Raptorrotas
Raptorrotas
About
- Username
- Raptorrotas
- Joined
- Visits
- 13,646
- Last Active
Comments
-
Exhaustion doesnt stop the hit sprint so yeah its fair.
And unhook invul lasts longer than it should more often than shorter. -
Let traps apply hindered denuff for x second by default after getting free or grabbed.
Improve trap hitbox.
Move traps back to where the trapper set it after the survi or gets free. -
Its entirely up to the survivor to initiate any hatch standoff, because theyre thinking themselves entitled to a quick hatch instead of doing their real objective.
-
Theoretically 1 surv can escape with only using the hatch at the end.
It's theoretically free.
Which cannot be said about a 4th kill.
Between good survs and good killers, isnt it common for 1-3 gens to be done in the time 1 chase takes place? Hardly fair to call the killler out for screwing up if he mechanically is unable to be everywhere at the same time.
Especially since the altruism only kicks in after the first hook. -
How can it be an earned escape if up to 3 generators of 5 aren't done yet.
Thats like saying the killer instantly "wins"(read: "round ends instantly") once hes sacced 2 people. -
Nice how everyone is thinking about this issuee in an 1v1 perspective.
There are 4 survivors, each capable of reaching 32ķ, same as killer. Actually survs can snatch items too, increasing their effective gain.
Im a casul player but i guess even regular redrankers have rounds where all 5 players have around 18-22k Each. (Unless its a stomp)
While I agree my 4v1 view isn't ideal, neither is comparing 1 surv with the killer -
Leatjerface actually gets slowed down to 87.5% movement speed when revving his chainsaw. Its one of the reasons his ability is considered unreliable.
About my trapper fix:
When survivors get freed from traps, it mobes a certain distance to adjust with animations or whatever reason. This can lead to traps getting stuck in unteachable spots.
Also trap will be out of position, and neeeds to be put back into the cortect place, this would be annoying even with the UR addon that automatically arms beartraps.
The shape addons don't need to have the same effect for all levels. -
Nice ideas can i add some?
Generally i think ability cooldowns should only affect the ability, its especially jarring on HB.
Trapper:
After removing a survivor from a trap, either by freeing ir grab, the trap should still be where the trapper set it. "Survivors should snap to trap, not vice versa.
Leatherface:
I think 100% ms while revving would be better than no penalty, but they could also slighty reduce his charge time.
Also improve final chainsaw speed and the acceleration (fix addons too).
Chainsaw dudes:
Chainsawing a pallet thats currently being vaulted should either injure (instantdown might be too op lolz), or atleast stop/stun the surv and lock him in the landing animation for a moment.
Pig:
Make her addons have 2 effects:
One for the RBT and another for whatever her addons could do. The 2 brown ambush addons could be removed or integrated into basekit that way.
Eyelevel higher pls.
Regenerating RBT after theyve been removed.
Doc:
Slightly longer shock range?
Less shock delay?
Shape:
Multistalking (even with dimishing returns), collision, ew1-BL, endless evil to siphon has all been discussed to hell and back.
I'd add that his addons need to each have effects on all levels of EW. -
Sorry but i think that if "atmospheric/immersive" voices get added, they'd automatically be audible for everyone.
Its part of the whole concept.
Btw stridor would become the #1 meta perk because those voice clips would work like madness screams.
Look at LY footage. -
Palletvacuum was instant, on both sides.
The hook animation isnt a teleport. -
"Give them voice lines but don't let the Killer hear it"... in a hide and seek / tag game
... sure thing. /s
-
I think no killer rxcept doc wants a terror radius big enough to justify using coulrophobia.
"Smart" survivors wouldn't heal in terror radius anyways. -
"Only" 30 seconds would be 37.5% of up to 3 gens.
Additionally the survs would lose yet again more of their sense of urgency to help their fellow surv/teammate. It already happened with the extended hook time. -
I like the camera idea
-aura reading in x radius around regressing gen
-noise notification when surv starts repair, aura reading deactivates after 0-5 seconds.
-
https://tvtropes.org/pmwiki/pmwiki.php/Main/OffscreenTeleportation
Not actual teleport powers like in the game.
Hes only a trapper powerwise -
You're free to escape anytime.
The whole team mentalitiy of leaving none behind comes from the players, not game design.
Randoms or swf telling you to save them?
Thats just peer pressure or their greed to escape too. -
I think that Dr. Bright, who currently should be inhabitating an Orang Outan body , might not actually be a suitable candidate for Dead by daylight. A random D-Class or D-9341 might be better suited, being human and all that.
For 049, It's design is actually pretty desired in the community, the whole Plague doc thing i mean.
But for your Ability Idea... I think its best to compare with the Pig. The RBT are considered a weakish ability... and your idea is worse.
No survivor, especially SWF's would suddenly swap teams as zombies, they'd rather bodyblock the killer.
And AI for the zombies won't happen in the near future.Also, your Killer is lacking a primary ability thats usable before and during a chase, compared to just after it.
-
Its nice that you put a backstory and a design together, but you're not describing the most important part of the Killer.
You need to write down an actual description of the killer ability. Just saying that it's a flame thrower will not do.
-What does it do? Damage? debuff?
-How is it used? (compare Nurse's rightclick with HB's for example)Also, most people seem to want some perks too, although i prefer the Killer's ability to be fleshed out.
But i think the whole "heavy breathing" audio cue for survivors is a nice touch. -
Well if the passive boni are too strong, just add weaknesses to the survvivors too.
Although devs currently want survivors to just be skins so that there won't be favorites (except claudette).
-
Mechanically speaking im sure they can come up with killer abilities that match with classic monsters.
Im just not sure if they'd fit into the lore. I know its a bullshit excuse but killers in this game are/were "just humans, given a gift by the entity".
I think it depends on the visual presentation a lot if a liller fits or not. As example a "dude who dresses to invoke a werewolfish design" might fit better than a straight-up classic werewolf.
Also the classic designs would probably go well in the shop *cough* -
If 40% oft survivors escape, it doesnt mean that killers have a legit 60% killrate. The graph sadly doesn't show:
- The actual kill\sacrifice rates
- Suicides on hook ( skews data but cannot be measured, it sure feels more like a ragequit than a kill )
- Intentional ragequits
- Legit disconnects ( game errors, IRL reasons )
-
Oh i know a tweak survivors would totally love:
"Kicking a generator will mark it's aura white. It will reveal the Auras of Survivors in an X/X/X/m radius around the generator.
Lasts X/X/X seconds.
Attempting to repair a marked generator will instantly create a loud noise warning but will remove the mark after X/X/X seconds."The Idea is that the Killer installs a surveillance camera with motion sensor at a kicked generator, which will send a warning to the killer. I didn't post any numbers because people would scream OP at my idea lol
-
The problem with that Graph is that it doesn't show what the 60% consists of:
-Kills (mori) and legit Sacrifices
-Hook suicides, intentional DC.
-Legit DC due to Game or RL issues.Furthermore, does the graph include round where people didn't load in? aka 1-3 Survivor rounds?