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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Teabagging is bad manners, has always been.

    Its literally dipping your balls into someone elses face/mouth. 
    Now be aware this was a prank or sexual practice before being applied in Halo
  • I think te spirit might be considered an onryo by default.

    Huh, i thought yuki-onnas were those snowwomen, neat to learn new stuff.
  • Delfador said:

    @MegMain98 said:
    I’m excited for the new killer. It just feels like the wait between Clown to Spirit and Spirit to Legion was so short. The wait between Legion to the newest killer seems SO LONG because I had (and still have) 0 interest in Legion. I’m pretty hype for whoever it’ll be, just be better than Legion...that’s all I ask.

    They just can't screw up after the legion. Even if the killer is bad, they can buff him like they buffed the clown or the spirit.

    I also agree with you, the legion was almost nonexistent for me. It's been like 6 months since the spirit.

    I am more interested in the new survivor though, I don't know why lol

    If the next killer's problem isnt just numbers or bugs, but his ability itself (freddy, legion), they might be able to screw up.
  • Also people forget. Coordination vs uncoordinated randoms isn't a balance issue. It's a skill gap. As in an uncoordinated team failing is doing so because they are uncoordinated so learn to coordinate dammit, you obviously can't do that now because players can't communicate, but that is a solvable problem.

    The fact that high ranked survivors escape more than low ranked survivors just means to me that survivors have a higher skill gap than killers, the gap itself is 100% fine, that's just the room you have to grow and is a sign of a game that requires skill which is a good thing. The fact that it isn't the same for the killers is a bit of a problem but again, can be solved with changes (I'm not high rank so I'm not the best person to ask about that particular kind of change)

    The problem with the huge differencebetween coordinated and uncoordinated is that the killers will be balanced around the weaker uncoordinated and get ######### on by coordinated survivors, regardless of involved parties' skill.


    LOL at zhe "not-talking-about-the-game"-myth.
  • A variable movement speed is hard to balance  :p

    But i think phasing through anything wider than a jungle gym wall or window will make her movement drop to t1 myers levels, (because you have to make sure youre on the other side.) (And thats at 90degree angles)

    Even tapping this skill is costly, imo.
  • rexydon said:

    *As a side note, having to go through a blood-web after every game/other game just to get certain add-ons makes killers even more grind dependent than it is for perks and hurts killer variety.

    Olay, really? As is a killer always has a power. And every add on they get worked for that power. Survivors not only have to grind to find items able to use but also the addons for those specific items. Which make it a lot more of a grind. 
    And yet survivor can loot additional items AND addons and honestly dont even need those to stomp killers.
  • Yeah better secure hatch spawn incase of potatoes, escaping through doors is just wishful thinking lol.
  • Yeah turn down volume. Thats the issue, killers deliberately choosing to deafen themselves /s

    Sound engine "upgrades" screw up sounds, devs "fix" them so that survivors get quieter while your own stuff gets louder, twice.

    The first time i heard a survivor breathe was after playing them myself after being killer only after getting into the game.
    Since it was claudette i was rather suirprised
    How loud she is, for the player controlling her.
  • Its not like we're asking to remove this sound, at 70-80% it would still drown out anything else but wouldnt make our ears bleed.

  • Misleading character design for that name but i understand your train of thought.

    As always chase requirement = bad.

    Cant say much except ddos being maybe too weak even considering both passives.
    Its in a position i cant even come up with alternatives.

    I like the perks but Itsgoodtobebad might be too strong.
  • Identity v has a team killer mode with some additional rules. God i shouldve put the somwhere i can copy them from.
    2v8

    7generators to open doors, 10-11 on map. -30% repair speed.

    Only the 2 biggest maps in rotation available

    3hits to down a survivor, instantdowns count as 2. Dunno how that affects healing, but effectively 2 injured states.

    Both basements spawn.

    Survivors cannot be unhooked for 30seconds dunno if that counts as sacrifice time or a delay before.

    Some special item shop spawn all over the map, survivors can buy items and killers upgrades.

    Survivors can carry 2 items.

    I think that was all.

    While killers are in the same team, there arent any coop-bp-scores,
     The game also counts the hits, downs and "grabs"  on score screen.


    And lol to needing to balance 2v8 differently than 1v4, the difference is in the rules.
  • I cannot comprehend how anyone would call those addon ideas for Hillbilly or Leatherface anything but bad.

    Most of those 60 seconds of brokenness is spent lying on the floor, being transported to and hanging from a hook. You nerf his ability way too much for such a bad effect, and ADDITIONALLY you reduce movement speed....

    Leatherface wwould be smarter to just kick the pallet if his charge time gets increased. Also: movement speed.

    I know you said you didnt take much time to consider these addons, but theyre seriously underpowered or actually detrimental to use.

  • Nearly instant action that gives the most in-trial reward of bloodpoints instantly. Quick cash so to mspeak.

  • As the whole snapping-out-of-it balance adjustment and mendings immunity to any healing penalty has shown, the devs would probably only release a statement that its intended lullaby isnt affecting those skillchecks.

    Not seeing those boxes would probably be too strong. If that was implemented theyd probably nerf the timer to 4minutes or so.
  • I think the biggest problem for ... competent competetive tournaments would be
    -scoring rules
    -restrictive rules
    -organising players and lobbies
    -the hatch
    -The casters.

    I like Tydetyme's (survivorscore+boni - killerscore+boni) basic rules.
  • Haha, never implied your slaver to be a ripoff, i was jusst saying that identity v has a working killer with that, you might've wanted to have a look how it would work(wiki or yt), although with instant  reeling in and potential instantdowns (1dmg by rope followed by normal m1).

    The "not instant reeling in" would fit dbd more i guess.
  • I love the "just chatting" excuse.
    Inbetween "just chatting" there will ALWAYS be the coordinating messages like "im chased, lost him, OMGHESONMEGETAWAYGETAWAYIMHAVINGASEIZURELIKEAYOUTUBERHERE"
    Or you hear their chase music theough the mic or whatever.
    anyone disagreeing with this is a liar.
  • xerav said:

    Full Ranged Killer: NO
    Make him melee with 4.6m/s movespeed and with a high CD ability ranged skillshot (when he hits a uninjured survivor they will take damage and maybe get the hindered debuff) if they are injured he will capture em like you said. If he misses he is stuck in a animation similar to when billy whiffs his chainsaw
    But a spamable ranged attack is impossible to balance (with 32m range lul).
    And in times of hyper sensetive Americans a Killer called slaver with a whip ... well

    Cant be racist if the devs make him black.
    Or some historical middle-eastern type.

    to the OP, check out the Gamekeeper of identity V, its exactly your "hookshot" idea (maybe with different numbers, and simpler mechanism)
    Im actually amazed this idea hasnt been implemented into dbd. Some community members might call it ripoff or stolen from other games tho (roadhog, pudge, blitzcrank etc)
  • It might be good theres no pre-release hype, we wont be dissapointed by the differences netween expectations and released content.

    Like this we can only spontaneously call the killer weak/OP ,like always.

    Remember, after 2 days of ptb the pbvious weaknesses and strategies will be analysed already.  Waiting for the obligatory "told you since day 2" 
  • It's a safety net for killers. Thats why survivors hate it, any other explanation still contains this fact.

  • Ignoring what the new tinkerer is, the old one was changed because it made balancing killers and addons harder.
    And the devs probably didnt want to remeber that perks existance for easch new killer, you probably know about the outrage when that perk didnt work with a new killer.

  • Haha good idea.

    Mashima Hiro put a side-chapter in his newest work Eden's Zero in which the main character is playing an online game that definitely is Dead by Daylight.

    Some official comic would be awesome

  • Doctors coat is awesome. Youre chased ny a monster wearing necktie!!!
  • Magnus13 said:

    @SofaKingSpecial said:
    Magnus...As a counter to making a direct line to the survivor, you can't actually hit them while phased, as the poker weapon you have phases with you and passes through objects as well. That's why I included the line about phasing out and back in is instant so you can start swinging as soon as you let go of power button. 

    That’s what I meant. You could head through a pallet, let go of M2 and start swinging.

    And simply get stunned by the "touched survivor"-penalty, followed by quality wood inro the face.
    Pallet-camping would be especially effective against this killer, compared to pallet-looping.

    The mindgame of this killer would be really depending on how quick the transition between phases is in reality 
    (See myers stalk for example)
  • So for (bad?)examples bubbas chainsaw for Hillbilly and Sprits phase for wraith.

    Now the best worst idea that will make survivor mains send you bombs and toxic animals per mail:
    Mirror Myers is now a permanent alternate ability instead of addons.

    *Can you hear the angry mob with pitchforks and torches*
  • And the cover should be trapper x wraith fan art.

    Hah atleasr its not one of those "connect the pipes" puzzles.
  • Beartrap chains normally arent that long, theyre after all supposed to immobilize the target.

    But the "survivor snapping into the traps position" instead the reverse that is currently ingame should be implemented.
    It doesnt matter if your ultra rare addon resets your traps if survivors getting out of zhem moves them into walls.


    Ohhh i thought you were talking about a secondary power added to the beartraps instead of an alternate power.

    I think some sling or wire traps might work as secondary power for noise notifications.

    Your idea might work as alternate
  • I can tell you already that most people wouldn't play this Killer for being "fun" or interesting.

    If his stats would be too high after too few hooks, then tryhards or "sweaty killer mains" would play that kind of killer. Minor changes in some percentages can make killers overpowered extremely quick. Movementspeed especially.

  • I'd like to see it tested what would happen if only the FIRST escape granted the full escape bonus. the others would get less and less.

  • While I like the idea of the devs sitting down and balancing the perks, it's probably not gonna happen like that.

    About the number of perks, aruably the devs could remove those unconditional statusboosts like Brutal strenght, shadowborn,unrelenting etc, while compensating with basekit buffs.

    That would allow for new "interactive" perks  to be used as replacements.
  • Inb4 devs add a bonfire tile to all maps.

    about in-lore i giess it turns super foggy for a moment and the survivors are suddenly in a trial.
  • @Raptorrotas said:
    Rainbow shock treatment when?

    I agree that hags traps are really not suited for any kind of customisation.

    They change angles

    I seriously doubt the devs willingness to add a new drawing animation.
  • Rainbow shock treatment when?

    I agree that hags traps are really not suited for any kind of customisation.
  • Btw
    William Ashton aka The Springtrap would actually fit dead by daylight in his fnaf3 design. even if cawthorn probably could  produce a fitting model for this game, it might aesthetically be better if our dear devs do it themselves.

    The other robots except maybe .... nah none other would really fit in
  • Tsulan said:
    I predicted dinky the rodeo clown. 
    I predicted a killer that could vault over pallets. 

    Now I use my supernatural powers to predict the next killer!
    A frankenstein's monster type killer who is slow, but can eat/destroy pallets like no one else. 

    I'll also predict the next one: a killer with a harpoon, who can pull survivors back.

    Mark my words!
    Predicting a hook-type killer when pudge/the butcher,blitzkrank, roadhog exist and are fairly popular. Oh i forgot the gamekeeper from identity V, who maybe is known to dbd devs.
    **It is really just a matter of time for dbd.**  ;)

    But i like you used the harpoon.
  • Another good concept. Nice choice of design and weapon.

    The ability to walk through stuff is strong, especially when its instant, but the maximum duration is kinda capped at ~10 - 15 seconds, afterwards the killer simply becomes too slow for a chase.
    Im not sure about the whole "cannot gain speed bonus" penalty, without it, this would make her one of the few killers to actually use those perks. Except Pwyf-myers.
    Bloodlust doesnt accumulate during used abilities, so your killer should still have it by default, especiallywhen the ability is on cooldown. 
    Which would be my next point: the extended cooldown is way too harsh considering how survivors will be able to stun your killer easily. Having to chase someone as a 110ms M1 killer would be lame.

    Does she get blinded faster or does she lightburn like wraith?

    While most of her weaknesses seem feasible, zhis killer would be too easily stunnable, especially at pallets.
  • Ahaha. I like the balloon-idea, as I've played IdentityV and KNOW that it looks hillarious😆

    But wirth every disguise killer: might be too wreak. Just turning into an random survivor is pretty weak.

  • Yeah much time for a full chase when a surv is already on the hatch when his buddy kills themselves on the hook for innstant hatch escape.
  • I think any persklot after the 4 base might need some sort of restrictions.
    Something along the lines of allowing only a chjaracters own teachables into that 5th slot.

  • Thrill of the hu t should be a base mechanic neither requiring a perkslot nor a totem.

  • @MegaWaffle said:

    @HatCreature said:
    I would like a perk that makes Gens Regress faster, that's the only thing missing right now, we got Perks that Destroy the Gen, destroy it Faster, destroy it More, keep Track of of it, but not Regress it more.

    I get what you mean but at the same time would you choose a perk that makes a gen regress faster over one that applies its full effect instantly?

    Pop goes the weasel instantly removes 25% so would a perk that (just an example) doubles the regress speed be worth taking? It would still be susceptible to tapping the gen. Not saying it couldn't be a perk just not sure I see a place for it on a personal level.

    Pop goes the Weasel has condition and a timer, a regression perk would probably apply to any kicked generator, which maybe would make it compareable if applied to multiple generators.

  • Brutal strength is among those Killer perks that only increase some base variable.
    Enduring, Brutal Strength, Shadowborn, Unrelenting, Stridor, to some extend even Bloodhound and Predator, could be I missed some.
    They might be removed in favor of slight buffs to the basekit, and/or be replaced with more interactive or conditional perks.

  • @SofaKingSpecial said:
    Raptorrotas...Thank you very much your your detailed input. I love hearing other opinions and definitely welcome constructive criticism. I'd like to honor the time you spent responding by responding to most of what you said.

    The wraith's screen and the insidious effect are quite similar, so you have a visual of what I'm going for. I gave him the reduced screen effect and took away his seeing blood pools and scratch marks so as to balance out the superior tracking that I replaced it with. This steroid tracking that he has is always present. It doesn't require being close to bloodlust or anything. It's a passive part of his kit that makes him I think the premiere tracking killer in the game.

    Oops ok I misread what you said and instead of changing it I'll just own up to it. You were referring to the active part of his power the ravenous charge attack. Sorry about that. I get what you're saying about the counter balances I tried to bake into the charge attack. I mean I like the charge attack as is (not a leap but just a surge of speed), but I could definitely tune back the wiggle meter to say 35% or so. The idea is that yeah the survivor could get off easier, but in return you get an ability that enables you to grab a potential full health survivor and hook them. Survivors wont like that either. Its a fine line. I'd be willing to lessen the time in the mist before activation. Thing is I kept the speed increase low (slower even than legion's frenzy) and kept the activation instant to keep in line with the idea that its high risk (have to be close and not miss or uh oh) high reward. Idk...powers are tough to balance. Thanks for hearing me out.

    Haha, I get you, Killer powers are hard to balance to make it "fun" for both sides.
    But when i said "leap", i didnt mean that he can jump over stuff,I just wanted another word for quick movement. My Suggestion also was only a modified "Chainsaw Sprint / Ambush".
    My critism was mostly on the chase time invested before finally being able to use your ability. You also have to remember that DbD's current chase detection is... #########, this might screw your killer over.
    He has a somewhat strong tracking, but he might be rendered into a "M1 Killer" by his active ability.

  • @Boss said:

    @Raptorrotas said:
    Some slight darkness effect at the borders of the screen might be nice too

    What, like this?
    https://forum.deadbydaylight.com/en/discussion/41477/i-wish-for-the-blindness-status-effect#latest

    yes, not sure how much area of the screen it should cover, but essentially this. maybe slightly animated like insidious or wraiths screen during invisibility.

  • Some slight darkness effect at the borders of the screen might be nice too

  • @Raptorrotas said:
    Why do new killer ideas always remove basic tracking stuff from the basekit. Atleast you give something back (sorry a bit salty because of spirit and legion design choices).
      
    While I dont know how the insidious effect looks like, it shouldnt be more annoying that wraiths screen during invisibility, atleast you didnt suggest to artificially reduce the viewing range with fog/darkness etc.

    I think your tracking passive ist mostly on point with its effect, but i dislike the ability:
    Having to play without ability until you neatly have bloodlust is very limiting, especially if its "like HB's chainsaw, but slower than legions frenzy". I think its noble you try to make it "not too strong", but i think most killer players would dislike getting persons off their shoulder that often (doesnt that have an emblem penalty too?)

    If i may make a few probably too strong suggestions.
    Give your killer a "leap" ability.
    -forced movement forward for x metres with steering penalty, on contact with survivors the "effect" happens.
    -speed probably between 132% (frenzy) and 230% (chainsaw sprint)
    -the "effect" would be your modified grab", while i would simply suggest normal damage plus on-hit debuffs.
    -casting type either like pig/HB (you can cancel it early) or nurse (distance based on charge time).

    • 3 charges which reload 1 every 8 - 12 seconds (better than a single long cooldown)

    For the passive mists, I think it would be better if bleeding survivors would simply create a new mist whenever they drop blood, this wouldnt make blood-related perks useless and might be better than increasing the mist duration which might become as confusing as predator for scratchmarks.

    No perk analysis from me because i suck at perks myself.

  • -EDIT: removed.
  • Atleast this "no hook"-concept doesnt remove the forced survivor interaction.
    But it removes any kind of timebased peessure of a survivor removal, unless you simply forgot to mention how long these graves stay interactable.
    This concept as do other "no hook" concepts would also further make survivors ignore everything in favor of genrush... i mean "objectives rush"

    What pressure is there if a survivor can ressurect instantly whem a grave spawns 5m next to another sirvivor.
  • Nodding at a survivor I just hooked for 5 seconds to see if he ragequits.
  • @Raptorrotas said:
    Survivors can punish camping, it's called doing generators and gtfo.
    "But the person on the hook", solo game, a noble distraction for everyone else to use.

    Not zhe killers fault survivors adapted the teammentality etc.

    You probably didn't even read the original post much less the thread huh? Might want to give that a try.

    Oh, that idea, saw it in that other thread. Doesnt work.
    -Removes any pressure of other survivors to change actions, thus increasing genrush.
    -Ghost survivor can instantly work on a generator they respawn directly at. Choosing their own respawn point is way too strong.
    -No survivor-survivor interaction forced for respawn. Like already mentioned rush da gens.
    -No killer compensation  in your concept, as usual with those crazy ideas.
    (-not sure how, but CWF would find a way to abuse this)
    Ive skimmed over yor concept once and found flaws quite essily. Before posting, might've wanted to give it a try, eh?

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