Raptorrotas
Raptorrotas
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- Raptorrotas
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Unlike legion or spirit he has reduced freedom of movement, to get that "godlike" map pressure you require a lot of experience, luck and ... le gasp... skill.
Also he does get slowed by revving the chainsaw, which somehow most people against him in this thread simply seemed to miss.
God beware all those older killers arent as redtricted with their abilities as are the newer ones. Hillbilly stilll has cooldowns (which are longer than the animation and block BOTH ability and melee attack)
Cannot wait till devs make some basic scratchmarks or vision perk only.... /rant
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Oooooooooo wait a minute.... A weapon that is thrown and returns?
Xena with chakram confirmed!!!!!
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@Delfador
The devs dont have to create "proper realistic " locationd to the game because they have the lore excuse. The Entity simply has no Idea whats inside a school or church, as much as i have no idea what rooms there should be in a ... lets say policebor fire departments.
The entity is some kid on minecraft lol. -
Yeah would be nice.
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Just make his charge time the same as hb's and reduce the movemend speed penalty while charging.
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That roar is indeed from the movies.
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Sadly they eill not make a "noswf" option.
Nor will they mark swf's in the lobby with icons or whatever.
Both would increasw suevivor frustration and we cant have that.
Killers will sadly have to adapt. And since this change isnt part of the trial, there wont be any balance-compensation. -
I agree that the hatch dhould close atleadt when a gate is opened, not sure if it would be "unfun" if powered.
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Those abandoned villas or airfields where airsoft ist played.
Chernobyl oh boy. Sounds fitting.
That burning coal mine fire town might fit too.
But mostly i think most storehouses or factories and the property around those might fit -
Topic comes up quite ofte n.
General opinion is that it would reduce perk variety and create even more broken loadouts.
As such it would require a lot of rebalance on many perks, i guess. -
It's a Killer problem, how long did it take them to "fix" it the last time sound screwed up?
Oh right, it was kinda worse than before then. -
Outfits for the older or original survivors also are more likely to be bought simply because those survivors are already owned.
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Wow, Proposing stupid changes without details and then being rude when being pointed out its stupid changes, good to know what to expect.
Just "have it on a charges system" for blinks as a single change would nerf the nurse hard, especially if she stays~ 96% speed.
For the Hillbilly change... just no. HB is where most killers should be.
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Oh no, the Killer is standing somewhere, menacingly, quick punish him for not rushing to face the backleft corner of the basement for the remainder of the sacrifice.
It actually makes sense. Less sacrifice time means less time for rescues, thus meaning survivors have to get up instead leisurely working on generators.If the Killer camps that, hooray he still wastes enough time for 3 generators to be done instead of 4. I think its good to stress survivors into decisions with the trends currently changing this game...
@DocOctober
Funny how these obviously survivor biased trolls are trying to call you out on something. -
I think the proposed gamemode has 5 players per team, 1 Killer and 4 survivors", versus the other team.
Thus in this case the killers aren't allied, and also shouldn't be interested in "highlighted/ sepia/ blackwhite" survivors which are in their team.
I think it's somewhat comparable to how tydetyme's tournaments work, except "both rounds take place in the same trial at once" -
As a slight off topic info, Identity V has a 2v8 Mode running, but its mostly following the default rules of a trial, except:
- 7 generators to activate gates, but dont know how many in total spawn
- a generator repair speed penalty of... I think it was ~30% to balance survivor count.
- Survivors need to be hit 3 times to get into dying state, (only full health counts as not-injured), not sure what happens to speed burst etc.
- Killers or survivor teams DONT share aura reading etc, as far as i know.
- Survivors, when put on a chair Hook, cannot be free'd for 30 seconds. ( i think this is to discourage camping, which allegedly happens a lot in this game, in this gamemode its more suicide than in normal mode)
- Only the 2 biggest maps of the game are available, that amusement park and fishing village feel really large, but I'm not sure how big a DBD map would need to be, because there obviously are still differences in the games)
- theres also a shop that works with points earneed ingame, it gives permanent upgrades for the killers or items for survivors.
Not sure if there were more changes, havent played lately.
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i wouldn't really call this mode a 2v8 if the the 2 or 8 each arent allied. this is more of a "direct team battle" i guess.
Unlike a "traditional" 2 Killers vs 8 Survivors your idea would probably be a real mess, when you're not only being "attacked" by one Killer. Haha, those often discussed "traitor"-perks for selfish survivors would come handy in such a mode. Also: the rules of the trial would change MASSIVELY compared to the traditional mode (where just number of players goes up)
I think balancing this would also include:
- Number of Generators
- Are Generators Team coded or free for all, how would both teams working on a gen work?
- Map size, but not as much as in a "traditional" 2v8, also maybe restrictions on the map pool
- New Map rules: Number of Basements or Gates, colorcoded objects?
- Killer Interaction, what happens when they attack each other etc, New animations for killers stepping in traps or getting hit by killer abilities, etc
- etc
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Only with zomlee as killer.
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Its normal for melee attacks to go through windows, this applies to all m1 and m2 attacks.
Unlike legion or wraith, hillbilly still has a reduced steering in his sprint.
And yes hillbilly and lf should always hit survivors when they cut a pallet, they really need that fixed so they dont bump into the pallet instead. -
Wasnt that hook there to prevent a deadzone without hooks but out of actual reach of basement?
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Sounds a bit like the left 4 dead hunter.
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Identity v has such a gamemode.
2 killers ( no two of the same)
8 survivors
7 generators to open doors / i think 12 in total
-30%repair speed penalty (or action speed im not sure on this one)
Survivors need 3 hits to be downed. 2/3 of the healthstates count as injured. (Im not sure how healingbinteracts with that because i only played hunter)
There are 2 shops for items for survivors and upgrades for killers( attack recovery halved, cd halved, movement speed bonus), those shops work with special points that equal bp gainef but dont spend your actual score.
Currently only 2 maps, the biggest.
Edit: hooked survivors cannot be rescued for 30 seconds, but i am not aware of changes to total sacrifice time.
Such a gamemode definitely needs a lot of balancing done. -
The reality
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Well a bride that certainly would appreciate it would be the l4ď2 dlc witch bride.
The banshee / ghost archrtype would probably fit a bride dress, similiar to how nurse got one. Although the "crazy killer" monster types might fit too.
But definitely needs a different body language than spirit lol.
Oh i guess a bride killer should get 2-3 obsession perks. -
Most of the brown ones simply to remove them from the bloodweb, i'd suggest without thinking hard about it.
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Break the totems and dont rush gens.
Ez
Sorry but i just had to meme my inner survivor. -
Survivors in souls at stake get a warning whenever killer attacks and have a permanent dodge move...
Oh right youre a survivor, you like sich bullcrap -
While thematically being a perfect candidate for getting snatched by the entity, the despair might be a bit ..." too anime" for dbd.
While being stabbed by teen angst edgelords seems to be slowly getting accepted by the community, god forbid adding s real teen monster to the game *sigh*, just because "aneeemuuu".
I think her problem is simply her design which isnt easy to translate from 2d to 3d while keeping its charm. Remember its our devs we're talking about
btw nice you focused her on frustrating skillcheck which might cause despair *ba dum ts*
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Because people wanna use many effects , also reducing alewady bloated perkpool is always nice.Milo said:hOpen Handed is a nerf tbh
For Vigil if it doesnt have a draw back (even recovering at 1/4) then its op
And why most perks are just fusion tho -
Whats with those abhorrent cooldown suggestions?
I sincerely hope that legion and spirit will have been the last killers with cooldowns.
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Since your killer doesnt seem to get any information from his scarecrows (aura reading or notifications) until he actively teleports, he might even be on the weaker side.
He seems like the trapper with a very weak tracking tool added to him.I like the idea though but it accidentily is very similiar to the Hell Ember of Identity V. You might want to look him up ;p
Balance wise i can add that adding vision to those scarecrows (notifications\ aura reading\change of the scarecrow aura) might get a bit too strong because of the number of scarecrows.
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Why should the host not be able to dodge a game he deems potentially not enjoyable?
Its not like he can single out certain players, he hes to clear the whole lobby and start a new one. Or kick you after a DS hits him. -
For killers i'd say we should remove those perks that only boost a stat unconditionally instead adding something new
(Enduring, brutal strength, unrelenting, shadowborn)Also agree that crows should be fed some caffeine to get startled easier again.
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Isnt that exactly what the devs were intentionally avoiding with all they got?
" a single survivor, but you can choose their gender, skin tone, hair clothes "While im partially sorry for those theoretical twins of yours, once theyre added, certain people will either call out the devs on this or demand that the whole survivors\cosmetics part of survivors will be butchered into a single survivor to put bloodpoints in, but fully customizable to be every other survivor that has been before.
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Escape bonus already twice as much as 'No one escaped' bonus.
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I'm not sure about the "injured survivors get deep wounded" after a trap part, but it could be tested on a ptb. them getting downed then instantly might indeed turn the whole situation salty.
I'd personally have survivors be slowed a bit after getting out of a trap, for a finite duration, it shouldn't be too long, but it should be seperate from "Hindered" so that there might be an addon for it.
If anything, most killer addons should be reworked to get special boni like debuffs instead of just increasing numbers (Charge time, cooldown, etc), but if they'd be reworked, the base numbers would need to be improved.
Imagine Nurse applying hindered/mangled/hemophage/exhaustion to survivors next to her blink location (or just her hit target, you bores) ;P -
Just to be the obligatory toxic killer main in this thread:
Camp like you want, survivors are doing the same. Or have you ever heard of survivors letting go of generators to find another one below 50%?Survivors shouldn't be expecting to be saved, the moment they're downed/ hooked they were supposedly already as good as dead. It's arguably funny or sad to see how the community's mentality has changed the design choices of this game.
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So rushing the gens (regardless which survivor will do what) and getting out will be a 80% increase?
Not sure if intended but thats whats gonna happen. -
Add friendly fire and self blinding to them.
The community wanted those added after the first event they were implemented in. Sadly the devs still havent figured out how to balance them correctly with addons or different rarities. If theyre even working on those at all.
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If it cannot get that, i imagine having it queue its activation once the gate is powered would be a nice QoL change.
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I wont go into much details but identity v has passive skills and starting items and the "nurse" starts a trial with an infinite medikit to selfheal, while the 'gardener' has an infinite toolbox to sabotage "hooks".
You mostly see only this two survivors out of the 18 survivors.
It would happen i. Dbd too.
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Actually some sort of 'greedy selfish perks' might actually freshen the meta up depending on their effects.
One point for implementing those kind of perks would be the original concept that its four strangers who simply want to get out. "Sadly" this slowly turned into a "we're all gonna live together" team mentality where everyone is bff's. ( I wonder if swf had anything to do with it lol )
I once theorized about such "traitor" perks because im a killer main and want survivors to suffer (lol) but came to the conclusion that those perks need some heavy restrictions because they obviously would disrupt survivor gameflow heavily.
My loose concept for traitor perks:
1. "strong" positive personal effect
2. tag the survivor as "traitor"
3. medium negative effect for other survivors
4. tremendous penalty if multiple survivor are tagged as traitors.As i am not really creative in creating perks, lets go with a exhaustion perk as example:
Kickoff
You can push yourself off walls or other survivors to dash away and break into a short sprint.- press E near a wall or survivor to dash away and sprint for 150% movmenet speed for 2 seconds.
- Causes exhaustion exhaustion for 40 seconds.
- Avoids damage during the dash if used against a survivor, who is slowed by 75% for 2 seconds.
- When used against another "traitor", do not dash and both survivors are slowed by 75% for 2 seconds.
( one could arguably add a exhaustion penalty to the slowed survivors too)
I hope its easily understandable and viable enough to consider using. -
@Justicar said:
@Salty_Pearl said:
I was originally gonna rework it and make it affect wiggling speed but I was afraid too many people would complain. But other than that I like your idea!Every time Boil Over comes up, somebody always mentions that devs don't want to affect wiggling speed because reasons. But it's bullshit, since Iron Grasp already does that in the other direction.
Just remember that iron grasps was reduced from 36% reduction to 12%.
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@Vietfox said:
Tsulan said:
Doc_W__HOLLIDAY said:
Tsulan said:
Doc_W__HOLLIDAY said:Let's introduce a new item for survivors called: The Dildo
Contains 4 charges at base. Can only be used near other survivors or the killer. When used, you slide it inside the survivor or killer's ass, stunning them for 5 minutes.
When you use the last charge, the Dildo gets lodged in the fellow player's poothole, insta-mori'ing them.
That would traumatize a huge part of our playerbase. Since most are 12 years old.
It's a horror game, they can take it or leave it

Can't Imagine what would happen in countries where they censor nipples to "protect" our youth.
@Tsulan
Thank god we live in Europe and no one censors no ######### !Germany is sadly more prone to banning stuff instead of censoeing it. But theres some treasures like team fortress 2's hamburger \trycycle gore 😀
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I like the concept as it is similiar to something i made just before huntress became a thing.
The description is nice although i get the feeling that "ragged or tattered cloths on X" is quite common, as my concept did that too ;P
Not a big fan of Lore, as some killer concepts focus on it too much, but this is nice.Although i normally don't critize perks because i cannot come up for those myself, i think that without regarding the actual numbers, your first and third perk might actually be good, or could be usable ingame.
Especially the third perk is good, as it reduces that stupid hit sprints .
The second perk wouldn't be used as much, i guess. Having that info isn't simply useful to the killer. I could be wrong, of course.Now to the actually important part: the Killer's ability.
Keep in mind that i will be comparing it mostly with the huntress.
Don't do random chance in such an ability, only having a 1 in 4 (basic) chance to actually get any use out of an ability is simply so goddamn unreliable that you might've aswell have created a M1 killer with ~112% movement speed. ( I hope you understand why this in my opinion bad)I will now assume a lot of stuff about your ability, it might sound a bit too technical and might go way too much into unccessary details .
I assume this ability would work like aiming with sights in typical shooter games:
1. you start pressing M2 and then the soldier lifts his rifle up until the sights are aligning with the middle of the screen when the charge meter is full. This action instantly stops all movement and lasts 2 seconds.
2. you then choose to fire (M1) or to put it away (stop holding M2)
3. you fire and get probably a "hit comfirmed" or "miss" animation, OR have a basic 77% chance of jamming your rifle. The fire action is a hitscan attack which will be near instaneous. the survivor will be injured, and it will probably not trigger "exposed" damage unless specified by a iridecent addon ( this is just here to trigger survivors reading this)I think the total inability to move during the "aiming phase" of this ability might be a bit too restrictive, this is about the time HB needs to rev his chainsaw, ESPECIALLY when combined with a chance to just jam instead.
I actually like that you actually mentioned the cocking sound cue as a warning, might be a bit too strong if the same sound effect plays randomly. but since the killer also makes a breathing sound as warning, this might be unneccessary worry.Now some points YOU might consider for tweaking this ability. As I made a similiar concept before, these should all be taken with a grain of salt. I admit here that i am a (probably strongly) biased killer main and would add lots of strenghts to a killer without giving much weaknesses if any.
- 110% or 115% movement speed, not something in between; this will make it clearer how to balance the shooting ability, although I think a 115% killer can have a strong shooting ability too.
- I think firing earlier with worse accuracity might be a thing you could consider,depending on how long it will take to aim, but might be too similiar to huntress.
- No complete removal of movement during aiming, in this point I'll insist on it because most killers (all except spirit and arguably wraith when reappearing) do not stand still during casting.
- Will you add reloading/ammo or not? If it were another type of rifle, putting a bullet into the rifle mightve been simply be part of the aiming animation, but this is a magazin-fed rifle, so it is really your choice if that should be part of the ability.
I hope this will be helpful
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Its simply a shift in design choices. Back then the lore of the game and character simply didnt mattter that much, and in my opinuon still dont matter enough to warrant retconning everything.
Additionally a detailed backstory might sully the image of a killer.
I for example cannot see the legion as anything but angsty teens. They didnt planned their first kill, were squeamish in executing it and except their leaders theyre just sheep. -
Just being designated obsession and having those claws around your hud spot should have negative effects on that survivor. Even if the killer isnt running any obsession perks
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The problem on both sides isnt maybe not just the number of perk slots but maybe the sheer number of perks available. That and the power gap between some of those perks.
One could also restrict the 5th slot in some ways.
For example one could make the 5th slot only work for the character's own teachables. Which could also be be changed in power in that special position.Another solution to this problem would be to remove perks that only alter the numbers of mechanics instead of adding something new, and then slightly buffing those basic mechanics.
Problem here is most of those changes would benefit killers as survivoperks normally have conditions or only add new mechanisms instead of boosting stuff. -
Is crouching above the corpse of an enemy toxic?
I think its more the intend or interpreted intend of an action that matters. Or how we've been condtioned to interpret any action.Teabagging is considered toxic because the internet has told us its bad behaviour. The same can happen to the pointing action because of the lack of emtoes in this game
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@SenzuDuck said:
@FrenziedRoach said:
And for all the buffs we killers took, we also took a ton of nerfs.Those who remember the old forums probably remember this epic thread.
https://steamcommunity.com/app/381210/discussions/0/1621724915795099897/
And I've said it before, and I'll say it again - most of us aren't looking to 4k all the time. We just want the killer game to feel less frustrating. Most of us don't mind losing when we're clearly outplayed - we just hated losing because of how easy it was to get our time wasted.
Game is indeed in better shape than it was int he begining though, I will grant you that.
I cannot comment on how it is now because I quit the game two months ago as I felt the communities toxicity creeping into my attitude. However, I hope to come back.
But everytime I even THINK about coming back, I run into this crap.
This isn't about us and them and "people wanting to 4ks all the time". We just want the game to feel fair. And to those of us who played both sides (myself included), it never feels close to fair most of the time - survivors held all the cards when it came down to time management.
The list is pretty disingenuous.
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- removed the killer's ability to be able to fly*
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
Yes "Nerfs".
It doesn't help the fact that there's so many weak-hearted players who get upset by tbagging or flashlights. I've never know a game where people complain so much about tbagging, it's been a thing for like 15+ years, why is everyone so easily offended now-a-days.
Game is pretty easy on both sides, and I'll continue to argue that the majority of the issues aren't mechanic related but are player related, in that people think they're better than they actually are, and when they come across a survivor or a killer that is better than them they blame mechanics for all their issues and say the game is unfair.
Please read the disclaimer before that list.
It even states that those points which you're having a problem with is including bugfixes and the likes which are even marked accordingly (*), in a reaction to a survivor list which mainly consisted of those bugfixes.Other than that, its not only killers who want sometimes unreasonable buffs to their own side.
But in the current state of the game some of the killers issues are of personal nature but mechanical issues they cannot solve by "getting good".
Addidtionally the devs have made the decision to create deliberately weak killers because of "(survivor) fun".