PassarinoT
PassarinoT
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- PassarinoT
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I doubt they will but yeah it's weird they do such cosmetics and price them the way they do.
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Also, REMOVE THE COOLDOWN WHEN YOU DONT VOMIT (Talking about the cooldown when you try to vomit for a short time but don't and instead just receive a nasty cooldown with no benefits).
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Make illness affect generator skillchecks (make harder to hit), and when downing a fully ill survivor, for the length they've been ill, grant an extra bloodpoint amount. Say they've been ill for a long time nd nobody is cleansing, you may get like 2 bp/second they've been fully ill. If they've been fully ill for a minute, you would get an extra 120 bloodpoints, granting you 320 bloodpoints for downing them.
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I understand this tbh. Personally, I remain unaffected by last second switches nothing really bothers me as a killer anymore but I wouldn't mind it. Even if it just locked the survivors from changing stuff 25~ seconds before the round but let killers continue to adjust, that would be nice.
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@[Deleted User] said:
Dude be like a wind chime when he walks lol
wraith got nothing on trapper
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@gibblywibblywoo said:
Considering half the rift cosmetics already are recolors.. Nah.
Honestly just let us complete old Rifts. Stop this anti consumer "oh you started late? Well say goodbye to ever getting these charms, etc". Paladins did it and it worked great.
Fair enough. Not the reskins though, I mean the character outfits relative to the rift mostly, such as claud and trapper's outfits. I don't know. I just feel like even as a vet to the game, I don't have much to feel distinguished in that way that can be worn in a good way. probs being greedy
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I try to be less boring as killer by not running either of those and running surge and other fun perks, but honestly? I've had some games where I'm absolutely destroyed without ruin and I somewhat understand. Although that meta is very annoying.
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1816888#Comment_1816888
okay propose something better. OP has a point it doesn't have to be pallet stuns buddy.
I have plenty of better ideas, but just because you have an animation, you do not need to use it on everything. Hell, why not create a survivor perk that allows survivors to kick the killer and stun them? Why stop there? Let survivors kick exit gates open right away. You clearly don't see that this is just an extremely unbalanced situation.
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Okay so-
Stun the killer and get a free pass to destroy a totem of your choosing? That sounds extremely unbalanced, sorry but no.
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@AggressiveFTW said:
After Victor is attached to a survivor, possibly grant a 5 second haste status to charlotte? This way she can catch up to the attacked survivor better.
Instead of giving Charlotte extra movement speed, how about making it so Charlotte sees Killer Instinct or reveal the survivor's aura after have hit the survivor with Victor?
This would be a nice touch, maybe a bit of both? A small haste status (5% or so) would be more of a visual encouragement and the killer instinct would be good!
@AhoyWolf said:
What if the Survivor that has Victor on their back also suffered from Hindered Status Effect? Maybe 5-10%?
This is something I've thought about, maybe even create a struggling effect like swaying on the surv's movement.
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@Dpooly said:
@PassarinoT How many people say she doesn't have much counterplay other than Iron Will? This could change that...and like you said, it's very situational and highly risky on the Survivor's part so it's not like this would absolutely destroy her. The longest you could have charges on a flashlight is 30 seconds tops (with Streetwise and Built to last) which adds a cap on countering her and you would need to dedicate a build to this. Also, which Killers are completely countered by an Item? You can see Trapper's and Hag's traps, burn Hag's traps and then Wraith and Nurse (VERY hard to do) can be lightburned...but that's it, you make it sound like all Killers are bullied by items when that's definitely untrue.
I'm saying what you are suggesting is not the end-all fix to her, you can't put a small bandaid on a killer that is only offered at certain times and expect it to be "balanced", that's just poor game design
Not to mention Spirit's husk cannot move once she fully enters phase walk, she has no control over that and that just puts her power in the survivor's hands.
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Oooh, no. Sorry, this is just very situational and ridiculous tbh. No offense, good idea but it just seems rlly bad. We don't need more killers getting their power destroyed by an item.
EDIT: Sorry, rushed response, although I do think Spirit is annoying to play against rn, this is not the counter she needs. It's kinda like the whole victor thing again, letting survivors cancel a killers power entirely and it just seems... unfair and making the killer unnecessarily powerless.
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A good rule of thumb to follow when playing blight would be: If it looks like your toes hit it before your head, it won't bounce. I'm fairly sure that his collision was changed after the PTB so that he has 2 deciding factors and I'm pretty sure one of them is that the hitbox for slams is based around the camera.
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You can if you barricade him next to a wall and he doesn't spin fast enough, survivors don't count as collision for him to slam against. But, you can try and turn to hit a nearby object if you are being held still. They can make you slide out of your direction if not in a lethal rush.
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Personally I think people may be starting to realize that he is a fantastic killer esp with breakable walls being more commonplace. Everything about his power, it's simple, it's mobile, and it breaks things. What's not to love?
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@DragonPhoenixRage said:
Iv noticed with the twins that once they send the little one out victor as they call him that the spine chill does not work which i think is well wrong they say he's not classed as a killer but yet can take you to the ground like a killer does this should be changed and give the players a fair chance at playing the game.
Tbf, he cannot use perks, and his attack do not count as basic attacks. Also, he can be destroyed by a survivor for missing a hit. And if you're downed and Charlotte is far, you have a fair chance at getting up again. Are they really overpowered?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1809853#Comment_1809853
But I’m not going to know that until I try the killer. There’s no test mode.
#BringBackSplinters
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All of these, I feel such pain loading in to any of them. Survivor or killer, it does not matter.
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@ReverseVelocity said:
This is a really cool concept, I'd love for BHVR to add a proper area denial killer like this. The secondary ability is really cool as well.
Thank you! And yeah, I think it would be nice. Add a new aspect of horror into the game.
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@Boddy604 said:
Exposed is exposed. Victor cant Mori em tho lol
Exposed doesn't work on non-basic attacks.
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@B_Random said:
@PassarinoT Who's the guy who made those Icons for this killer. Give me their names please, unless you did it then can you make a few of those for me because I have mostly 2 discussions that contain 12 perks all together. (6 Perks per discussion. 3 for Killer and 3 for Survivor) It would be amazing and a huge help if I can get icons for the power of the killers and the perk images.
It's JayJester, it's in the first sentence and on the art. I commissioned him though for a good amount and I'm not sure if he's open to commission atm? But you're free to ask!
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I really like the idea of the killers power! I wouldn't think it's particularly balanced but it is a really good concept. Also, I do like the perks with it too and the theme although one seems to be fire up v2 :P
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@The_Sadistic_Lewis said:
This is so cool! One of the best concepts I’ve seen by far. I’m trying to make good concepts too but no one ever reads them lol. Nice artwork too, def gonna support that artist
Thank you! I have many more in my head, but I never really write 'em out. I'll take a look at some of yours :)
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I just feel like perks should not be so game changing, then from that, balance the game around vanilla gameplay. Make it so that it is balanced to play without any perks. Then, the game won't be so difficult to balance with less drastic perks.
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@TheChinCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/1782372#Comment_1782372
It was inspired by the game Alan Wake. You'd have to ask Remedy if that's where the inspiration came from but I know the game draws heavily from the works of Steven King.
Ahhh interesting. I had jumped too far into to read the beginning, sorry lol.
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I have a question regarding Alan Wake, was he inspired any bit by Alan Walker? Some of the perks sound similar to his aesthetic.
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Today I finished a gen against a billy, first gen of the round... was sitting there wondering "I havent' even seen him, does he have tinkerers?" then I take 2 steps and almost got chainsawed to discover he did, in fact, have tinkerers.
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over easy or hard boiled. idk those are the only ways ill tolerate them. or poached in eggs benedict.
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@SquirrelKnight said:
Honestly I think gens need to be reworked. I heard an idea that rather than sitting on a gen for 80 seconds survivors should have to gather 2-4 parts per generator scattered around the map. I love that idea because it would masisvely slow the game down without being boring
Is this the one?
@PassarinoT said:
To access the document which is way better organized, here's a link:
(The document contains more information regarding perk rework ideas. Forgive me if something is missing, it's a bit dated)
https://docs.google.com/document/d/1mko1qyx1asSN9Ff7OzS3IjNGL3OWsgc_Ni0ZYeXA50c/edit?usp=sharing
Generator Rework/Alternative Gameplay Concept
Summary: This concept is a rework to generators to make the main objective 1) less monotonous to complete, and 2) more risky to complete. The objective of this rework is to make survivors more bold by going around the map, searching for parts to finish generators, and risking being caught. Alongside this, it makes generators more interactive and less boring to work on. Generator work itself takes 40 seconds for one person to complete a generator, but this does not include time to find parts. This rework will also hopefully change, or even eliminate, the idea of “genrushing.”
Section 1: The Generators
Reduced amount of generators may sound insane, but I believe that the part/segment system will make this more balanced and scary to play with.
- Each trial, 6 generators spawn around the map.
- 4 generators are required to activate the gates.
- While repairing a generator, the progress bar is broken into 4 sections, which I’ll refer to as “segments”.
- Each generator requires 4 different parts for each section to be completed.
- Each segment takes 10 seconds to complete, with a total of 4 skillchecks distributed every 2.5 seconds.
Section 2: The Parts
Parts are similar to items, but do not appear as being held by a survivor. By default, only one can be carried at a time. This is to slow down genrush and force survivors to be more present in the map.
- Each game, there are 24 parts hidden around the map. 6x each of the 4 types of parts.
- Survivors can, by default, carry 1 part. Toolboxes will affect this.
- To find parts, survivors must search boxes around the map. Each map spawns 32 boxes.
- Searching a box grants 50BP in objectives.
- Searching a box takes 4* seconds by default. (*Reduced from 8)
- Searching a box emits a noise that can be heard within 8 meters.
- If a survivor has a part held, they cannot search boxes. If all generators are completed, then boxes may be looted for bloodpoint bonuses and shard bonuses.
- Boxes can contain the following:
- Part type 1 (Always spawns 6x)
- Part type 2 (Always spawns 6x)
- Part type 3 (Always spawns 6x)
- Part type 4 (Always spawns 6x)
- Bloodpoint bonus, gained in addition to post-game score. Anywhere from 500BP to 3,000BP.
- Iridescent shard bonus. Anywhere from 5 shards to 20 shards.
- Boxes will spawn spread apart from one another, and should be slightly hidden, if not more.
- Good examples of box spawns include:
- Behind walls near the edges of maps.
- Next to a tree or shrubbery.
- Between debris or objects in a main building or jungle gym.
- A few in the basement.
- Next to locker spawns.
- Boxes are themed differently for maps, similar to breakable walls.
Section 3: The Repair Mechanics and Rewards
Survivors repair mechanics are tremendously different than currently, with one survivor being able to install a part in 10 seconds with 4 skillchecks and being able to earn up to 1,100 objective points if all great skillchecks are achieved. But this comes at a cost, survivors must find 4 different parts to complete one generator.
- Each generator has 4 segments which each require a unique part. When a generator has been repaired with a specific part, a survivor cannot contribute to that generator unless they have a different part obtained.
- For example, a generator has been repaired with part type 2. If a survivor has found a part type 2 and tries to repair that generator, they cannot. They must find a part type 1, 3, or 4 to contribute.
- Only one survivor may work on a section at a time. However, multiple segments can be done at once.
- This means that survivors can finish a generator in ~10 seconds if prepared well enough.
- However, every survivor will have to find a different part around the map.
- To gauge the amount of progress even further than generators completed, a circular UI will surround the generator icon with a percentage of how many segments have been done. This will be visible to the killer and survivors alike. I’ll refer to this as the “Segment Gauge”.
- This gauge is out of 24 segments. Once a segment is finished, it will update with the current amount.
- For example, if 6 segments are done, the gauge shows at 25%. If 12 segments are done, it shows at 50%.
- This is seperate from generators complete, survivors can have 75% segments done without a single generator completed. (Basically, all gens have ¾ segments done without one finished.)
- Cancelling a segment repair does not explode a generator anymore, even if a skillcheck comes up, but instead erases all progress on that segment.
- Repairing one segment on a generator rewards the survivor 300 base objective bloodpoints.
- Skillchecks do not instantly reward the survivor. Instead, they are added to a final repair score once a segment is completed.
- For each good skillcheck, 50 points is added. For each great skillcheck, 200 points.
- Failing a skillcheck adds no points.
- For example, I complete a segment with 2 good skillchecks, 1 great skillcheck, and 1 failed skillcheck. My segment repair score will be 600 objective points.
- Add-ons and perks can be used to increase bloodpoint gain.
- When a generator is powered, all survivors gain survival points as follows:
- 1st generator completed: 400 survival points.
- 2nd generator completed: 300 survival points.
- 3rd generator completed: 200 survival points.
- 4th generator completed/exits powered: 500 survival points.
- Escaped: 3,500 survival points. (Hopefully, other scores for survival will be more common. Hence why it is lowered.)
Section 4: The Killers Side Of It
Killers can no longer kick generators, but interrupting a survivor repairing will reset the segment they were working on. Alongside this, the part/segment system forces survivors to move around the map more, making them easier to find and creating a more dynamic interaction between killers and survivors.
- Killers can no longer kick generators, but can gain bloodpoints for interrupting repairs.
- If a survivor stops repairing for any reasons, it grants the killer 50 deviousness.
- This total is tallied up and granted at the end of the round so as not to reveal survivors cancelling when a killer is nearby.
- Killers may trap a box, this effect will last for 45 seconds. If a box is trapped, once fully looted, it creates a noise notification for the killer. This action takes 1.5 seconds.
- Killers may also close an opened box, this will also trap it for 30 seconds. When searched, nothing is provided for the survivor. This action takes 1.5 seconds.
- Trapping/closing a box grants 50 bloodpoints in brutality.
- If a trapped box is searched, it will grant the killer 100 bloodpoints in deviousness.
Please feel free to ask any questions, I may have phrased a lot of this oddly. Don't hesitate.
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I should think Spirit considering waifu is Japanese for wife, but I mean it's whatever floats your boat ig.
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@PassarinoT said:
Hi all! Just wanted to share my concept for a killer, very well illustrated by @JayJesterArt on Instagram! Give him a view or even follow, his work is fantastic :-)
The Hazard is a killer based around obscuring survivor's vision, and then either hunting them down stealthily under cover or igniting gaseous shelter to reveal their location and make them debilitated momentarily.
The Hazard is, hypothetically, 115% speed with a 32 meter terror radius.
Terror radius theme: https://soundcloud.com/passarinot/themedemo2/s-7lKwDKPtIbP
(Very outdated theme, did not do much with it. Just an idea)
Here's the general overview sheet including power and perks:
https://us.v-cdn.net/6030815/uploads/8ISRDMA5P3EV/adobe-20200519-222412.jpg
The Hazard Concept Art:
https://us.v-cdn.net/6030815/uploads/3FME2ERWUDLV/killerconcept.png
https://us.v-cdn.net/6030815/uploads/AWASG7JWV3HM/chemcloudcasting.png
The Hazard Power: Chemcloud Casting
Able to withstand the most intoxicating fumes, The Hazard finds his way through even the thickest clouds of grotesque gases.
The Hazard’s power is a power bar that begins half charged. The Hazard’s power bar recharges at a rate of 20% per 7 seconds by default. (Total time to refill from 0%: 35 sec.)
Primary Ability - Clouds:
Upon pressing the activate ability button when the power gauge is 25% or more full, The Hazard begins to spray thick clouds of gas 12 meters in whichever direction he is facing.
While using this ability, The Hazard’s movement speed is reduced to 100%.
Using this ability burns The Hazard’s power by 20% per 3 seconds. (15 sec.)
The clouds produced by The Hazard are 8 meters in diameter, very difficult to see through, and dark grey. The clouds linger for 40 seconds. Survivors in the clouds of gas can only see 8 meters around themselves, and their vision is moderately blurred. Survivors also retain a persistent Oblivious status effect while in the clouds, lasting 20 seconds after they exit the clouds. The Hazard can see clearly 16 meters ahead of himself. While The Hazard is inside of gas clouds, his heavy gas mask breathing can be heard within 12 meters.
Secondary Ability - Lighting Up:
When The Hazard’s power bar is below 50%, the secondary ability activates. Upon pressing the secondary ability, The Hazard creates a spark, causing all gases within 2 meters to ignite and cause a chain of ignition, bursting all gases connected into a brief, fiery, explosion that deafens and applies Obliviousness to all survivors within it for 30 seconds and blinds the same survivors for 3 seconds. Any survivors caught in the explosion also scream, revealing their location. This ignition has no effect on The Hazard.
https://us.v-cdn.net/6030815/uploads/TBV57IHDOCQ9/upinflames.png
Up In Flames: There’s no escape from your wrath, even in the direst of times.
When the final generator is completed, auras of all survivors outside of 36 meters of you are revealed to you for 10/12/14 seconds. During this period, your movement speed is increased by 2%.
https://us.v-cdn.net/6030815/uploads/NKQXLJC1CX6T/gassed.png
Gassed: You know how to blind them with their own light.
Every time a generator is finished, all survivors who repaired it to completion suffer from a 30/45/60 second Oblivious status effect.
https://us.v-cdn.net/6030815/uploads/P9C4LSDA8FBN/hexhazardsite.png
Hex: Hazard Site: Reminiscent of times long gone, you take danger with you.
You begin the trial with one generator highlighted in yellow. This generator cannot be blocked or altered by any other perks.
When your obsession begins work on a generator, the highlight generator is switched to this one. (Edited definition)
When a survivor is within 12/14/16 meters of this generator, their aura is revealed to you. Once they leave this area, they are exposed for 15 seconds and they scream, revealing their location.
This effect remains as long as the associated hex stands.
If you want to view his add-ons, power, and other info, here's a quick link to the file behind his concept:
https://docs.google.com/document/d/130WsAtc2g2FcPwQFV0znScq-Xi8UXOqLxpcD1paixMo/edit?usp=sharing
Comments are enabled, feel free to let me know what your thoughts are on certain parts!
Anyways, cheers, and hope you all enjoyed!
Here's an old one of mine, with art included.
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I mean I think it's fine if the devs follow thru with making a lot of safe pallets slightly less safe like they said in a livestream a while back.
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The Strangers: Prey at night. That's all.
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I wish for something like it, but not quite that. If there was an option to pop up a slider wheel for voice phrases, such as "help!" or "this way" or "shh" I think that would be ideal. I do really like the idea of a radio, though!
Further elaboration on my idea of voice phrases, if the devs could get the voice actors for each character to come back and create some lines, I think it could greatly increase the vibe to dead by daylight. Imagine hearing a Felix across the field from you yelling "help" in a panicked tone, or hearing it on a radio. Radios could possibly reveal the location of incoming signals with addons maybe?
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I think it's more dynamic, it begins favoring survivors if not much interaction has happened, but eventually turns killer sided if walls are broken and pallets are used. I personally love playing it on both sides for this reason. Also, the aesthetic of it is *chefs kiss*
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@Hex_Stalk said:
If anything, Victor should mess with the controls of the survivors slightly.
This has a lot of potential, if he made them veer from side to side.
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@malatruse said:
It looks like the new killer is pretty short, so that's cool.
Hag 2: Electric Boogaloo
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@SCP_FOR_DBD said:
Well, the Arcus lady seems to be more of a seductress while the Teaser lady seems like a straight animal.
Aside from gender there isn't much of a connection.
A siren maybe? Just an idea. I'm not going to base my guess entirely off the map as last time it seemed to have little relevancy.
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I wish there was an option to ######### after a certain duration of being in dying state.
EDIT: Oh I forgot that it censors, I guess end one's in-game life might be a better way to state it.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/1717890#Comment_1717890
Couldn't they be Legion Legendary skins?
I have thought about that before, but the Man in the Mask probably would have to be more like a huntress legendary or something. With the axe and all, he wouldn't be the most ideal candidate for a sprinting killer that can vault. The others definitely could pass for it, but maybe Ghostface or Myers legendaries would be more fitting to character as their whole thing is stalking and not actually killing until they've had fun with it.
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The Strangers: Prey At Night
Killer(s): The Man In The Mask (With legendaries for Dollface and Pinup hair)
Survivors: Kinsey and Luke (last name unknown?)
Map: Lake Gatlin Trailer Park
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@dugman said:
Interesting idea. One small thing, Oblivious just makes it so that the survivor doesn't hear a heartbeat in the terror radius, they can still see the red stain normally. So making them Oblivious but then allowing them to hear the "heaving breathing" of the killer seems counterproductive.
The obliviousness dynamic here is that you aren't aware if the killer is around unless you're really close, then, once close enough, survivors can hear him. However, while engulfed in the gas, they cannot see further than 8 meters. The killer can see 16 meters. To balance it a little, they can hear his approach from 12 meters, so this gives them a 4 meter warning that he is near and can very possibly see them.
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@Yoinkus_Doinkup said:
Honestly seems sick
Thank you!
@GhostyyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1614300#Comment_1614300
Yeah concepts literally NEVER get views.
Speaking of which, I think this one is pretty good. But it doesn't seem that great in chase. I'd suggest making it fill his entire terror radius, and the gasses' effects should last a bit after they exit the cloud (like 10-15 seconds) So it's harder for them to tell where they are. I also think ignitio should damage survivors who are close enough.
Everything else is amazing, great job!
Thank you for the feedback! This is a good idea, I like the idea of it going further. Maybe the ignition being close and damaging could be bad as it wouldn't provide much time to get away, but possibly at a longer distance it could damage them. Thank you for the genuine response!
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I am ngl, I'm only reading bits and pieces, but I agree with what I see. This game is a mesh of unbalanced aspects. IMO, they need to start from the ground up. Rework all perks so they don't create an entirely new playstyle amongst people. Things like NOED are insanely unbalanced, not saying OP or not enough, but they create a completely new mechanic that is not even guaranteed to be a part of gameplay. It's like flipping a coin, but in the form of a perk. It's not balanced, and it certainly doesn't help that they make so many perks to try and counter them. This creates an entire dynamic between 2 PERKS. They should not be so controversial, instead they should take time to create new mechanics and gamemodes rather than new perks to lure players in to buying their new characters and level them. Keys and moris are both awful IMO, they're just... outright unbalanced, again. I don't even know what to say anymore because the devs are just going to follow up with empty promises, surely.
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For a game that isn't even free, they really like to try and suck the money out of you.
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Of all times, too, I'm uninstalling right before Halloween. Y'all really got me messed up, BHVR.
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I made a gen rework concept a LONG time back regarding this, it was an attempt to alleviate genrush and add variety/fun for survivors alongside make them more bold and outgoing. Let me find it rq...
@PassarinoT said:
To access the document which is way better organized, here's a link:
(The document contains more information regarding perk rework ideas. Forgive me if something is missing, it's a bit dated)
https://docs.google.com/document/d/1mko1qyx1asSN9Ff7OzS3IjNGL3OWsgc_Ni0ZYeXA50c/edit?usp=sharing
Generator Rework/Alternative Gameplay Concept
Summary: This concept is a rework to generators to make the main objective 1) less monotonous to complete, and 2) more risky to complete. The objective of this rework is to make survivors more bold by going around the map, searching for parts to finish generators, and risking being caught. Alongside this, it makes generators more interactive and less boring to work on. Generator work itself takes 40 seconds for one person to complete a generator, but this does not include time to find parts. This rework will also hopefully change, or even eliminate, the idea of “genrushing.”
Section 1: The Generators
Reduced amount of generators may sound insane, but I believe that the part/segment system will make this more balanced and scary to play with.
- Each trial, 6 generators spawn around the map.
- 4 generators are required to activate the gates.
- While repairing a generator, the progress bar is broken into 4 sections, which I’ll refer to as “segments”.
- Each generator requires 4 different parts for each section to be completed.
- Each segment takes 10 seconds to complete, with a total of 4 skillchecks distributed every 2.5 seconds.
Section 2: The Parts
Parts are similar to items, but do not appear as being held by a survivor. By default, only one can be carried at a time. This is to slow down genrush and force survivors to be more present in the map.
- Each game, there are 24 parts hidden around the map. 6x each of the 4 types of parts.
- Survivors can, by default, carry 1 part. Toolboxes will affect this.
- To find parts, survivors must search boxes around the map. Each map spawns 32 boxes.
- Searching a box grants 50BP in objectives.
- Searching a box takes 4* seconds by default. (*Reduced from 8)
- Searching a box emits a noise that can be heard within 8 meters.
- If a survivor has a part held, they cannot search boxes. If all generators are completed, then boxes may be looted for bloodpoint bonuses and shard bonuses.
- Boxes can contain the following:
- Part type 1 (Always spawns 6x)
- Part type 2 (Always spawns 6x)
- Part type 3 (Always spawns 6x)
- Part type 4 (Always spawns 6x)
- Bloodpoint bonus, gained in addition to post-game score. Anywhere from 500BP to 3,000BP.
- Iridescent shard bonus. Anywhere from 5 shards to 20 shards.
- Boxes will spawn spread apart from one another, and should be slightly hidden, if not more.
- Good examples of box spawns include:
- Behind walls near the edges of maps.
- Next to a tree or shrubbery.
- Between debris or objects in a main building or jungle gym.
- A few in the basement.
- Next to locker spawns.
- Boxes are themed differently for maps, similar to breakable walls.
Section 3: The Repair Mechanics and Rewards
Survivors repair mechanics are tremendously different than currently, with one survivor being able to install a part in 10 seconds with 4 skillchecks and being able to earn up to 1,100 objective points if all great skillchecks are achieved. But this comes at a cost, survivors must find 4 different parts to complete one generator.
- Each generator has 4 segments which each require a unique part. When a generator has been repaired with a specific part, a survivor cannot contribute to that generator unless they have a different part obtained.
- For example, a generator has been repaired with part type 2. If a survivor has found a part type 2 and tries to repair that generator, they cannot. They must find a part type 1, 3, or 4 to contribute.
- Only one survivor may work on a section at a time. However, multiple segments can be done at once.
- This means that survivors can finish a generator in ~10 seconds if prepared well enough.
- However, every survivor will have to find a different part around the map.
- To gauge the amount of progress even further than generators completed, a circular UI will surround the generator icon with a percentage of how many segments have been done. This will be visible to the killer and survivors alike. I’ll refer to this as the “Segment Gauge”.
- This gauge is out of 24 segments. Once a segment is finished, it will update with the current amount.
- For example, if 6 segments are done, the gauge shows at 25%. If 12 segments are done, it shows at 50%.
- This is seperate from generators complete, survivors can have 75% segments done without a single generator completed. (Basically, all gens have ¾ segments done without one finished.)
- Cancelling a segment repair does not explode a generator anymore, even if a skillcheck comes up, but instead erases all progress on that segment.
- Repairing one segment on a generator rewards the survivor 300 base objective bloodpoints.
- Skillchecks do not instantly reward the survivor. Instead, they are added to a final repair score once a segment is completed.
- For each good skillcheck, 50 points is added. For each great skillcheck, 200 points.
- Failing a skillcheck adds no points.
- For example, I complete a segment with 2 good skillchecks, 1 great skillcheck, and 1 failed skillcheck. My segment repair score will be 600 objective points.
- Add-ons and perks can be used to increase bloodpoint gain.
- When a generator is powered, all survivors gain survival points as follows:
- 1st generator completed: 400 survival points.
- 2nd generator completed: 300 survival points.
- 3rd generator completed: 200 survival points.
- 4th generator completed/exits powered: 500 survival points.
- Escaped: 3,500 survival points. (Hopefully, other scores for survival will be more common. Hence why it is lowered.)
Section 4: The Killers Side Of It
Killers can no longer kick generators, but interrupting a survivor repairing will reset the segment they were working on. Alongside this, the part/segment system forces survivors to move around the map more, making them easier to find and creating a more dynamic interaction between killers and survivors.
- Killers can no longer kick generators, but can gain bloodpoints for interrupting repairs.
- If a survivor stops repairing for any reasons, it grants the killer 50 deviousness.
- This total is tallied up and granted at the end of the round so as not to reveal survivors cancelling when a killer is nearby.
- Killers may trap a box, this effect will last for 45 seconds. If a box is trapped, once fully looted, it creates a noise notification for the killer. This action takes 1.5 seconds.
- Killers may also close an opened box, this will also trap it for 30 seconds. When searched, nothing is provided for the survivor. This action takes 1.5 seconds.
- Trapping/closing a box grants 50 bloodpoints in brutality.
- If a trapped box is searched, it will grant the killer 100 bloodpoints in deviousness.
Please feel free to ask any questions, I may have phrased a lot of this oddly. Don't hesitate.
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3K hours in this game and I still have yet to get all the perks on more than 5 PIII killers. It's so (wanting to use a bad word here) frustrating. I don't know if I can bring myself to continue with this game beyond the last rift. It's painful as ever to play. Plus, why is it that survivor gets you so many less bloodpoints? If a killer can let 2 survs escape with 32K bp, with slightly above avg effort, why do I have to be a jack of all trades and then some to even reach 30K bp in one round as survivor? I wish you didn't have to escape, do 3 gens, unhook 3 survivors, etc. to get a decent amount of BP.
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@Thund3rstruck57 said:
Your suggestions are all good, but the main reason for the backlash is the lack of a cool Halloween reward for people to work towards as they play the event. They've historically had event currency that you could earn and redeem for a couple of Halloween blight cosmetic sets. This year, they didn't include the earn-able currency but still put out blight cosmetics for people to buy. It's being rightfully lambasted as a blatant cash-grab rather than a fun, rewarding event to celebrate the holiday. I'll usually earn the 2 cosmetic sets then buy 1-2 more sets. This year I'm not buying any (no matter how cool they look) because I refuse to reward their greed.
Oh yeah. I guess I did overlook that, personally I never liked the extra currency bc they already have so many currencies. I wish it wasn't such a cash grab, but if there was a way to distribute Hallowed cosmetics without a currency, I'm all for it. Maybe after you complete certain archive challenges it offers you an option to choose a piece of them. Dunno. I just hate extra currencies since the first Hallowed event.
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Honestly, the real horror here is that I still play it after 3 years. It's still the same old stuff, just reheated. New bugs breaking the game in the new ways. The same old boring gameplay of sitting in one spot for 80 seconds. How have generators not been reworked? It is the MOST braindead gameplay I've seen in ANY game. OK, maybe The Forest has some more boring gameplay in chopping trees but atleast you move around during that period. It's just losing any spark remaining, the only reason I play is to see the maps reworked and new characters but I am getting more and more burnt out with each update, oddly.
