QTASTIC
QTASTIC
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Use: hex undying
A Hex which maintains the vile powers that flow throughout the Trial.
The Auras of Survivors within 2/3/4 metres of any Dull Totem are revealed to you.
- When another Perk's Hex Totem
- is cleansed or blessed, its Hex is transferred to the Hex: Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead.
deadbydaylight.fandom.com/wiki/Perks
Also killer could just body-block a totem and it's GG survivors there are also numerous improvements that need to be made and heavy balance needed. I suggest taking more time thinking about this perk in general.
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I would personally appreciate it if you consolidated all of your ideas into one post and posted at the end of the week. It's your life however but its easier if its all in one post instead of like ten. please/TY - Q
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none of these "changes" are even the least bit helpful or balanced in the slightest. i went over it on stream so im not going over it again. Please re-review and balance again.
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if the sources of where you got your images and videos aren't already cited and given credit please do or mods will delete your post and eventually ban you in the future if they notice this post.
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- What does a special animation have to do with balance
- I said MINOR buff and even suggested it being part of an add-on which is more then balanced and fair.
- Why are you trying to force your own ideas in my particular post create your own post instead its extremely overbearing to have somebody spend more time talking about changes they'd make instead of my own topic and post.
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I'd recommend taking some time to look at others creations, looking at different perks in the game, and different killer designs. I'd also add way more detail to this killer and re work everything. It's a good idea to implement this killer however your implementation and presentation of this killer needs some additional work.
All perks are also just buffed regular perks, they should be unique in some form or way.
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@VinoTintoArg said:
https://forum.deadbydaylight.com/en/discussion/comment/2714101#Comment_2714101
Merry christmas ;)
mhm that's what I thought now change your attitude and just lurk instead of opening that mouth
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@VinoTintoArg said:
https://forum.deadbydaylight.com/en/discussion/comment/2713641#Comment_2713641
indeed, it is your opinion. Meanwhile and with your permission I will continue reading really stupid posts because I have the freedom to do so, kisses
I assure you It's definitely not with my permission. How's about you post a creation and we shall see if you can do even half as good. Time to post up or shut up tough guy.
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@VinoTintoArg said:
https://forum.deadbydaylight.com/en/discussion/comment/2710640#Comment_2710640
you're right, everything can be .. besides, you thought everything very very well worthy of a dev hahaha. In my opinion, creepypastas don't deserve to be in this game but you know haha
Way to be very openly prejudiced guy, In my opinion you shouldn't even be part of this forum.....=)
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@Critical_Fish said:
9 Lives is hilariously situational, and Devious Information is just a middle finger to already one of the worst Killers in the game, Trapper. Not a fan of these two.
What's the max number of Deadly Traps? What's the range of the being? Why is this just a worse version of Trapper somehow?
Punctilious is not explained as much as it should be. How long does it last? Does it affect all Survivors, or just the ones on that generator? Also, it's just a worse Tinkerer.
Hex: Obtest is obnoxious for no reason.
How Hindered are Survivors by Bloody Prey? What even is the point of Bloody Prey?
you say Hex: Obtest is obnoxious for no reason.
And here I'm thinking the same thing about you I see you post after post going to all kinds of different creators being extremely rude and practically insulting them while not even providing any positive/constructive criticism. I'd personally be glad if you'd applied what you say to other people to your own concepts I've literally banned your concepts from my YT channel because they were so off the wall like you are daily.
Here's my advice, for every thing that you talk about go into further detail saying whether that particular addition to their concept is a good by base or not provide any kind of constructive criticism without the snarky remarks and comments with them, and get off your high stool and learn the basics of respect between creators. I've gained respected with creators by showing them that and have built my self up slowly over the last month or so.
Long story short don't just point out things you see wrong, criticism, recognition, and respect are some of the things you need to have in order to become a successful and well respected reviewer.
-P.S. if you give advice and the creator takes the time to engage you in conversation and replies back to you, have the respect to reply back don't just ghost them and waste both of your time.
I apologies to the original poster but this guy needs to be spoken too because he's been disrespecting creators on every post he goes too.
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I am doing a live stream over this concept right now (beggining had issues, then went over concept structure, and strated the base review of your concept at the 34 minute mark. on my DBD CREATIONS REVIEW 12/12/2021 link: youtube.com/watch?v=ii5HxIrijfA stream which is still live now if you want full details but here is a short summary:
- killer needs a different form of primary movement this killer is way to slow baseline to not have anything incorporated for him.
- charge power needs to either be longer or able to be extended in some way.
- all speeds of all actions need to be defined so we know how fast this killer moves in all fazes and how much time it takes.
Have a good day and supplement your lifestyle - QTASTIC
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@RyanTheNarrator said:
I have to say that most of the Killer's powers were too overpowered. Like the Wraith's wailing bell, The Artist's crow attacks, Hex perks like Ruin and Pentimento is so unforgiving to survivor players. So for the Killer Players being so stingy and dirty for an easy win, they left me with no choice. I'll have to post some new perks for this community to retaliate against them.
Here are the requirements for perks ideas from mine. This page will be updated after the perks were completed.
- Lock Pick - Token perk. Progressing generators by 60/54/48 percent to earn each token up to 6/7/8 tokens maximum. 1 token will unlock chests faster and 5 tokens are required to open a closed hatch. (Good against killers who closes hatches before you can find it.)
- Sport combat - Pulls down pallets 30/40/50% faster and stuns killers 20/25/30% longer. Can cause a hearing status effect problem to the killer for 5 seconds. (Spirit Fury, Brutal strength and Enduring will clash this perk.) (The Hearing Status Effect temporarily impairs the hearing of Survivors and Killers, muffling their audio and playing a high-pitched whistling sound. - 'By DBD Wiki website')
- Helen's Forsight - This perk will activate If you're cursed by a hex totem. Healing, Rescuing, Recovery (at dying state), and cleansing speed were reduced by 34/30/26%. However, when repairing generators, no skill checks were triggered and repair speed was increased by 15/21/27%.
- Connector - Used to install a wire box inside the generator if it has 65/55/45% of its progression and highlighted in yellow. If the generator begins to regress without preventing it for 20 seconds, The generator will become electrified and restore the regression penalty but its -50% slower to do so. Connector lasts for 30 seconds. (Connector will not restore the exploding generator penalty from fail skill checks or some certain killer perks.)
- Mechanical Work - Depletion rate to toolboxes were reduced by 30/36/42% for generator repairs. Other survivors' repair speed was increased by 2/3/4%. The shared repair speed buff does not stack.
- Shocking presence - Similar to BBQ and Chili, If you fail a skill check when repairing a generator, the killer's aura will be revealed to your if the killer was 42/40/38 metres further away from an exploding generator. The exploding sound produced by the generator was reduced within 10/14/18 metres for the killer.
- Boon: Swift chime - After blessing a totem and you've received a blessed status effect, your actions and movement speeds are 5/9/13% faster. The killer's actions and movement speed were reduced by 5/9/13% .(Possibly the killer be the first time getting cursed.)
- Quick Knee Reflex - You vault windows and pallets 15% faster. There was a 30/40/50% chance that the killer's attacks or grab attempts can be avoided. If they successfully grabs you, they will be stunned for 2.5 seconds. Quick Knee Reflex has a cooldown for 50/40/30 seconds after activation.
- Torn Metal - After sabotaging a hook, a repaired sabotaged hook will become a Worn Hook and their auras were displayed in yellow. Worn hooks will have a reduced 6/9/12% reduced sacrifice progress, and escape attempts is 6/12/18% easier.
- Spare Searcher - Sabotaging 3 hooks will activate Spare Searcher. When empty handed, Hold the secondary action button to search a spare part inside a locker. searching will take 20/18/16 seconds to complete and you'll obtain a Spare Part (Limited Item). Install it to a generator to complete 20% of its progression for 5 seconds. If you're carrying a toolbox you'll find a Brand New Part Instead and its total progress is 35%. If you have a Flash Grenade at your hand you'll drop it immediately before searching. you will leave your Spare Part behind when escaping.
- Fresh Meat - After you've rescued a survivor, fresh meat activates. When successfully being unhooked or you unhooked yourself, your sacrificed progress will be reset back to 20/10/0% of its progression when the next time you were hooked. The second time you were hooked will permanently deactivate this perk for the remainder of this trial.
Please remove and delete this particular post we all get tilted at playing dbd, but this is extremely embarrassing throwing a tantrum in the forums not a single one of these perks are balanced and should never have been brought here in the first place. DO NOT continue to place perks here just go and put in the hours that everybody else has and actually learn the game instead of sitting on the side and complaining about the already balanced, beta tested, and refined perks that are implemented by bhvr.
I hope you heed my suggestion I'm giving you tough love here, but this needs to end. ASAP
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I would love to seen an actual drawn up basic map so I could envision things more clearly, besides that decent concept.
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This concept has no sense of balance and needs to be reworked heavily. I'd recommend visiting other killer concepts, the dbd wiki, and doing research about the games mechanics before trying to make a concept. Id recommend scrapping and re writting everything once proper research has been done. You have alot of imagination and ideas but your missing the proper ways to implement them.
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With any luck I'll be doing a review on this tomorrow 11/20/2021 hope to see you there! =)
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it went decently well kinda got off topic at the end but things are well here's the link https://youtu.be/3rfhCofGXC4
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I would combined survivor tiers 1 and 2 together and make tier 3 number 2 and think of a harder hitting third tier I am currently going over this live on my stream 11/11if you want to stop b its the first 53 mins
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I just took some more time after I was going to end the stream to go over your questions even though I am quite irritated from the back handed comments. You can take it and run with it or leave it. that's all I got for you. all in all like i said its a good concept and could be made greater.
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Why are you posting your questions here when you could get a direct answer from me in my chat.
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@LuluTheLion14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2625336#Comment_2625336
LMFAO. You edited your comment. You didn’t tell me to look at your stream in your original comment.
Brother I indeed told you to look at my stream in the initial comment the edit was to give you my stream's direct link if you want proof it's also in the stream that I told you to go look at originally. I don't think it's particularly wise to argue about something that has been recorded already. I can also see that you have no intentions of checking out the stream for any type of detailed or constructive criticism so I ask that you kindly remove the "Please leave your thoughts!"[sic]. from your original post and preface it with that it is a finished concept and it is put here for all to enjoy.
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How dare you assume that I gave your concept no thought I spent an hour and a half going over it on stream THAT IS LIVE AS OF NOW 2:47 pm est time. I even said come to my stream for a more detailed explanation. If you don't want to seriously consider people's feedback then don't ask for people's thoughts. I went over your full concept and I invite you to look at the first part of my stream again an hour and a half worth of coverage for details.
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Killer needs to be re worked to include fairness and balance the killer also undermines himself by making survivors stay on objectives if you are a killer you don't want survivors on objectives ever. I'd recommend playing killer more to get a grasp on the style of play and reworking this entire concept to meet that standard.
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I have already done a couple of reviews please stop by and tell me what you think, I may have even reviewed some of your material already ;)
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@galanonim25 said:
https://forum.deadbydaylight.com/en/discussion/comment/2610217#Comment_2610217
I can gladly stop by. I posted previously 2 posts about perks ( one that included the killer concept ). So if you are interested I will be eager to hear your opinion about them.
link me up baby xD. I'll search and see what I can find about them and i'll definetely try and cover them asap if I miss any just post me a link or just type what the titles of them are.
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a little after an hour in my live stream I talk about this particular line of perks if your interested stop by ill go over it all again around an hour 20 for you if your interested and i apologize for Smitchell8's behavior towards everyone keep it up!
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Keep in mind that everything I say is not to offend anybody and is only my suggestion if you aren't open to constructive criticism please do not read any further. !!!!
I've never seen DPA and my suggestions would pull the killer away from that concept and expand it into a regular killer but heres a suggestion.... An Alternative but unique version of michael myers.
Since vampires are known through lore to drink blood I'd have the killer be a vampire lord type of setup that carries around a chalice that fills with blood that charges off successful hits; Using that charge to activate echlocation and even possiblty the ability to transform into a beast or blood state when blood is filled (similiar to oni mechanics) that have a unique set of powers or abilities, however the difference being the more blood the vampire has the more power they have access too while also being able to throw in a tiered system so if someone wants to play a starved vampire (similiar to tiered 1 michael myers) they can also play that way with unique abilities for that tier.
This also takes the shift off bhvr to secure another contract and allows your killer to be implemented into the game uniquely.
Secondary Power: Echolocation
Living underground for several millennia, The Vampire has grown an acute sense of hearing and adapted to the darkness below. Press the Secondary Ability Button to enter Echolocation mode which slows down your movement speed by 90% and increases your FOV by 15 degrees. Survivors who are running will trigger killer instinct until they slow down to walking or you exit Echolocation.
---id make the slow down speed the same as the stalk speed as scratched mirror michael myers possibly alittle faster since it relies on a survivors movement state. (it will have to be fine tuned in the PTB ) but otherwise brilliant perk and balance and I personally think making the gauge fill up on "hit" instead of on "stalk" makes playing the vampire similiar however unique at the same time.
Perk 1: Raging Immortality
Your physiology makes you near indestructible and your rage makes you a brutal opponent. You destroy dropped pallets 11% faster. Getting stunned with a pallet will give you 1 token, up to a total of 3 tokens. With each token, you destroy dropped pallets 1/2/3% faster, up to a total of 14/17/20% speed. Once you gain the maximum tokens, any other pallet stuns will result in the pallet being instantly broken on stun. You will still suffer from the stun cooldown. Getting blinded by a flashlight/flashbang/blast mine, consumes all tokens.
----Brutal strength by base has a 20% pallet. breakable wall, and gen damage speed buff this perk is a nerfed version that has a higher end result. brutal strength takes 2.6 seconds to destroy a pallet as to a pallet stun being 2 seconds. so getting pallet stunned and losing that bit of vision you get during the animation, loss of breakable wall and generator speed, also isn't worth the trade off of .6 seconds. I would also change the consumes tokens trigger effect to something that can happen in every game and not make it rely on a survivor having a flashlight brought with them.
Perk 2: Terror of the Night
Your lethal attacks leave your victims panicked and hopeless and their fear drives you crazy for their blood. A successful basic attack freezes your Bloodlust Tier for 8 seconds and inflicts Blindness and Oblivious status effect on the survivor until they get downed or escape the chase. This effect persists for 8 seconds after braking chase or being downed.
---You are basically nullifying the speed boost survivors get after successfully getting hit as well as changing the core mechanic of blood lust tiers. This makes your killer better suited to tunneling with this perk. I'd suggest reworking it to not interfere with core game mechanics. As well as re balancing the status effects applied and their durations.
Perk 3: Shadowstalker
You grow increasingly more predatory as your victims get closer to escaping. With each generator repaired, your Terror Radius is reduced by 5 meters. When the exit gates are powered your Terror Radius is reset and you gain a 5% Haste status effect.
---- No one escapes death (hex:Perk) provides a 4% haste effect after exit gates are powered, Furtive chase decreases terror radius in chase 4m (with a totem system adding 4 meters per token) and Monitor and abuse reduces terror radius out of chase by 16 meters and increases FOV by 10% with an increase of base terror radius 8m. all of these perks are similar to SS and have a good and bad system associated with them for balance purposes and will encompass this perk in the long run. However every killer usually has 1 meh Perk so it's fine as it stands as long as its balanced to your killer's terror radius ( For most Killers in Dead by Daylight, their Terror Radius is decided by their base Movement speed: 32 metres for those moving at 4.6 m/s and 24 metres for those moving at 4.4 m/s.[sic]~google search)
I hope I at least helped you come up with new ideas and remember these are only my suggestions.... Supplement your lifestyle !!!
Happy Halloween
-Q
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@CLB198 said:
Love the idea of getting a massive bonus that when removed the magical whiplash cases damage.
Maybe an infinite endurance status effect would work for it or maybe a brand new parts effect that would also break the totem on use, thus causing the loss of a health state.
I like the infinite endurance effect , and I'd like to add that it only lasts for 4 casts (on same person or different people) cast delay on same person has a cooldown of like 20-30 seconds. and once effect gets casted 4 times the totem is snuffed and destroyed and the original person who casts it takes damage. If the original caster doesn't take damage and still has the effect it returns to normal health state if they don't have the endurance effect they will take damage equal to 1 health state, downing them if they are injured at that time.
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I'm not sure if you are meme-ing or not but if this is a serious request about a killer I'd recommend cycling through dead by daylights powers and perks and getting a sense of balance that they have, then going back through and tweaking the values and abilities of your killer to make him more playable. It's a decent concept and with a little bit of polishing could be made into a gem of a killer.
But I am only trying to make suggestions and give some sort of feedback.
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There is a penalty for being near an unhooked survivor that reduces points that contribute to your rank check the emblem screen after a match.
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@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/comment/2582449#Comment_2582449
Health is Wealth: I made it normal skillchecks with an increase in frequency because it's meant to reward risky gameplay. You should be rewarded for doing the gen while injured but not so much to where it becomes broken. So you get more skill checks to go towards the heal bar and towards gen progress. 30% is nothing and you can get there in approx. 4 seconds with a normal medkit.
When push comes to shove: I can see how this could be abused in certain scenarios. Maybe decreasing the protectors post hit speed boost by half would make it more balanced and skill based. That way it becomes a play making tool and if used wrong could cause the protector to quickly go down
Allow me to go into further detail as too why I think it actually benefits from being a perk like BnP :keep in mind its only my suggestion.
the average heal time with self care is 32 seconds and with the help of a survivor is 16 seconds. 75% of that is 24/12 seconds. meaning after gen completion it only leaves you 8/4 seconds of heal time making the perk extremely over powered and needing balanced.
If a killer is in chase there isn't any risky play involved it's a free gen and heal combo which takes 88/84 seconds total as opposed to the old system of 113/96 seconds (im assuming in this equation you are with a survivor for an immediate heal ) now let me take a moment and blow your mind. if you add in boon totem healing and any other healing buff perks on top of that it is an immediate heal with self care after completing a gen. I proposed a BnP system, because if you want to reward risky play isn't it more effective for the perk, to have a survivor who wants to heal partly work on a gen for heal progress, then if they are chased away, decide to pop off and heal, or someone comes to the gen they are spending the same amount of time whilst also getting that gen progress done.
---so this perk as it stands puts the killer at a severe disadvantage and takes away any leverage at end game (especially if its a 3-gen situation)
it also makes gen-rushing strategies almost risk free even though the perk itself is designed to keep survivors on gens when injured.
imagine spine-chill, self-care, Dead-hard, and any healing enhancement perk all running together, or a SWF team running it with multiple variants. Hopefully I provided some insight, at the end of the day it is your perk and you can design it as you want! happy halloween
-supplement your lifestyle
-Q
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@RDQ_TheRedFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2582449#Comment_2582449
Dude, you're frickin' brilliant and I'd love to hear your ideas on my killer concept and something I'm about to post.
I've been replying to new/recent post submitted by the community and even making videos on some I'll probably eventually stop by even if you didn't want me too xD
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2582476#Comment_2582476
Hey hey, sorry. Look at edit, if you wanna.
I had chat with someone complaining about how survivors are only side getting nerfs, I mixed it with you, that's why troll, sorry.
Happy Halloween for you too.
It's okay friend I deal with trolls 24/7 I know how it can be no hard feelings. and sorry to OP for not posting about the topic
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2582232#Comment_2582232
Yeah, I am not gonna read that over comments with another troll...
Try TLTR version next time.
Thanks for proving my point buddy Have a good day and a happy Halloween !
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"Health is Wealth": Your past experiences taught you to stay focused at the task at hand, making you forget your wounds. While repairing a generator in the injured state, skill check frequency is increased by 20% and each great skill check you hit progresses your heal progress by 5/10/15%. This effect caps at 75% heal progress.
--With HiW I'd like to suggest it work like BnP where you get 2/3 tremendously difficult skill checks and if you get them all you get healed to a maximum of 30% progress. Where if you miss them it doesn't trigger a notification.
"When push comes to shove" You know what it feels like to get pushed around. Upon taking a protection hit for a teammate, Push the protected teammate causing them to sprint at 150% movement speed for 3 seconds. This applies the exhausted status effect (to you) for 60/50/40 seconds.
--P2S gets ruined by SWF if they both run P2S with borrowed time and they unhook ,The BT person then takes the hit for their buddy giving them a speed boost, and if you catch them the other one then takes a hit giving them another speed boost making that type of situation Broken and unfair towards killers. And that's only with 2 people, imagine a team of 4 playing SWF stacking this Absolutely disgusting
Give opinions and tweaks if you have suggestions please!
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2576184#Comment_2576184
"Then your gameplay was fundamentally flawed"
Yeah, but I am the entitled gamer, right? :D
Someone is hypocrit here and got into defensive mode super fast...
I am just saying that if you think that it's bad gameplay whenever you get into 3-gen with more than 2 survivors, then you are either super low MMR playing with trash survivors, or you tunnel super hard every game from start.
There is just no other option to explain it. Or you just said complete BS to justify your point, then you cry, when someone doesn't agree with you...
You have maps where you have to force 3-gen from start like Azarov's Resting Place, so it's not rare to get into 3-gen with 4 survivors and it is possible to win it.
I don't think it is possible with CoH, because all survivors can play independently, because they don't need anyone to heal them and you are just screwed there unless you have killer that can down them under 20 seconds.
Yes you are an entitled Player, The way and in the manner you speak proves it.
You aren't even using complete sentences to connect subject and matter together.
You say I'm a hypocrite but you never explained how or why and I was fair from defensive mode, I just wanted to address the blatant toxicity behind your entire argument, for no reason at all. You constantly insult and talk down to me for reasons that are behind my understanding because like I said you don't use complete sentences.
With my experience from playing the game from the time its released, If you are constantly running into 3 gen situations with more then 2 survivors left (unless your build dictates it.) You probably should look to using new Perks, different strategies, or a new killer. -Note how I use words probably and my experience, and constantly. specifying a situation but not forcing it.
"I am just saying that if you think that it's bad gameplay whenever you get into 3-gen with more than 2 survivors, then you are either super low MMR playing with trash survivors, or you tunnel super hard every game from start."[sic]
- -What you are saying here is contradictory and I don't understand why your are even mentioning this in what context are you speaking from? What does MMR have to do with this or tunneling for that matter? Different killers are good at different things and you don't have to tunnel to get people out, even if you hook everybody 2 times and its a 3-gen situation with 3/4 people its not an ideal situation.
- But the fact you say "trash survivors or low mmr" just shows how much of an entitled player you are remember when I said your manner of speaking and the way you speak, that's what I'm talking about.
- "There is just no other option to explain it. Or you just said complete BS to justify your point, then you cry, when someone doesn't agree with you..."[sic]
- The reason why you have no other way of explaining it is because you have a very obdurate attitude when it comes to this and you refuse to think about all of the other situations/solutions available. You think up insults and meme's that everybody else saids nowadays in conversation to try try and get an upper hand instead of being an intelligent person and thinking about things and engaging in a proper conversation with someone. Even if you make a valid point nobody will listen to a word you say if you're constantly hurling insults back and forth.
- Just because someone disagrees with you doesn't make them a bad person and I'd wish you'd reflect on your manner of communication and try and learn this. I have no reason to cry when somebody doesn't disagree with me but when someone is being so openly toxic as you were, Yes I'm going to address it. It was completely uncalled for and came out of nowhere.
- On Autohaven Wreckers or any map for the matter I've never had to force a 3-gen from the start, If 3-gen is your personal strategy for every time it pops up so be it that's your method of playing. I've played this game forever and through my experience I've developed my own strategies for playing each and every map that I employ and usually work out very well. To get 3-gen with 4 survivors on any map gives you the choice of basically face camping to get that 1 kill, gen camping hard, getting ran ragged, or some other crazy strats to try and pull what you can.
And I admit "CoH" is a strong perk but the negatives (unless you run other supportive perks) is.....well check out my previous posts for detailed. travel time, inner strength/totem breakers, survivors can't play independently they rely on somebody who has the perk to put it in a good spot and once placed can't be moved. So if that survivor who is running CoH places it in a bad spot beginning game and killer ignores it, It's stuck there. Now if you have a full lobby all running Coh It definitely gets stupid if survivors can heal essentially everywhere I understand that much. However in that case everyone of them could just be running self-care and never have to worry about it.
They had it set at one point to where totems break when the killer snuffs them out, unfortunately that didn't work out quite as well as they thought it would. So what my point here is What are the odds of every single person running CoH in a lobby and nobody breaking totems or using a perk like inner strength. (SWF not included). Me personally when I play survivor I let someone else run them and run a back up healing perk just in case like second wind (which is more useful in my particular case then CoH or SC) I prefer to get unhooked and continue gen pressure then waste precious time to run away and heal.
Now in a perfect world where it's all perfect survivors and a bad killer on a bad map all running CoH or SC it's not gonna really matter what you are running at that point you are probably getting clapped either way xD.
But buddy if we are going to continue this conversation you have to understand that even though i disagree with your base argument I'm not your enemy or anything like that just talk to me like I'm a person and maybe we can come up with a solution and go from there.
-supplement your lifestyle
-Q
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2576087#Comment_2576087
my answer is -> healing randomly with self-care everywhere.
They would need 4 perks for that, not just 1 and it would take longer.
"more then 2 survivors 3 gen"
If I had two survivors I don't need 3-gen, #########? Who are you playing against that this is your standard? :D
I think you are little out of touch with reality, or you shamelessly tunnel someone each game.
They only need 1 Person running boon perks for the solution, and it taking longer you have to think about walk times to get to the area, healing and then coming back, so you aren't saving much time doing it this way. You can easily get stuck in a 2 survivor 3 gen at lower surv/killer ranks idk what you are talking about? Do you not know what 3 gen is?
I'd also like to address this unwarranted toxicity you are throwing around "shamelessly" You are an entitled gamer who thinks everybody should play by a specific set of rules and if they don't they are bad. you are what's wrong with the gaming world today. I've been playing this game since release so I don't need to tunnel anyone out, unless its an absolute unit of a team and they destroy me, so you tunnel to get back some semblance of pressure. It's rare I use this method but sometimes you gotta change strategies to keep up.
For you to harp so hard over a comment about a "GAME" and to have developed a sort of guide that everybody has to follow or they should feel some sort of shame. I'd say You are the one out of touch with reality, and you just can't drop you're prejudice to see it.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567878#Comment_2567878
Circle of healing vs 3-gen, you just can't win that. You will have to commit and you will lose that gen for it.
Depends on killer. I am sure it will be fun shooting range for Huntress...
But territorial killers and Hit&Run just can't be used against that.
I am going to play Plague a lot.
You can easily win a 3 gen situation with boon totems in fact it makes it easier then having to deal with the old 3 gen self-care situation at least now survivors have to go to a designated area not just out of killer sight and heal. If you are in a situation where you have more then 2 survivors 3 gen Then your gameplay was fundamentally flawed and if your just fighting the uphill battle of slugging and letting survivors run away then, You are only delaying the inevitable.
Adding boon totems in as was said by numerous people "relocates survivors to a specific area" If you pay attention and see where they are coming from or going too you now have valuable knowledge of
1. there base of operations and
2. Whether or not that survivor has self-care (or is an aggressive repeat offender).
Then you formulate a simple plan of committing on the survivors who are actually pressuring the gen with self care while the boon healers are away. After that if you can get a successful down then turn your eyes on the boon healers for a quick down since you know what general area they will be in as they heal. This strategy works with up too 3 people on a 3 gen situation (1 for each gen essentially ) , However you never want to be in a 3 gen 3 person+ situation most people don't have the fortitude and brain power to power through it.
TLDR; Would you rather have survivors going to a specific place and healing or healing randomly with self-care everywhere.
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Only problems I see is what is already being said about simplifying everything down, but I'd also like to add that this killer concept has way too many passive and special abilities stacked into a regular game. If I played against this killer once I got hit the first time there really isn't any weaknesses to exploit to escape: If I get a pallet stun the pallet goes away eventually so the killer can just focus me so I'm stuck pre dropping pallets making it easy for the pred. to go around them and continue chase. If I get hit and I do escape I can be immediately sensed running- 32, meters walking-16+, meters crouching-12 meters whilst injured (couldn't find injured while walking stats) I do like the concept of it all but I think there should be some sort of vision penalty incorporated weakness to help counter balance this.
Now I know there are characters like doctor who have a "find them button as well" but it is a momentary and long cool down type of Ping. I'm pretty sure he also gets countered completely if iron will is ran as well.
Now while using heightened sense I think that movement speed should actually be decreased (like all other stalker like powers cause) so you aren't able to stalk and strike essentially at the same time, I believe this will sort of bring a balance to helping survivors at least get some sort of distance away if they manage to lose the killer.
I would scrap the ability to jump up to elevated vault locations as well as this will be a pain to program without fundamentally changing the games base code. It also adds a huge advantage in locating survivors on top of the senses. among other things.
pounce as it is, stacked with movement speed needs to take longer to activate as a reference point look at the twins or demo and how long the pounce takes (without any help) now decrease the pounce to 1 second and it's disgusting. and it it can be launched at 65% that's .39 seconds O.O.
The face hugger - implementation on scrounge hooks will have to be simplified to a Pseudo Pig's reverse bear trap type of system due too constraints on game time. Where you get hooked you have to either find a vaccine or some other kind of device to free yourself.
The royal jelly Portion of the mod would probably be presented like the Pastula pods where you extract it with a syringe like in the blight event.
The Apex predator ability of first time instant downing and next time killing isn't balanced well with the extremely fast pouncing and movement speed creating almost instantaneous tunneling kills if survivors elect to save their friends. You should incorporate some sort of way to remove the mark from themselves.
The instant mori you get from marked survivors the second time you down them with a pounce will definitely have to be changed it fundamentally removes the purpose of having mori offerings unless the infected hooks are all the basement hooks or some sort of thing to balance it out more.
I imagine running a backpack sort of build build with mobility and carrying perks so you can hit scrounge hooks essentially every time.
Tunneling and knocking out single survivors to tremendously increase pressure for fairly easy wins.
Hex: Hive Mind -
While this hex remains active, all other dull totems are 'activated' as well. If a survivor cleanses the wrong totem, the killer receives an audio and visual cue, only if that totem wasn't already a Hex Totem.
-Hivemind is competing with hex: undying but running both is an option with 2 other meta perks/hexes since this killer doesn't really rely on perks to win, making it a luck based Russian roulette sort of situation this will severely make the survivor community outrage. Especially if they get the hive mind hex and undying takes its place and continues it then they have to redo everything again whilst avoiding haunted grounds etc.
I'd make it a token system like devour hope for every token a lit totem activates as a hex totem however be warned lighting totems makes them easier to be spotted and thus easier to convert to boon totems.
Evolutionary Dominance -
Upon hooking a unique survivor, gain a token, up to 4. For each token, your terror radius in chase is increased by 2/3/4 meters.
Being stunned by any means, reveals that survivor for 1/1.5/2 seconds for each token when in chase and grants the Killer 30/50/70% increased lunge range on their next, 1/2/3 attacks in that chase. Attack Increase last for 30 seconds after chase ends.
-I was with you until you went way out and added 70% increased lunge range for multiple attacks. This allows over 10 meters worth of lunge for up to 3 attacks that is absolutely insane this coupled with coup de grace adds an insane 130% increased lunge making it a whooping 13.8 meter lunge O.O. (default lunge is 6 meters or 6.9 m/s)
Lost in Space -
Hooking a survivor causes all other survivors to suffer from the blindness status effect for x seconds.
- looks like a good perk every killer generally has a perk where you go meh too.
- I spent hours thinking and writing about this I hope I inspire some creativity!
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Before you even read this Disclaimer- My suggestions here is full of a lot of constructive criticism be prepared or skip if you can't handle it.
All things listed are just my opinion take it with a grain of salt I'm not demanding anything just suggesting. Thank You!
For a killer named Candyman I assumed it would be more geared towards a Pseudo Clown styled killer niche but for the name there really isn't much reference towards candy and should be reworked to fit the theme better or renamed.
As for the mirror teleport power the mirror spawns will rely heavily on RNG or will just take the same placement of the pigs saw boxes or plagues basins etc. making them not very worthwhile compared to freddy's ability to teleport to gens, Demo's/ hag's ability to place where they are going, and even the nurses ability to teleport. Not to mention they can only be used 3 times or less if a survivor gets to them.
On the mirrors themselves Having survivors take 10 seconds to break the mirror, it being not able to be canceled, Only letting 1 mirror at a time be worked on, the killer getting a notification which lets them teleport behind the survivor steathily, getting a free hit and infecting them whilst canceling the action then leaving increased scratch marks and make louder noises. All of this sounds kinda absurd don't you think? You know like when kids are battling each other with super powers and trying to say what moves they are using to beat the other one.
"Say my name"- If a survivor is out of the killers TR and fixing a gen and hits 5/4/3 skill checks in a row they will scream randomly and alert the killer to where they are.
-SMN perk undermine and punishes the survivor for good play It also stays active the duration of the entire game If you want to leave the perk as is you'd need to consider rebalancing it into a Hex: Perk or token perk and writing a counter balance like if a great skill check is hit effect resets but then you'd have to find a way to balance it to make more skill checks happen. Whew.
"Be my victim"- When chasing the obsession you move at 3%/5%/7% increased movement speed and reduced stun duration to pallets.
-BMV is a decently balanced perk but can be overshadowed easily by Fire up.
Hex- "Sweets to Sweets"- When downing a survivor you gain a token. For each token you get, you increase the progress of the entity on the hooks.
-STS (you missed the pun the sweet taste of death XD) Anyways .... Monstrous Shrine clearly defines what it does per new dbd standard and I'd need more to go off of to give a real critique but from what I think I'm understanding. If someone is hooked and you down someone else it subtracts X amount progress off the hooked survivors bar if that is the case I dont see why a token system is really needed. Now if its the opposite and if a survivor goes down while one is hooked you go to the next phase on the hook that is way to OP, and if its a happy medium where the more tokens you get the faster the bar drains in general regardless Then that would fundamentally make your killer a "camp the hook" style of killer which is fine if by design but that coupled with the teleport system on mirror breaking presents the obvious problem of camping and farming mirrors for quick hook kills.
All in all It is a very good killer concept however there are way to many aspects to the basic power of this killer and it needs to be redesigned and brought into line (and theme) of the killer you're trying to portray. With a little bit of editing here and there You could make a very good killer concept.
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Hex: Weary Weather
- As long as this totem stands, all survivors suffer from the exhaustion status effect. The survivor who cleanses this totem will become exhausted for 10/20/30 seconds.
-This hex is way too OP if it was part of a stage up token perk like devour hope then I'd be pretty balanced but by itself it needs heavy nerfing imagine this perk, haunted grounds, hex: undying, and X Perk You'd literally cancel out a majority of perks most game unless all survivors search for this hex totem from the start extending start game like corrupt intervention. Rip no mither users even more.
Cooldown
- When things heat up, you know how to keep it cool. Your other perks will cooldown 20/25/30% faster. - Absolutely terrifying for other killers to be able to run this 30% is a bit much it knocks 9 secs off 30 sec cooldowns but 18secs off of 60 sec cooldowns. If you want to make it have higher cooldown reduction you'd want it to be a hex: perk
Icy Stare
- If you've been out of chase for 40/35/30 seconds, you will see the aura of all survivors more than 40 meters away for 4 seconds.
-I'd actually buff this and make it 25 seconds of standing still and with cooldown taking it down to 17.5 seconds or even 15 seconds. to go 30 secs without activity and assuming at least 3 survivors are on gens you've lost up to 24% plus walking time per activation on each gen. But every killer usually has that one perk you usually nope on lol. could also rework it to have an even lower cooldown and only show one survivor more then 40 meters away for 4 seconds. or have it be a token perk.
Hopefully I helped in someway.
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Yari of Justice: Shizuke prepares to attack his victim by concentrating on the strength of his spear.
-This perk seems fine as it is. It seems like the same as the ONI except balanced to where you can use the power whenever you want. The longer held down the stronger the attack. if they ever add in alternate versions of killers this would be a perfect fit.
Justice: If the Assassin grabs a Survivor, all Survivors in the terror radius will scream and receive a Blindness and Forgetfulness debuff for 30/40/50 seconds. Reload: 90 seconds.
-Because Perks like: Infectious Fright, Starstruck, and Knockout exist, I'd recommend reworking or making it a hex Perk instead.
Family Gift: If Survivors heal a Survivor that was rescued from a hook at least 30 sec ago, the healer will receive a Deceleration debuff for 4/8/12 sec. and each quick window/pallet climb will add 0.75/1/1.20 sec. to the debuff.
-This perk seems fine as it is but for my personal sanity can you please add in the line Each time a Survivor
is rescued from a Hook when you are at least 24 meters away. To prevent this perk being abused by killers to camp.
--The only major issue I see with the perks all being run at once is that they seem to incentivize tunneling and hook camping. If this is by design it is completely fine to implement if it isn't by design then. As you are aware hitting a survivor gives them a slight speed boost to get away but running "Blood Wings" gives you a speed boost to catch them and with a 8% boost in speed plus bloodlust it gets pretty fast, once downed if anyone is within terror radius (especially if you are running distressing or agitation) presence or any perk to increase your terror radius. You can then use that to conceal yourself from anybody reasonably nearby from any aura detecting perks (or run insidious instead) whenever someone is taken down from hook you can immediately get back on the chase to tunnel with increased speed and even if you are late and they get healed you now have an easy chase on the one who rescued them. with the correct mix of perks and these perks applied to other killers It becomes way too overpowered. ie. wraith or oni with blood wings, Pig with Family gift or justice, Bubba/billy with Family gift.
Maybe I'm just being nitpicky but I hope it opens up other areas to think about.
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LMFAO I applaud you friend !!! makes me think about making the GM stationary and releasing robots out instead of story time .. hmmmmm
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This would make for a Halloween week Special event but other then that the only other thing I could see is it being a cosmetic for Pinhead or the Spirit and if you really draw it out possibly nurse at the end of the day.
Unfortunately DBD only has fairly small maps and I don't see them making a huge map (or reprogramming all old ones) to incorporate pages.
Slenderman can't be looked at so you could incorporate him into base game as a rapid movement teleporter who gets damage on survivors who look at him (like an enhanced ghostface.) but they you'd have survivors looking at the ground running around half of the match.
When 2 or so gens are done and the tentacles come out though (or sooner if add-ons are used) then it would become faster hybrid nurse/nemesis play.
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On the other hand if you take advantage of the spirit world and allow increasingly fast walking in it you could simulate his slender walking (even though slenderman can walk normally but rarely does)
and when you attack with him, instead of it being a hit, it could be a grab turn towards him static sound leading to injury and release motion.
When downed however it would have to be regular speed and play so flashlight saves, items, and other perks can actually be used.
Idk guys I've tried to think this out but Slenderman seems too powerful to be contained without changing the core mechanics and programming of the game.
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It has a decent start but it seems to be a hybrid of the twins and the Deathslinger
Buffed twins, because the dog would have it's own AI
partially nerfed deathslinger because you'd have to get closer, I say partially because I could shoot and hit a surv with pellets immediately send the dog and go after another survivor. or send dog after survivor walk up to them point blank shoot them and thats game. or even worse send the dog to a random generator and just walk up and point blank all survivors essentially making it a full game NOED build.
I can see people running... corrupt intervention, unrelenting, BBQ and chili, and ruin. or any other combination of speed and stall perks to dominate survivors.
I love the fact of other gun slingers being incorporated into DBD but you are better off making it a 22 rifle with a small conentrated hitbox or something then a point blank range essentially repeatable 1 tap.
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My questions comes from the main power. And I could be misunderstanding this but...
Power: Spirits of Evil
- When the Baron puts a Survivor in the Dying State, perform the Create Action (3s) to create a Poppet of them. The Survivor is returned to the Injured State and gains the Endurance status effect for 8s when a Poppet of them is created. Only one Poppet can be created at a time.
- If other survivors sees a teammate going down and then immediately getting back up with a symbol by their name they're going to know that person has been voodoo'd.
- Eliminating any kind of surprise aspect from the power itself. It is a great way to keep survivors busy however they effected person could just go to a free generator and work on it and find the charm later giving it the same feel as an enhanced reverse bear trap, or wait to go down and have another survivor come get them later. I think this can be an applied effect to the survivor that activates after they are pulled from or hooked on a scourge hook and combined with a redefined Wanga. That transfers the broken/exposed status effect to the survivor that unhooked them for a small portion of time. I believe that letting survivors know someone is voodoo'd is just going to isolate that one person creating an opposite effect. Now as an alternative You could change the kill switch to a timer (like the RBT) that makes them stay near survivors to stop the count down so you can pull 2 survivors from gens or make them always show where some one else is. or even immediately go look for the charm. But I'm jus trying to give you more ideas that you can pull from.
- My last question is if a survivor gets ahold of the charm do they keep it if immolation happens, if not then as soon as the charm is secured poppet/charm should be destroyed immediately or you have a situation in which pinhead box hostage takes place only it can be "respawned" by will. Are there any advantages to not immediately immolating when a survivor finds the charm?
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Please leave comments on ideas to add I wil periodically look back and try to incorporate what I can!