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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Survivors ahouldnt want to be near the killer. Survivors shouldnt want to be the Obsession.

    While the Ds change slightly averts the "aww yes, instant ds" aspect of this, being the obsession should by default /without perks be undesireable.

    My suggestion would be to have action speed penalties of 10-15% on the obsession, or/and let them be mori-able in endgame or other conditions (sadly after the first hook would negate new DS and double sadly we cannot have that😋)

    Your exrtra whispers for obsession seems like a good concept, but personally i have no experience with whispers so i cant relly tell.

  • This might sound harsh but escaping in that situation shouild be really hard because dbd cannot be balanced for such a situation.

    My Opinion might not be valid, but take it slow, rushing things will create scratchmarks and there are no other headless chickens around to get the killers attention off you once he finds you. Even "sick looping skillz" will not help if there are no other survivors to do gens.

    Not getting found will be your first priority, even if that means letting go of gens after X seconds of progress , he might start camping a 40% generagtor at the other side of the map so you can focus on others.

    The slow and immersed playstyle is not popular but i guess it can help you sometimes.

    But what do i know, im a killer, gimme kills 😂

  • Billy is mostly where the other killers should be at. Theres even room for improvement for his ability lol.

    I hate it that after the spirit ptb every. Some survivors demand killers to have those obstrusive weaknesses , long cooldowns, limited uses, restrictions to the basic tracking tools, deep wounds tacked to everything, basic movement reduced.

    Imagine if we didnt have nurse until now and they would release her in her current state. The backlash would be reviewbombtastic.

    I sincerely hope the next killer shits on survivor entertainment and "fun" . but provably it will be another haunted houses attraction for survivors, totes spoopy but perfectly harmless to be around (, like a jawbreaker contraption on your head.)

  • First QoL it needs, if anything, is the adrenaline treatment. It should queue it's activation once all generators are done.

    Being able to get additional activations or whatever would probably more buffs than QoL changes.

    OP i think your proposed change is a slight nerf except that it contains the QoL change.

  • Survivors should not be safe near the killer. Survivors should never want to be the obsession (will be lessened by ds change but still...)

    While terror, fear, horror etc can fdade with time, being around the killer should be a tense situation the survivor cant sleepwalk through.

  • Somehow that feels weirdly in-character for those Legion guys.

    "Here see this pin? We're the Legion" the cursive part obviously spoken in exaggerated edginess.

  • Ive mentioned it multiple times in the forum, Identity V has a 2v8 mode running just fine.

    The lobby for that mode allows killers to creste a duo before cresting the lobby, survivors can join in any number between 1 and 8. Killers have access to some predetermined messages/orders/warnings (protect gens, well done, too many here), durvs have those in default mode in IDV.

    Theres only 2 maps in the 2v8 rotation atm and theyre big, and 2 basements spawn.

    11 generators spawn and 7 need to be done to activate 2 exit doors. Not too sure about hatch rules.

    Killers cannot use the same killer. Im not too sure how your currently selected killer affects matchmaking lol.

    Survivors have a 30% repair speed penalty applied at all times. They also take 3 hits to down, only full health counts as noninjured and oneshots only deal 2 states of damage. (This works better in IDV than DbD because you oneshot instead of grabbing survivors when interrupting any action.) (Also not sure how healing affects this)

    Hooked survivors cannot be rescued for 30 seconds. (Im not sure if that counts for the sacrifice timer but i doubt it) ("one camps other hunts" DOESNT WORK in IDV because of this.)

    Survivors can carry 2 items. There are 3 shops on the map which allow survivors to buy items while killers purchase upgrades. (50% attack recovery, 50%ability cdr, 15% sacrifice speed and i think 4-8% movement speed) its worth noting that there are more items in IDV than in DbD, some actually brokenly good one one of the 2v8 maps.

    Well i guesd thats themost of the changes.

    From my own experience in that gamemode, killers lose if they stay together too much (but we know this from survs in dbd too) or camp the hooks.

    I might add that this is more of a new gamempde than a solution to swf because ... well its a ne gamemode and there still can ne randoms and swf.

  • Objectively speaking, the survivors simply dislike getting oneshit out of a sudden right before they were in position to win.

    Subjectively theyre hypocrites for laughing at killers after "sick endgame rescues" but crying about getting up to 4 persons shot down while they WERE ahead.

  • Desu Vult!
  • @deathsia
    Ignore Powerbats, it's one of those guys who REEEEE at everything resembling feasible killer buffs.

    For survivors, Pigs RBT are designed like rollercoasters, thrilling and a rush, but still perfectly safe. 
    The RBT are joke as Main ability and still bad as a secondary. 
    Her addons would need to have boni for both her abilities similiar to the doctor.
  • Have stupid survivors maneuver themselves in stupid positions -> killer is to blame... lol.


  • Boss said:

    @Raptorrotas said:
    Sorry for the exxagerated killer bias now.
    But wasting a killer daily quest to give in to the "dont tunnel" demands of survivors... feels stupid.

    This was not created to follow Survivors' made up rules, i always ignore those.
    This was simply to give a bit more variety in Rituals.

    And if it's a waste to you, you can always delete these. :)

    I know that its not your intend, but giving one survivor a "free ticket" until hes the last one does simply like "survivor rules". And killers possibly lose their reroll on those.
  • Sion skin for hillbilly. Chaaaarrge

    teemo hat for trapper. Just because.

    Mordekaiser in dbd would be neat, but no idea for ability. I mean that dude would be biggest killer .

    Blitzkrank for dbd because dbd still has no hookshot+punch killer (that archetype is popular)
  • I think its the new lol button
  • Sorry for the exxagerated killer bias now.
    But wasting a killer daily quest to give in to the "dont tunnel" demands of survivors... feels stupid.
  • Official ptb number 1, they tested it, survivors quickly abused it, devs told themselves to never again tray to punish killers for camping
  • @HavelmomDaS1 said:
    fcc2014 said:

    I voted No, It feels like too much information and puts the killer at an even more disadvantage. This would help solo survivors though with totem info that swf may share. to give this info to survivors you would need to buff totems for killers to benefit them somehow.

    You and many others see this as a "one step buff for solos and nothing for killers" change, but in fact with this exclusive solo survivor buff (swf won't get stronger with that information, they already share it) we are one step closer to close the gap between solo and swf and as a result we can buff killers without completely make the solo experience to a hell ride.

    We need to think 2 steps ahead, even if the first step sounds bad for killers, at the end killers will benefit form that.
    Because I think the only reason why the devs are holding back to buff killers so they can compete with sweaty swf groups is that they don't want to hurt solos to much.

    Hopefully that makes sense and you change your vote to "Yes" :)

    The problem is that with how its been with this gmae, the killer buffs will probably take up a few months to come out. And then they wont be good enough to male a difference because the survivors got rebalanced again in the time passed.
    Additionally the perception that there are solobuffs which do not affect swf are funny. Swf would obviously benefit from the totemcounter too. They will not need to communicate that information anymore and can focus on different stuff. Its surely not as big a difference as it is for solos but the effect will be felt by both teams.

  • While Op / Up getrs thrown around quite loudly while a ptb is in session, there are quite a few sane members of our community who can tell if a killer is viable or not even "2 hours into the ptb".

    It happened the last 3 ptb, it will happen again.

  • Well nurse could work with 103% speed too.

  • The repair speed penalty of certain addons is still in need of a name.
    Blindness could reduce the visible field of vision by covering the edges of the screen in shadows (similiar the several killers but more intense)
  • e8Lattice said:

    @MrMonkish said:
    It wouldn't be so bad if the survivors/killers treated each other a little better. 

    For that to happen KIllers would need to stop endlessly /crying for Killer buffs and Survivor nerfs turning the game into a joke that no one wants to play.

    Which will never happen because /special snowflake syndrome

    Its the other way around.
  • Was tested on the first or second ptb ever, got abused by survivors (*gasp* who would've guessed?) , and then put in the bin where this idea belongs.

    The reason survivors cant have nice things is other survivors.
  • Dont get caught in the first place and you magically avoid both your "problems", unbelieveable, right? 

    Camping works because survivors want zhe bait. Enjoy the view of your fellow survivors' auras in your direct proximity just futily waiting for the camper to go away.

    Tunneling? Let me ask a simple question, do you switch generators after 10-20% of progress and only return to work on it after its regression to 0%? 
    If your immediate answer is "No" or "what a dick/killer main" , then you know why "tunneling" exists . Yet you're expecting/demanding the killer to play that stupid.

  • I like the proposal of increasing the number of equippable perks, but it would "probably" require changes to a few of them. The hexes for example.
    An idea i would support would be making one of the 5-6 perk slots ONLY for that character's OWN teachables. (This could also be compareable to giving survivors passives)
    I know thos might create meta-characters but meg and claudette rule surpreme anyways.

    For those who fear sirvivors becoming to strong, how about incorporating every killerperk that only boosts a stat flat into the basekit and remove/rework those perks (the remove option would also reduce the perkcount inflation.) Just a very biased proposal 
  • Heh thats a nice idea. But i think dont think that a free version of this bp boosts should have a 100% maximum. I guess even 50% would be considered too much for free.
  • Nodding at survs on the hook and staying close for like 10 seconds has the unexplainable effect of them suiciding on the hook. Especially with LF.  Why would they do so?
  • I like that locker teleport. although with changing map tiles the maps probably will
    1) not be very accurate/detailed 
    2) probably not even show the lockers / generators / stuff you currently see with aura reading

    teleport would probably be redirected ro the closest closet where you clicked on the map. 

    An alternative to a map the devs might never get working would be to hold abikity button to reveal all locker auras and then teleport with m1 to the one youre looking at (gets highlighted in different aura) , similiar to hag. This might reduce the locker-hopper-identity but could be useable even in the field.

    Your second perk needs a different name, trapper says hi. I think you should rephrase it to something like
    "survivor perks take 20% longer to get off cooldown.

    Good concept.
  • One problem with public sheduled is thaz we as community expect maybe a bit too much haha.
  • Survivors dont fear being around the killer, thats all there is to lament.

  • Rex_Huin said:k

    Myers with Monitor and Abuse and Dead Rabbit has practically zero heartbeat.

    Surprisingly it doesn't feel particularly OP or cheap.

    Thats probably because he either is "just m1" or loudly announces his T3.
    Oh and BHvR paid license for the scarejunps lol.

    I think the tinkerer exploit has shown that ni heartbeat might be too strong, like the soundless sirvivors after every sound-update lol.
  • powerbats said:

    @Raptorrotas said:
    TeaLeaf said:

    I would be happy with a chance or condition just to retain add-ons ... like survivors get.

    But dont tie it to the killcount afterall
    SwEaTy TrYhHaRdS oNlY wAnT 4K
    sighs

    Sadly anything rewarding killers for earnestly/seriously/sWeAtY trying to get their goal done will get groaned at by survivors.

    Oh you mean like how certain killers complain about survivors gasp trying to survive? Lets not forget you get way more bp and can get it much quicker. The survivor dies they lose that item and take many more matches to get the same bp you can earn in just 1.

    Just to spite you, yes killers complain about
    Survivors trying to survive... just longer than the others to get the hatch. 
    -32000 applies for both sides
    -2000BP plus Escape bonus instantly say survivors get bp faster. 
    -The alternative was nerfed bit getting those 1500 Bp in about 2 seconds should ring a bell.
    -Survivors can always just hop into a new lobby, killers have to chase the tbaggers out or give those poor dudes on the hatch those sweet sweet escape points.

    -Survivor dies another survivor can get that item. Wow instead of keeping an investment they can get those "for free" too.

    Dont give me the crap about survivors not getting enough points, most games survivors actually try to win they atleast would be getting 75%  EACH of what the killer earned, if not more.
    That is IF survivors were actually trying intead of "just having fun"
  • TeaLeaf said:

    I would be happy with a chance or condition just to retain add-ons ... like survivors get.

    But dont tie it to the killcount afterall
    SwEaTy TrYhHaRdS oNlY wAnT 4K
    *sighs*

    Sadly anything rewarding killers for earnestly/seriously/sWeAtY trying to get their goal done will get groaned at by survivors.
  • I think the original 4 characters are all the nain characters, although dwight feels like that viewer/player-surrogate who needs everything explained to becuse the viewer/player needs that exposition.
  • Another "too old for this #########" old fart so that consoles can have a Bill too.

    Trustworthy Patches. We need some survivor to make other survivors groan in annoyance.
  • Mhm, i think buyingmusics in the shop ( or bloodweb, prestige) and simply equip them in a menu would be a slightly better alternative.

  • Rework rancor and make obsession moriable regardless of hooks in endgame lol

    Im all for giving the obsession a 10% penalty to all action speeds.

  • If you jump through a window into a [Bleeping] beartrap, you will get your whatever you land in that beartrap in trapped in that beartrap. Survivors are lucky it'll snap at their feet instead what many people want for trappers new mori.

    Im not sure how a teleport or electricity would break those glasses. Attacks should break those, not stuff that doesnt damage anything.

  • The entity legs around the icon are twitching if the obsession is being chased, but yes some clearer viual indication might be helpful.

  • Haha i saw a video of those avp games. Would probably more useful in indoor maps.
    While the idea is nice and a leap might be a good active ability, i think most people simply wouldnt like that low eye height.

    Not to mention survivors rioting for her being barely visible.

    Well Kayano's movie is The Grudge , if that killer is supposed to be that license , that name would probably be chosen.

  • I still dont understand why dying light is even buffing the survivor ( quite strongly i might add).

    But your thanatophobia -like rework is solid. Especially te escalating strenght the more "in danger" the obsession is.

    I made something similiar, with an additional small timed penalty whenever survivors witness ( LoS /proximity based) the obsession getting hurt/downed/hooked.

    I seriously hope theyll rework the obsession perks or even the status in itself. Obsession should be undesireable even without killer obsession perks. ( for example imagine rancors mori or dying light were defaulted to being the obsession)

  • Its not only dying light that is in need of a rework. The whole obsession status should be undesireable for survivors.
    Like %-penalties on all actions, giving kilkers bloodlust faster, being able to be moried in endgame/after being hooked once.

    Would need rewlrks of all obsession pwrks but the killer perks need it.

    My Proposal
    Dying Light
    -Whenever the obsessed survivor is injured, dying or hooked reduce all survivors action speed by X%
    -Survivors witnessing (line of sight/ proximiy based) the obsessions injury/hooking/death suffer additional Y%penalty (Y < X) for 60 seconds.
    -once the obsession is dead , the remaining survivors suffer a Z% action penalty (Z > X) for 360 seconds.

    X and Z do not stack, if both apply only Z works. Y applies seperately.

  • Heh i like the locker/spirit world idea.
    The concept seems useful, but i have some questions.
    -"Exorzise yourself from survivor" in hwich world do you land? 

    -does a posessed survivor move slightly faster? (103% for example)
    -whats the range and speed of the apparition lunge?
    -Is it just me or does it take quite some time to damage a survivor with the ability? 
    Locker - hunt survivorA - posess A -X - hunt survivorB - hurt survivorB - posess B - hurt A.
    (X =moment in which A might struggle free befor you did ANY damage at all)


  • We don't have 1:4 killer:survivor ratio in game either.

    My killer lobbies are usually long waits while survivors are almost instant.

    Playing killer is generally more fun than playing survivor for most people so there's a skew of the distribution in game and in the forums, and by extension the feedback the developers get.

    Killers usually come to the forums with emotionally charged issues. Issues that typically make them feel cheated when not able to get 4-kills most of the time. Survivor issues tend to have a more macro view, such as swf vs solo efficiency, mismatch in ranks etc.
    Actually its Survivors who complain about their emotional distress.
    The most part of the survivor community doesnt care for their advantages presented to them by "casually talking about their days were and cute boys".

    Additionally the whole "killers only want to 4k" meme is survivors mocking killers who want to fulfill their objective, while survivors do not have to do theirs.
  • As long as being the obsession by itself isnt something undesireable, swapping obsession status feels like a bad mechanism.

    Honestly being the obsession should've never been "aww yes, instant DS, wohoo!"
    It might need a massive rework for all obsession perks, but i think obsession should be a hard debuff without any perks involved, and much more dangerous with perk.

    Think dyinglight and rancor by default (ofc the perks need reworks then) and maybe some %-penalties to actions etc.

    Survivors shouldn't like being the Obsession.
  • Tooltip says it will deactivate once you actually get the skillcheck.

    So after getting off a hook you have 60 seconds to use it.
    If you dont use it in that situation, you can use it again after your second hook

  • I can understand that the normal lunge attack can seem dull, but its in the basekit. Yet there can be a first for everything.

    But I still think your Killer doesnt really have a M2 Ability.
    The foxfires feel like a bonus to simply kicking generators, so i thought its applied not with the ability button but by "kicking" a generator when you have atleast 1 fire with you. But i found out why I think of your foxfires as a bit on the weaker side, they only activate when the generator is DONE and only for 1 person.
    This means this can only trigger 5 times in a round, which should make you consider somehow triggering it more often, like every X skillchecks on a generator.

    Btw like that second picture more because its more stylized imo. but yeah i guess this COULD actually work in DBD. Btw now i finally understand what you meant with "Mask on a stick"-weapon lol

  • Entità said:
    TAG said:
    I like the second suggestion, but I think the benefits of the first suggestion are marginal enough that it probably isn't worth adding.  If anything, I would simply suggest giving the last Survivor full bloodpoints for struggling after being hooked when the insta-sacrifice kicks in, provided they have not been hooked three times yet.
    Why should the last survivor be deprived of 1500 BPs if they have been hooked for the first time and have Deliverance or Slippery Meat or 4% luck? :(
    They arguably had the chance to earn those points beforehsnd. Sorry, couldnt resist the snark.

    I think the idea to simply end the game once all survivors are definitely hooked/incarpacitated is nice (Identity v does that, and they can vote to give up if all are downed/hooked too).
    But not sure on the 100% struggle BP.

    Definitely a no to the last freeing attempts, the game is over by that point.
  • Nice concept, and interesting in a way i cannot predict how strong they would be without a ptb, haha.

    Not a fan of the delayed damage on the normal lunge attack. That couldve been used like a pig ambush or freddy tag instead. Afterall we have more than one button for killer abilities.

    The foxfire seems interesting but only good against people who're not doing skillchecks in their sleep. I think harder skillchecks or modified skillchecks (like ruin) might be a better choice than simply more skillchecks.

    Placing the foxfires as wards somewhere or sending them after survivors like homing projectiles could be useable alternatives.

    Ive skimmed over the backstory which i normally ignore completely and yeah, seems useable (I'm not to critisize others stories when i never did one myself).
     But I honestly doubt a cute foxgirl waifu OR an anthropomorphic fox would fit into dbd's aesthetics without turning her into a monstrosity first ( sorry but only got your image to work with here)
  • Haha i like the killer ability, its somewhat simple but might become dangerous, especially to loopers.
    Interesting you chose to make it channeled.
    Still got some questions:

    Is the killer able to instantly attack from the time loop?
    Is there some fatigue/slowdown after timeloop,
    Is there casting time? (Compare billys m2 to shape)


    Identity V has a killer who has a spirit world mechanic plus your timeloop idea as secondary ability.
    Balance-wise you might be able to add some indirect ability (nondamaging or tracking) to your killer without turning him OP.
  • Sorry but aside from the initial shock this killer seems weak.
    He cannot ser the auras of his illusions nor do they highlight/reveal survivors visible to them. Nor is the active part of his kit any useful.

    https://identityv.gamepedia.com/Leo_Beck
    Any sentryward/illusion/dolls killer should be on this killers' usefulness.
    His dolls either work like sentry wards he can swap positions with or walk around autonomously and attack survivors.
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