PlantCollector
PlantCollector
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- PlantCollector
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Haddonfield. I hate to play it as survivor and killer. Hawkins and Ormond are pretty high on that list too.
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Deactivating DS when another person is hooked is not a good idea in my opinion. When you get farmed off the hook in an open area and the killer instantly downs the rescuer and downs you straight after that he will hook the rescuer and your DS deactivates. Next thing the killer will do is hook you and you had 0 chance to do anything. That's not fair at all and not the way DS should work.
In my opinion, DS should deactivate when you interact with gens, totems, lockers and hooks (unhooking included). Healing is fine, because you shouldnt have to run around like a headless chicken. This change alone will fix a lot of annoying ways DS is used at the moment.
It could also lose 20 seconds when someone is hooked. I don't think this is necessary if a deactivation clause is added but that's just me.
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Almost every killer on that list needs a bit love in my opinion:
- Clown and Leatherface need a rework. The power of both is not that strong and some may say their power is boring. They should get some extra stuff included in their abilities.
- Pig and Legion need some buffs. I think their powers are fine by itsself, they definitly could get some improvements tough.
- Plague is fine in my opinion. She also get's a buff in the upcomming patch.
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For me it's Oni. I can't really estimate his flick degree or the curves he can run on loops with his power active. Maybe this would be easier if i'd face a lot more oni's but i rarely see him atm.
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It's not that i don't like your idea, but i think this will encourage people to slug even more at the end of the game to get their 4k. Im sorry, but im not a fan of lying on the ground for 4 minutes so people can get their mori.
Im not a fan of the mori offerings at all. I really like rancor and devour because they enable the mori without shifting the balance heavily on one side and it feels satisfying, if you got them with these perks.
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To be honest i dont understand why servers if the hits and stuff happens because of the latency/ping to the server of every player. Where is the big difference to p2p? At least in p2p grabs were working as intended.
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For me its definitely otz. He's such a nice guy and plays all the Perks and not the same builds over and over again.
Although i have to say i really like paulie's videos for information.
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@I_Face_Camp said:
As a secondary power he could run fast on all fours like Onis and Billy's power but it is a 2 hit down still and not one hit. It would be more maneuverable but have a recharge and the on all fours stance would lower the perspective making it a little harder to see survivors around objects. During this sprint he could jump quickly through windows and smashing right through pallets
Yeah, the run on all fours is definitely a must have for this killer in my opinion. Since the last killers had an insta down, i agree with you with having no insta down for this killer to mix things up a bit. The ability to jump through windows sounds cool but you got to be carefull how to balance it, otherwise we have the same problems that legion had. I like your idea with the lower FoV.
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Amazing Artwork. Since its a werewolf, one part of the power could work around injured survivors because he can smell their blood (tracking or easier chasing or something like that).
Also i would love to see a new condition, if they introduce something like terrified it would fit perfectly for this chapter but i have no idea how it would look like.
Definitely like your idea.
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Looks great. I really like the top with the cute heart necklace and the bottom.
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I made some changes to the second and third perk and would love to hear your feedback.
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I'd say it's because of the new players. Some really struggle to hit skill checks at the beginning, which means they have 0 chance to get their trap of with lullaby active. This may lead to big frustration and them leaving the game.
At least thats why i could imagine they handle it like that.
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@Munkey_Mush_1000 said:
I really like this perk, I have some killer ideas and I would like to include this in one of those ideas ( if you agree, you will receive credit as well for obvious reasons). I would appreciate it.
I'm glad you like it. Sure, if you give me credit for the perk idea, then im fine with that.
@Munkey_Mush_1000 said:
https://forum.deadbydaylight.com/en/discussion/comment/971448#Comment_971448
I have a suggestion, let's say the person affected by the perk (the obsession) is instantly healed one health state when the totem is cleansed giving them a little bit more of a chance. Let me know what you think.
At the moment the Survivor that cleanses the totem becomes the obsession and suffers from the broken status effect for 40/50/60 seconds. If you meant the survivor, that was the obsession before an obsession switch, gets healed back to full health, then that might be a possible idea to balance the perk. At the moment i don't think it's necessary to change the effect (my opinion). If the perk gets tested and the result is it's too strong, then your suggestion would be a good idea on how to change it.
@Jivetalkin13 said:
I think instead of making the Obsession Broken right off the bat, instead make it so they become Broken after you hit them. Doing it this way does a couple things: #1, it makes it more balanced and fair, #2, it hides the fact that you would be running this perk at the very beginning. My thought process if I were a survivor that loads into a game and the Obsession without No Mither and I was already Broken would be to find the Totem ASAP.
Exactly and that's why i don't think the perk is too strong, since you know the killer has the perk at the beginning of the match and it's a hex that can be cleansed at any time. If you change it this way, then it sounds to me like a second third seal but with the broken status effect instead of the blind status effect. In my opinion, the obsession clause would then be unnecessary too, because i have to hit the survivor first to get the effect. If you change it this way, the hole perk wouldn't be what it's supposed to be anymore. Also the perk combined with thana allows you to have an instant 4% repair penalty for the survivors, which i think is a cool interaction.
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@asergioam said:
No, I mean it would be OP, a Make your choice without range and without time limit (except for the totem itself ofcourse. It would still be 2 perks for the possibility of loosing it in the first 30seconds though
Yeah the perk definitely enables some combos that may sound strong, but as i said above, i think you guys overrate it. When the trial starts you see that the killer has the perk because the obsession is broken and you can instantly start looking for the totem. The totem perks are designed to have a strong effect but can be lost right at the start of the game as you said.
As for the furtive chase aspect, you have to hook your obsession first to get the furtive chase effect and broken is not as powerfull as exposed. A totem perk is never as consistent as make your choice. You and your team may fall for the obsession switch once, but if you know that the killer has the perk, you can play around it. If the killer isn't leaving the hook, since you say its make your choice without range, then i don't see the big difference between a billy doing this and a trapper that runs this perk.
In the end i would say it comes down to testing. There were multiple perks that sounded strong at the start and weren't even that strong after they were actually implemented in the game.
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@asergioam said:
What about combining it with Furtive Chase?
Do you mean if it's working together or balance wise?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/968141#Comment_968141
The sound of the chainsaw is irrelavent when you can still hear the TR, and since the chainsaw only MAKES a sound when hes actively using it. As far as the bump benifit goes...the goal is to not bump into things to begin with. This is why you dont see perks like unrelenting every refered to as "good". The effect has no actual benifit other than to minimize a screw up. Unlike cooldown addons on Billy, which can not only allow you to recover from a missed saw faster but also just be better at continuing a chase if you use the saw for movement, the bump addons are JUST for the mess up aspect. I can take advantage of the cooldown addons when I use the saw to cut someone off. Im never going to PURPOSEFULLY run into a tree, lol.
Billy is fast and less noise means less reaction time for the survivor. Im pretty sure you had enough moments chainsawing ppl on a gnerator or next to it because they began to run to late. I don't say that you run into a tree on purpose but if it happens accidentally you get the benefit from tuning guide and you can get faster back into the chase. Btw the spirits Yakuyoke Amulet was also improving overall stats and isn't anymore and that addon is purple. So yeah we will see what the devs decide.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/968083#Comment_968083
If they completely took away those 2 effects...I wouldnt care in the least. Range addons on hag are actually VERY useful, whereas trying to make a killer more stealthy without affecting their 32 meter TR is kinda pointless. Removing those 2 effects I feel would be handy in quieting people who are claiming it does too much for a green addon. The perk is the combined effect of 1 yellow and 3 browns, with 2 of those browns being hot garbage.
Once again though, with this logic... We could claim that the 10+ Charisma bonus mightve also helped my chances, and no one really noticed the affect it was SECRETLY having, lol.
I don't understand why you say noise and bumping is as unreal as charisma since we all know sound and time is important. For me it would be perfectly fine if they remove these 2. Also there are ppl who try to make certain builds or combinations which may not be as powerfull as others. If i follow your logic, then we can remove everything that you consider useless if ppl only play the strongest addons. In the end its just mine and your oppinion and we'll have to wait and see what the devs decide to do with billy.
@ChiTenshi said:
I think the issue is more with the lack of animation from cancelling his chainsaw than the actual mechanic. It can be annoying when there is no transition from revving a chainsaw to suddenly hitting you in the face with a mallet.
I really like the idea.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/967964#Comment_967964
Tuning guide looks impressive if you dont actually read what its doing. The charge speed is nice, although of equal value of its yellow counterpart, and the cooldown is nice...although of equal value of its brown counterpart. The other 2 effects are pretty meh. We could (joking) give it 5 other useless effects and make it an ultrarare with this logic, like it gives Billy a +10 boost to Charisma. If they removed the 2 useless effects altogether, the addon wouldnt suffer at all and would still be very similar in power to Thompson's mix even though atm it doesnt LOOK like it is.
Yeah i get your point, but for other killers the effect you call meh is an addon on their own. If i want to play quiet billy, i have the benefit from tuning guide for the other effects too. On hag for example, i have to stack the 2 range addons if i want to have a max range build. I know the effects you call meh aren' the reason why you picked tuning guide but they are still there and help you passively, even when you may say they weren't the reason helping you in a specific game or scenario but may helped you without even noticing. Having an addon that overall improves your ability shouldn't be just rare.
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I think this is definitly a thing if billy runs the insta saw build. Therefore i'd say his addons need an improvement, on which they will take a look at soon™.
Tuning guide definitly has to go up in rarity at least to very rare, if not even ultra rare, since it has no downside and improves everything.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/962643#Comment_962643
Certain killers (E.g. Trapper, Hag, Nurse and Demogorgon) would have a large advantage in terms of defending their totem and may be able to do so without even being near it.
I'd say there's enough counter play for the survivors to deal with the combo. A Plague can have all 4 survivors broken and if you know that, you can adjust your playstyle. Same goes for the combo, if you see someone runs it you can force the hit by just not stunning the killer. If you say it would be broken on bubba/billy, i think play with your food and nemesis is much harder to counter than a simple broken effect.
If the killer comes back for a totem that is affecting only for 1 survivor at time (not like devour with 3 stacks), he wastes a lot of time for a profit that he only gets from chases. In your example, you can remove the trappers trap, crouch near the totem for hag, clear the portal for demo and as nurse you have to get yourself stunned first. Same you would do with devour 3, but devour is much stronger.
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@OnryosTapeRentals said:
I think this could be very interesting.
Although I think combined with Thrill of the Hunt and Nemesis, this may potentially be too strong.
You definitly have a point, but i don't think so to be honest. You have to run these 3 Perks to have a combo that relies on a hex totem. Also to get the benefit of nemesis you have to chase someone and can't defend your totem from survivors that aren't even affected by the hex.
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@CLAUDETTEINABUSH said:
Interesting. Very very interesting. So you mean the broken status effect can pass from one survivor to another. I find it a great idea and balanced,if you cleanse the totem good job,the obsession won't be broken for all the game,but you will pay for it. Even if it doesn't get many upvotes,I would like to see more of your perks,along with the hex obsession idea that blew my mind
For me it's pretty good job so far. Keep on the good work!
Exactly, the Broken Status Effect switches together with the obsession.
Thank you :)
@prismalorg said:
EHHHHHHHHHHH, i liked the concept quite a bit until I realized something. With nemesis? Positively busted perk. People practically will get instadowned for stunning you.
Correct, the two perks together are a devastating combo but you have to remember its a hex perk. If you get rid of the hex, you get rid of the combo.
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BBAA
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I added different Perk Tiers, Perk Rarities and rewrote the discription of "Not like this" for better understanding.
Also changed the Endurance effect of "A helping hand" from 5 to 10 seconds.
Thanks to @8obot1c
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@8obot1c said:
When making perks you need to have each tier displayed. like x/y/z
So Im assuming Clockwork would be Uncommon/Uncommon/Rare with it having a cooldown of 60/50/40 seconds.
For A Helping Hand I think it should give 10 seconds of endurance giving 10/15/20 seconds to mend. This perk would probably be Uncommon/Rare/Very Rare.
I don't get Not Like This. I'm assuming it's only for yourself. It should be when all other survivors are in the dying state that you leave no scratch marks. For perks like this it usually gives a benefit for if you aren't obsession, but a greater benefit for if you are obsession. I'd say have it increase your recovery speed by 15% for if you are obsession or not. If you are obsession you can get up instantly. Obviously 60/50/40 seconds of exhaustion. Rare/Very Rare/Very Rare
Would be cool for a chapter idea
Exactly. "Runs like clockwork" would be uncommon/uncommon/rare and the cooldown would be 60/50/40 seconds as you mentioned.
Same goes for "A helping hand" with Uncommon/Rare/Very Rare and the mending time could change based on the different perk levels as you mentioned in your post too. This would be as you mentioned 10/15/20 seconds to mend. My girlfriend also suggested 10 seconds of endurance and i thought that would be too much, thats why i gave it 5 seconds. If you guys think 10 seconds would fit better than we can give it 10 seconds :)
Not like this affects only you thats correct. The Perk is also activating when you are one of the 3 Survivors on the ground. The idea of the Perk is to trigger when the condition of any 3 Survivor (including yourself) on the ground is reached. If you are one of the 3 Survivors on the ground (lets say the first one downed for example), you get the effect at the moment the third falls on the ground. This also helps when you are the third Survivor that goes down, because the effect will instantly trigger, giving you the chance to get away again and pick up your team mates since you leave no Scratch Marks. If you are the last Survivor standing, you get the heal (really helps if you are injured), boost and no Scratch Marks to get faster to the others so you can pick them up. If 3 Survivor run the perk without an obsession clause, all 3 Survivors would instantly heal, stand up and that would be to broken. So if you are not the obsession and you have the perk equipped or somebody got the obsession because of Decisive Strike, you become the obsession the moment the third Survivior falls, so you can get the benefit from the perk but only one person can get the benefit at one time. So if 2 or more Survivors run the Perk, its random who will get the effect, but one definitly will get the effect.
"Not like this" would be rare/very rare/very rare and the Exhausted Status effect would be 60/50/40 seconds.
I hope i could clarify some things. Thanks for your feedback and thoughts :)
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I made a mori change suggestion yesterday morning.
https://forum.deadbydaylight.com/en/discussion/95777/mori-change-suggestion
I'd appreciate it if some of you could give me your thoughts :)
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@TAG said:
My proposed change to Remember Me: Revert the numbers back to what they were prior to the nerf, but make it so when there's only one Survivor left, that person automatically becomes the Obsession. That way, the last person is not affected by Remember Me during the EGC once the Hatch closes (which I imagine is the primary reason why it was nerfed)
There would still be the scenario where some Survivors have to deal with Remember Me during the EGC if the Hatch closes after someone uses a Key, but that scenario coming up is 100% in the hands of a Survivor, so that is okay in my book.
This is such a good way to bring back the old strength of the perk. Also since the Obsession change mechanic is already in the game, it shouldn't be too hard to code i guess.
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You have 4 Perks vs 16 Perks, so i would definitly say this is okay with the little aura reading inclusive.
Also if you play survivor and want the BP so bad, you should have a remaining slot for WGLF. There are enough ppl on high ranks playing with rdm Perks.
If you still don't want to play the perk, you can always play Killer and use BBQ too. We all get the same resources, it's your part how you use them. It would be much better for the game health and balance understanding, if ppl would play both sides, but that's another story.
Also the devs did a good job with the BP offerings in my opinion.