looking at you is no longer Oblivious.) And also, the Oblivious effect should linger for a few seconds after they look away from you, say, 8 seconds?
I also don't think his height should exceed that of walls. Slightly taller than Plague, yes, but not taller than the height of a T-Wall, for example.
'Undying Follower' could do something more, ie have two function to it:
1. Any survivor that fast climbs into a locker suffers from permanent Exhaustion whilst inside the locker, when completely outside of the locker they suffer from Exhaustion for 5 seconds. Exhaustion doesn't decrease while running.
2. Any survivor that slow climbs into a locker causes the ghostly face to appear on screen in a jump scare animation whilch cause the location of the survivor to be revealed to the killer.
2/3/4 lockers can be Haunted at one time. Tokens recycle on a cooldown of 30 seconds
'Ritual Notes' is a cool one, but again, maybe take away the sacrifice function of it and make it an Obsession based perk. Maybe hooking a survivor that isn't the Obsession gains a token, up to 5 tokens can be gained at one time. Each token causes all survivor's footsteps to be 5% louder. It also causes the Obsession to suffer from Oblivious for 45 seconds when a survivor is unhooked. An unhook during the timer does nothing to the duration. Getting stunned causes you to lose a token. (Stuns consist of pallets, Head-On, Blinds and grasp escapes).
I do love the idea of a Slender chapter in DBD. The animations for him sound cool too. The vault animation shouldn't be like old Spirit's though; maybe make it like a glitchy passive animation so you can still see him vaulting but he disappears and reappears every 0.1 seconds during the vault.
How do those personal tweaks to it sound with you?
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There is such things as juggling, snowballing, area control and slowdows. If those aren't enough to stop survivors doing gens then the person playing as killer either sucks, or is just having a bad match that particular time. Comparing 5 gens to 12 hooks is a braindead excuse for lack of pressure. Momentum and time management is everything in dbd. If you are doing either of those poorly then you will lose, unless the survivors suck and play even worse than the killer. Don't pay attention to streamers, just because they film themselves playing, does not mean they are the authority on all things dbd. Most of them use scummy builds and think obnoxious perks are the only way to have pressure and have a chance of winning.
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@tippy2k2 I used to put Agitation on my GF to make sure survivors who were 99'd didn't block the hook to force me to lose all the stalk on them. Then after a while survivor's just stopped playing intelligently vs GF so I stopped using it. There are so many counters to the style of GF you vs, but a lot of people just don't do them. For example, a GF that injures all the time is most likely using Nurse's Calling, so healing in areas where you are always gonna see his approach and can break him out of Shroud is how to counter that. If he keeps coming after you, just loop him well and he would have wasted sooooo much time on you. Vsing a stalking GF, you run far away while keepng LOS broken, then break him out of Shroud from behind objects and walls, where he can't fill that gauge up on you. And if you are stalked a lot, force him to hit you when he cannot avoid it (ie blocking a hook). Most survivors don't do any of these vs GF; just like a lot of GF players don't have proper strategies when they go into a match or when they vs a particular team that play a certain style.
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I think this is all based on individual experiences really. I've not had a single farming match since the start of the Bloodrush. Everyone plays the same as always. I've been vsing and playing with teams that more often than not leave people on hook for ages and sometimes let them go into struggle. Some even suicide on first hook for no apparent reason at all pretty regularly
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You guys need to chill, I love going against teams that actually put my skill to the test. Full squad Swf are very very rare, but when I find them I have veey good matches. Some grief of course, because DBD has a toxic playerbase, but they are still good at the game and give me highly interactive matches. Swf are not the problem, having broken areas in multiple maps is - infinites for example. But even then, most killers can shut down infinites anyway if the player applies their killer unique power well. Being forced to play really well or end up losing is not an issue with the game! It's a welcomed challenge that pretty much most of the dbd community shy away from, because most players in this era of DBD are boosted to F and wouldn't know any kind of skillful pressure if it slapped them in the face.
The issue with matchmaking is purely that. The devs messed about with rank reset one too many times and now ranks mean diddly-squat, low level players are being paired with higher ranked survivors, it isn't that swf are the cause of this issue, it's the devs terrible matchmaking changes. Do not blame something that is highly uncommon for everyone to vs as the cause of all your pain in DBD.
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@LuluTheLion14 I did have an idea when I first came up with the chapter to make it centred around the Face-Hugger. The Xenomorph would still have the ability to Pounce attack and have the Acid Blood mechanic as described in my post. But the main power was gonna be, at command, you summon an AI controlled Face-Hugger to chase down the survivor, up to a range of 12m at a base speed of 4.6m/s. When the face hugger catches up to the survivor it jumps at their face, forcing them to engage in a struggle mechanic that lasts for 12 seconds that also intermitantly throws Considerably difficult skill-checks at them whilst having to keep wiggling the stick. Failing a skill-check reduces the struggle bar, failing to fill the struggle bar before the 12 seconds expires causes the Face-Hugger to latch onto their face and impregnate them with an Alien embryo. The Survivor is then put into the dying state and cannot be picked up by the killer or their teammates for 15 seconds. They do not bleed out during this time, after which the survivor is in the dying state as normal. Once Impregnated, the survivor will cough loudly every 60 seconds revealing their location to the killer. The embryo inside the survivor dies once a survivor has been injured or downed after being hooked once. So, if you go down to the Face-Hugger, and are then hooked by the killer, next time you are downed or injured by the killer anytime after being rescued, the embryo inside you dies and you no longer reveal your location, meaning back to gameplay as usual. The Summoning of a Face-Hugger can only be used once every 100 seconds.
I scrapped this idea because I felt it would be too dependent on a survivor if the killer gains the pressure from their ability.
I also disagree that this isn't creative. Yes it uses inspiration from what we have in the game currently, but on a different level to what we already do. This killer would be the first killer to crawl on all fours at a low frame. It would also be the first killer to be able to attack through a window vault animation. Nothing too complex about it either, really. 3 functions but none of which are hard to understand or conflict with each other.