Onyx_Blue
Onyx_Blue
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- Onyx_Blue
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This is the problem with these posts, it's the reasoning behind their line of thinking. OoO is not an issue in the game because of SWF. OoO is an issue because there are certain maps that pretty much guarantee that you'll never catch that person if they never let you get near them. It breaks the gameplay of a fair few killers in this ever-growing list of 20 now. The perk definitely needs a new function.
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Glad to hear it :) just remember that feelings of personal negativity are usually deceitful thoughts, not based on reality, and can't be trusted as the truth of a situation.
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Anytime, we all have those moments. Key thing is that you don't lose sight of the reason you do something. And to not believe the negative voices in our heads. Hope you're doing good now :)
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Hard work is never for nothing. Even if people don't directly comment or reach out to let you know their opinion/criticism/praise of your work, people still see it. The Devs always see posts on here. Your chapter ideas never go unseen and unappreciated, even if it doesn't meet your expectations on the surface.
Someone like you? Look, I have no frame of reference to know what that means, but everyone can be anything they want to be. Put all your passion and energy into your work, enjoy it when you create and people will enjoy your work too. As long as you are happy with your own creation, nothing else matters. The only person you need to impress is yourself; others only see the surface of your work. The depth of a bio barely scratches the surface of the creative direction and deeper story behind that. Most of my bios are short stories before I shrink them down to fit the ideal length you'd expect to from a bio (revealing but teasing in the amount of details left untold). The power speaks for itself, unfortunately cannot be playtested, so it is all in the readers imagination on how that would be like in game. Same for perks too.
Keep working on it, get it finished and to your personal standards, then sit back and be proud that you created something you love for a game you love. The community in this section love fan-made ideas; the Devs love these ideas too.
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It does sound bratty, people post chapter ideas on here all the time. You, and no one, but that person knows the time and effore they put into the fan-made chapters. Yours will be ready when it's ready; people will either like it or not, be interested in clicking on it or not.
You should be uploading these chapters because of your love for the game and the love to create; don't get caught up in seeking praise and an audience. It'll just push you in a negative direction.
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Yeah, it is very surprising that add-ons like Rat Liver slip under the devs radar, value wise. We see it a lot: Wraith's Ghost is Brown; Pig's Combat Straps is Brown too etc. I think it's one of those things, like you mentioned, without a proper playtest from players that are experienced with that killer, you never know an add-ons value until months later lol maybe we will get a rarity swap with killer add-ons at some point in the future. Would definitely be warranted.
Haha most people on here don't know what sensible discussions look like XD I do like a lot of your adjustments here too. Most of Demo's add-ons are a little underwhelming for what you'd expect them to allow you to do with his power compared to what you see them do in-game.
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My argument is that Rat Liver gives Demo angle gains far quicker than normal, meaning you not only lose minimal ground when baiting, but vs a Demo that knows what they're doing, Rat Liver pretty much makes Shred unmissable due to how quickly Demo achieves the right positional angle for it. A good Demo should never be missing a Shred with Rat Liver (excluding human error). Having that at base-kit would lower Demo's skillcap drastically. I never use Rat Liver on Demo for that very reason. If the devs did a ptb of this new Demo, then everyone would see how busted Rat Liver Demo base is.
Hmm, yeah if it was only a small amount like 2/3m then yeah i'd say that's fine. I did have it in my mind like 6m lol
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Rat Liver guarentees Shred hits in loops and tiles. Honestly, the amount of Demogorgon's that only use his power as a bait is astonishing. His Shred is devastating. I use Shred as often as I can. Only baiting when i'm at a dropped pallet, or they're teasing a possible vault to scare them off it. His Shred is crazy strong at base-kit. This is why I am so confused why people always say "Rat Liver is needed to be basekit."
The reason being, you're passively blocking outplays simply by defending a gen. Current CL punishes them for doing their objective. Yours would need to be a Hex because it gives the killer insane defensive potential, even without a combo of perks attached.
Yeah, I should have probably asked how much farther it allows Demo to leap to. How many meters does it increase by?
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At base-kit, Demo's Shred is highly effective. With Rat Liver it is pretty much a guaranteed hit all the time (on a good Demo that is).
Your Cruel Limits would need to be a Hex. It is too strong, since, most likely the gen is gonna be near a vault within those distances. And chasing a survivor off the gen, combined with Ruin is a passive Bamboozle to that tile outplay if there is no pallet nearby.
I mean, just change the description? I wouldn't say make it affect Shred's. An Ultra-Rare for that mechanic would really be way too strong to use. And it would be used all the time.
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People really need to stop saying "Rat Liver is needed in base kit." It honestly just makes me think the people who think that are boosted as Demo and rely too heavily on it.
I'd say Cruel Limits should just be buffed to 32m and blocked for longer. Or block vaults 24/32m from your location, not the location of the repaired gen.
Decent ideas in general, however, I see a few people suggest Red Moss do your effect. That would be insane. No way should that exist. His Shred is a chase tool, with your idea people would just stop using portals and just spam Shred all the time with it. Not to mention if they did all your changes then you have Rat Liver always combining with that, meaning the draw back does nothing really..damn lol
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The main thing they should change is his ability delay when he lowers his Redeemer after aiming. The fact he can aim, lower, aim, lower, aim shoot is kinda busted and sorta makes loops and tile play vs him tedious and exassperating. Especially since him just following you not ADSing is enough to scare experienced survivors to still wiggle side to side in case of the quick-shot.
They should make him have to wait 0.75/1 second before he can aim again after cancelling his ADS.
His TR is fine at 24m since he is 4.4m/s.
His range is fine too. It's just the interaction at tiles vs his Redeemer that makes him super annoying to vs. He plays amazing, but vsing him is a pain.
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My build is BBQ, Whispers, Unrelenting & Shadowborn.
The add-ons I use rotate between Rat Tail, Mew's Guts, Thorny Vines/Upside Down Resin, Eleven's Soda/UnknownEgg and Deer Lungs.
Anyone relying on Rat Liver and STBFL just tells me that they're boosted and not a good Demo. He doesn't "need" anything. He is a beast of a chase killer and his rotation pressure can be very confusing to survivors.
I'd also recommend learning his unique mindgames and tile outplays. Not many people even attempt them. But i'll highly encourage you try to figure them out. I ain't about to go raising awareness of them to every Tom, Dick and Harry on here lol
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@FootMan2893 yeah, 20 seconds + regress time. In a game where time management is crucial. If Pop isn't strong, why do people use it and see clear observations that it can hard carry a lot of games for the killer. Why would Devs bring out a perk like Repressed Aliance if Pop wasn't a nuisance?
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@Snowbawlzzz no, this particular example is entitlement. It's a player expecting a survivor to "be nice because I was."
Granted, yes, DS should have criteria that causes it to deactivate quicker. Maybe interacting with objectives accelerates the timer, and entering a locker pauses or outright deactivates the perk. But this is by no means 'proof'. It's a player trying to avoid potential backlash (which is dumb since endgame camping is expected) and then expecting the survivors to look at that and think " oh wait, he LET me get rescued near a door, maybe I should just let him hook my teammate." That right there, is entitlement. Why would they think that? And why would they not use 'immunity' to get to safety?
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@m0rtalk0mbat012 you do realise how oppressive they can be, right? If the killer knows how to pressure properly and knows where their area of focus should be at that particular point in the match, the Slowdown perks become insanely difficult to contend with.
PGTW, 25% of a gen instantly regressed. Combine that with a killer that gets quick downs and is also using action debuffs...yeah, you're really saying they aren't strong? The only time slowdonws don't have an impact on the game is when the killer plays terribly in general or makes one too many mistakes.
C'mon man, do you seriously think oppressive and highly dull gameplay needs buffing? Jeez
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@MadLordJack no, by my logic, an entitled survivor is someone that makes errors in judgements and mistakes (with rescues, accidental sandbags, positioning etc) and expects a killer to be nice and let them get away with it.
The meta of both roles do overlap due to the fact that killers use their slowdown meta builds because they hope to contend with the survivor second-chance meta's consistency of crippling their momentum.
What you're trying to say is that every perk can be called meta due to a fair amount of popularity, but what you misunderstand is, although those perks are used by a fair amount of people, the general consensus is that "slowdown is needed" and "second-chance perks are the needed safety net/clutch". I don't agree with either of those. But that is exactly what the meta is. Name the most popular survivor loadout and tell me that those perks aren't second-chance and can really devastate killer momentum. Then name the most popular killer loadout and tell me those perks don't oppress survivor objectives, crippling their momentum/progress.
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@MadLordJack it's entitled to expect that a survivor won't try to escape utilizing their perks, yes.
And yes, Slowdown and Second-Chance definitely overlap since that's what the current meta is...both sides use that meta because they hate the others meta and know to expect it. So they equip their roles meta to counteract it.
I hate the meta, it should be Rotation Pressure vs Chase Outplay.
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@FootMan2893 your post pretty much tells me that the game was over and the doors were powered, if not 99'd. What issue is there with camping at endgame? Even survivors don't care about that. Some do, the ones who have zero idea what the killer's perspective is in that situation, but others know and don't knock the killer for trying to secure something out of the game.
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Hooked near an exit gate and playing 'nice'? Yeah, why would you do that and expect them not to get out? It's not really a complaint so much as telling everyone you're borderline-entitled and didn't play that part of the game smart.
Second-chance perks are very strong, just like slowdown perks are very strong. They're both stale af to go against, but are so common due to the fact people hate the other but they both balance each out - momentum wise. I hate the meta, but until it is nerfed or a new meta is introduced, can't really moan about it in this regard.
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@TAG my bad, I was still in the mindset of my reply to Skarkio, since they made the power comparison, and your reply mentioned comparisons too. Got my wires crossed.
Anyhow, yeah, camping and tunneling hooks exists, but it is far easier to do it when you know survivors cannot outright defend against it. Look, it's obvious we aren't gonna see eye to eye here. My concern with DBD is that there are more and more mechanics that have a lot of niggling issues in them; and when you look at the broader picture, something definitely needs changing to aid in fixing the smaller issues. Now, whether that be nip the smaller issues in the bud by nerfing a mechanic slightly, maybe it is worth it. This game definitely need health improvements
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I have some questions:
Life Full Of Surprises - How many times can you potentially find 2 items? And is it restricted to surface or Basement chests?
Optimist - is there any criteria to activate the perk, or is it purely whenever you make a protection hit the teammate gains Endurance? It would be OP if it infinite. And also, I think it should only work on Dying state if there is no additional activation criteria.
Spoonwood Flower - cool concept, howver i'd change the numbers to heal back to injured to 10, 5, immediately. Currnetly Unbreakable could do that better since most likely you'd be up before the last survivor goes down or is finished being sacrificed/killed.
A Rose For Love - what's the radius that this perk takes effect?
Hex: A Black Rose - very strong but heavily reliant on survivor carelessness/greed as well as potential synergy with skill-check perks. Decent perk.
A Song Of Sorrow - neat idea for tracking, however, wouldn't Bloodhound just do what this does but better?
Blind Rage - built in Infectious Fright, not sure I like that. Is it a Spirit Fury type break or is it a break action involving a prompt that's instaneous? I think there's too many drawbacks to her power to feel useful. Blurred vision and no Scratch Marks = good luck finding a survivor in a LOS blocked loop and in bushes.
How fast are you during Blind Rage? 130%? etc (considering 115% is average at 4.6m/s)
How long is the cooldown of the power?
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@TAG because this post is talking about the potential abusability of Cages. The other killer powers you compared it to have zero comparison to it since there is potential for solid and reliable outplay and counters to it. The outplay to a PH tunneling off Cage is being near enough to the Cage in order to rescue them before PH can begin to get close to the area. It's unreliable and soley depends on rng of where they spawn, and whether or not the PH decides not to play that way.
When it comes to basic hook mechanics, the killer knows to potentially expect perks and other 'outplays' that survivors can perform in that situation. Just seeing an Obsession in a match may make a killer waste time slugging off the tunnel, even if it's not used. PH has none of those issues when it comes to Cages (which isn't the issue with his power). The issue, as I have repeatedly stated is the potential for PH to tunnel and quickly eliminate a survivor with no consequence to doing so. He spends his time making it a 3v1; If he does so early in the match he has no right to lose that game, all on him to throw it. One more time, it's the POTENTIAL to abuse the mechanic that makes it require changing again. Just remove the notification of the rescue location. PH will still know 90% where the Cage is, and will still be able to freely tunnel off of it; but having to make him guess, will actually offer punishment and consequence to going for the tunnel. If he guesses wrong, he wasted free pressure on gens and other chases plus he gets nothing out of it.
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@TAG and in the instance which my post is raising awareness to: the potential to get a free tunnel, 2nd hook/kill. You seem to always bring it back to "regular hooks are an issue too then", which is ridiculous to even compare them. Since, like I said, hook related perks are a non-issue with PH, given the right situation, he can get a free kill which a survivor cannot do anything about if he chooses to tunnel (given how strong his chase gameplay is). You may not see it now, but just wait until almost every PH plays that way. We saw it in the PTB with the aura available to him, and we still see it now, even when it's gone...on the simple basis of the rescue notification tips him off to the exact location in an area he most likely already knew they were most probably spawned to.
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@Skarkio your comparisons are just making my point stronger since you're using them to mock the point. Your comparisons all have reliable and consistent counters to them...being rescued from a Cage safely isn't reliable, since the survivors may not always be near enough to them to get them out before PH gets close enough to the area. I mean, i'll call it right now, I bet you play PH like that, Cage someone then go off looking for it to get the free 2nd hook/kill...wouldn't suprise me. Most people who defend a blatantly ABUSABLE mechanic are the ones who utilize it the most.
But yeah, i'm done going back and forwards with you on this, since you're clearly just as stubborn about this as I am.
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@TAG so you're just wrong then, really. How can a killer camp and tunnel off hook easier than a Cage (given the right situation)? The hook camper has to most likely contend with BT and DS. PH not only hasn't got to worry about those, but he has a power that hits multiple targets, meaning he can potentially down them both...how is that weaker than regular hook camping/tunneling?
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@TAG at the expense of wasting their time by going after a DS user, or BT rescue...yeah, exactly the same, love.
I have no issue with PH Cages not functioning with perks, but the fact players know this and are allowed to play scummy off of it due to lack of punishment for doing so is, as I stated, abusable. There is no manipulating the words or worming in innacurate comparisons to deny that. PH with his cages has potential in its mechanics for abusability by the scummier players of the game. So, on that premise, it should be altered to make it so he has zero intel as to where exactly the Cage was or is. Sinple as that
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@Skarkio just because the survivors allowed PH to get close before the rescue does not mean it isn't an abusable mechanic, since perks have no effect off Cages then there is nothing stopping PH from getting a quick kill very early in the game. Like I said, there are situations when he won't be able to get the tunnel off or proxy the general location of the Cage before the rescue happens; but the potential is there. A killer should not be able to kill someone asap in a game with minimal consequence to trying to doing so. He is an insanely strong chase killer, therefore the potential is there for abusing a lazy and cheap playstyle.
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@Raptorrotas @2ndBusiestmusicnerd @TAG @Skarkio
You think Caging someone and then rushing to that side of the map to be close enough to successfully tunnel when the person is rescued isn't a form of camping? Yes, yes it is.
Obviously there are exceptions that make it so he cannot camp and tunnel the Cage: eg insta-save due to it spawning near a teammate. But in general, the capability is there, therefore the abusabilty cannot be denied. In other words, remove the abusabilty because it will get stale very quickly.
He is an incredible killer: strong, fun and intimidating. Having that aspect spoils vsing him for a lot of people.
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This is the sort of response that makes people lose braincells. We all know how the Cages work, typically, they spawn as far from the down as possible, so a PH player doesn't need to know exactly where they are, since they have a rough guess. The fact you can combine that intel with a lack of punishment, is abusable and needs to go.
Bringing regular hook mechanics into it is just stupid since Cages clearly function differently, and should do in every aspect.
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@TAG it still has value, since a lot of hooks spawn near gens. I'm not saying it's a must use, new Demo meta, but it's an example of a perk that provides a refreshing change from the dull builds people do spam all the time on the fun killers.
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@Hoey did you see the initial test on the current PTB? It made getting hits as killer pretty much impossible when vsing anyone not from your region.
This is why i'm saying it isn't as big of a priority as making it so region pairing is more reliable when searching for a lobby.
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I actually have grown to love Midwich <3
It's a map that encourages rotation pressure from the killer player and has a very off putting sense as survivor, hearing a TR but having no clue where it's coming from precisely
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@RaSavage42 we all know the answer to that question. It will be stringed out for months and years.
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@DetailedDetriment bug fixes used to priority, and now they back log them all until Chapter live release and Mid-Chapter patch. Not to mention the bugs they say they fix often aren't actually fixed lol bug fixes are background stuff that i'm sure they could fix in no time. It used to take them a maximum of 7 days to get a new bug fix out. Now it takes 3 months to fix almost nothing in the patch
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@JawsIsTheNextKiller yeah exactly, and makes other chases way too easy and feel cheap
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It's not a case of what you 'should' run, but the alternatives are really cool; stuff like: Unrelenting (for pallet break mindgames), Discordance (for free intel to aid in rotation pressure), Hangman's Trick (to reveal possible next targets post hook, especially ones that aren't revealed on BBQ if you use it), Whispers, Shadowborn/M&A, Enduring, Dead Man's Switch...stuff like this to boost Demo in an alternate way than just Chase, Hook, Pop, Chase, Hook, Pop etc.
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That build is so disgusting. Overkill much? Honestly, if you're playing demo aggressively, that build is just easy mode.
It turns a very fun killer into an oppressive fun sponge. I hate seeing how popular builds like that are in DBD, the laziness is off the charts.
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3 games and complaining...yeah that's about right.
Myers is one of the very small amount of killers that has a huge variety to his gameplay. He can play hyper aggressively, ultra-defensive, jump-scary, stealthily and very passive/casual.
His power is crazily enhanced by add-ons, but by no means does he rely on them. It's a benefit to be able to get to Tier3 faster, stay in Tier3 longer etc, but his base gameplay is intimidating and very paranoia inducing in the survivors mind.
I'd say just wait until you actually start playing him the way you enjoy and then say what you want about him. But don't say anything after 3 matches...c'mon.
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Psionic Link - you'd be suprised how awkward inverted movement controls can be, especially when under pressure. But I am really intrigued by the Jockey controls. First killer to make use of the D-pad on controller while also moving around freely, very intrereting idea. Could work for a seperate killer idea too, as well as replacing my idea for this one.
Trimorph - well, the survivors would be alerted to the fact they're Exposed so I doubt it'd be OP, definitely a good perk that punishes clumsiness and carelessness from the survivors in a brutal way.
Regal Tomb - it could also be looked at as a detterent to searching chests too. Since Keys are very common lately, i'd say a fair few players may use this.
Sayonara - with how common tunneling and camping is, a perk that allows a survivor to actually get solid distance when dead on hook could be very useful. Especially combined with Adrenaline and a second exhaustion perk like Sprint Burst or Lithe could be uncatchable.
It's all solid feedback. thanks for taking the time to enjoy my idea :) i'd definitely recommend watching a walkthrough of it on youtube. 'Mikennemonic' did a good playthrough w/commentary of it.
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Yep, completely agree with this. And killers should get points per dc too. Sacrifice points for them intentionally dcing
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Yeah, 9% and 12% would be perfect. Increments of 3% and also matches Resilience by itself at tier1. Since debuffing vault speed is really strong, having them do it any slower than what their fastest vault can be wouldn't be fair
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The meta has been stale for so long. 'Slowdown vs Second-Chance' should be destroyed, and the new meta should be 'Rotation Pressure vs Chase Outplay'. Seeing perks like Head On, Quick and Quiet, Any Means Necessary, Breakout, Lightweight etc become frequently used. And killer perks like Enduring, Whispers, Fire Up, M&A, Surge be seen more frequently too. Less of PGTW, BT, Sloppy, Unbreakable, Nurse's, Adrenaline. See perks that encourage survivors to play their balls off in chase and killers utilizing the unique killer techs and power outplays to catch people. No more camping, tunneling, hook bombing, immersion, w-keying, 3-gens strats, safe dropping every pallet 10 seconds too early without looping etc. Otherwise this game will continue to just get increasingly dull.
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Maybe don't soley stalk all game and kill instantly. Hit people, double stalk people if you can to tier up quicker. Stay 99 until there is like 2 gens left, then tier3 kill people. People won't hide in lockers all game every chase if you've actually given them a proper match. Maybe use this build:
Discordance so you can stalk 2+ people at once.
Thanataphobia to give slowdown to heals and gen repairs while you stalk/hit others.
Monitor & Abuse to have as minimal detection as possible.
Whispers so you can never be aimlessly searching for your next stalk victim.
Do not use PWYF, you end up hurting yourself by trying to get tokens and then never hitting anyone because you wanna keep them all after insta-killing somone.
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The Sleepless
4.6m/s
32m 🎯
Average ↕
Power: Synapse Overdrive
Deprived of sleep for so long has warped his mind and distorted his sense of reality. The entities bizzare realm has freed you of the restrictions of a mortals world.
Special Ability: Raving Mad
Press the Power Button to enter into a wicked Rampage. While Rampaging, your movement speed is increased by 10% and your Terror Radius is increased by 8m. Generators within 56m of you have their repair speed reduced by 35%. Performing 4 Basic Attacks (successful/missed) while Rampaging triggers Rampage to end and you enter into a passified state for 120 seconds. During this period, your movement speed is decreased by 5% and your Terror Radius is decreased by 8m.
Perks:
Wild Eyed - Your eyes have grown used to staying open for extended periods of time.
Your FOV during chase is increased by 30 degrees.
Outside of chase your FOV is decreased by 15/10/5 degrees.
FOV gains do not stack.
"I. See. Everything." - Danny Pierce
In The Name Of Science - Your eagerness for scientific advancement makes you eager to impress your superiors.
If 2 survivors are Injured by Basic Attacks within 20 seconds of each other, you gain the Undetectable status effect for 20/30/40 seconds.
"There's only one way to find out if it works..." - Danny Pierce
Hex: Sedation - Your expertise in this area allows you to apply this for deadly effects.
While Active, when 3 or more suvivors are performing Repair actions, all survivors within 24/28/32m of you suffer from the Exhaustion status effect. This effect persists for 15 seconds after leaving range.
When this Hex is cleansed all survivors experience deafened audio for 45 seconds.
"I know what i'm doing." - Danny Pierce
What do you think of it?
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Love the creativity, however, seeing this power effect in-game would probably be unplayable due to the massive frame drops due to all the stuff going on XD
Really like the perks and numbers attached to them, however, Hex: Nulla Gravitatis would be OP. I get that it's a Hex, but considering Spine Chill+Resilience is only a 15% buff to vault speed when combined. Having a perk do double that but as a debuff would pretty much guarentee a hit at every window. I'd suggest lowering the numbers to make tier3 15%. 20% at a very hesitant push.
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@Kees_T 5 gens being done in 3/4mins is a reflection of the killer playing terribly. The fact gens can get done in that time is not a reflection of the game being unfair for killers, because you, and everyone else, seems to overlook the fact that killers can absolutely batter teams if they outplay them well enough. Gens taking longer or additional objectives would cripple survivors from gaining any semblence of momentum.
The argument of "fun is subjective" is such a politicians bs statement. If someone plays in a way they know that the vast majority of the playerbase hate and don't enjoy, then they are not playing for fun. Fun is a general term, where in games, playing for the fun of everyone is the the FUN thing.
Vs good survivor teams does not mean it's an near unwinnable battle, it means you need to play good; know how to juggle, rotate and pressure the important survivors. Chasing someone in a loop they are outplaying you in is dumb, pressuring survivors doing nothing productive is dumb. Wasting time in areas ourside of chase, searching and tracking w-key gamers is dumb. These are all things players do then complain about genrush being real. It's those rubbish players that use slowdown builds frequently, play scummy frequently etc.
The 'Slowdown vs Second-chance' meta needs to change; meaning Status Effect add-ons need removing too. Anyone who cannot see that playing killer should be pure skill/strategy based is an idiot. The new meta should be 'Rotation Pressure vs Chase Outplay'. Rewarding good, fun gameplay from both sides, rewarding healthy interaction between both roles. Not how it is now, rewarding killers for playing scummy, meaning survivors playing ultra-safe (and vice versa).
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@Kees_T well, equipping an Item as survivor is kinda like the mirror of the killer power. The Flashlight gives them the ability to blind killers, the Map gives them the ability to track objectives, the Medkit gives them an ability to heal faster than normal. The add-ons for Items shouldn't stack, just like Killer add-ons shouldn't stack.
Gen time really isn't as big of an issue as people parrot it to be. Pressure isn't some meme; it is an actual thing in the game that good players can achieve easily. So having loads of slowdown functions in the game are just overkill. When you have strong killers like Freddy, Spirit and Doc (and PTB Leatherface) being as braindead as they are, and also being able to slap loads of obnoxious slowdowns on them, my god is that a snooze fest. For as long as killers don't need to be high skilled at the game, they shouldn't need slowdowns. If people struggle at defending gens and having pressure, they are bad at the game or are playing badly that round. It is not a direct correlation to chase time vs gen speed is too unbalanced; because the game isn't that simple. You can have pressure, outplay survivors, win chases quickly and survivors can get things done, why? Because the game is not designed to allow killers to dominate a 5-gen match consistently. That would be boring for survivors, if you want to win a truly fun match as killer, you need to understand you better play good. Otherwise, you don't deserve to get 12 hooks while preventing gens getting done. Playing scummy with slugging and oppressive slowdowns is not a fun game for anyone. So, yeah, Status Effect add-ons should be removed purely on the basis of aiding in shifting the dynamic away from 'encouraging' oppresive gameplay and, instead, promoting healthy usage of multiple killer power outplays.
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@SurpriseSurprise yeah the Charge time refers to wind up, and I can also see how they would be weaker lol I really struggled to come up with 9 brand new add-ons XD however, my logic behind those two were that it would catch survivors off guard. They see your 1st hatchet is base wind up time, they get hit, then all a sudden the next hatchet is wound up way quicker and hits them before they get out of range of the 2nd tap.
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@SurpriseSurprise well, OP is out of the question really, it's more to do with the stale slowdown meta. Status Effects sre part of the problem with that. Also, look at this fact: Huntress has 9 status effect add-ons.
And on an alternate line of discussion, what's your opinion on my add-on changes?
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@SurpriseSurprise yep, was more referring to status effects that debuff survivors.
Not really, they allow for perk synergisation, which in turn, is an extension to their perk slots. That's not what add-ons should be. Add-ons should be a dynamic shift in their powers gameplay, boosting their efficiency, altering how tiles are played etc. If a killer wants a status effect, slap the perk on that achieves that. These changes I would want to see happen when add-ons no longer stack.