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RareFantom47

RareFantom47

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RareFantom47
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  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436526#Comment_3436526

    I play "nice" when I play killer and this is still true. Most survivors in the wild are toxic t-bagging little Dredge droppings who love to waste the killers time just to be spiteful but will condemn anyone who waste theirs. Ungrateful when you play "nice" as well but will chew you out if you don't. It's either "gg ez baby killer look how 3 got out I don't care that you went for 9 hooks" or "Wow, you tunneled, wow."

    But the few that aren't are cool.

    I play nice on both sides, wish others would do the same.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423642#Comment_3423642

    "First off, let's be honest, many of the 'Nice Killers' aren't nice, they just don't want to be outed as a tunneler."

    Attitudes like this are what kill off nice killers lol.

    I won't deny it. You're right

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423601#Comment_3423601

    Still does not count on xbox stats only sacrifices to entity counts towards you're sacrifice total. Yes you get bp in game itself and your mmr increases.

    I don't think Moris count towards Xbox statistics. They may just be added to the total survivors sacrificed. But I'm really not sure, I've never checked myself.

  • First off, let's be honest, many of the 'Nice Killers' aren't nice, they just don't want to be outed as a tunneler.

    Secondly, I like to think of the survivor's experience. I wanted to be a survivor mainly, but all of this tunneling, camping, and toxic behavior by the killer really ruined the experience for me. I almost quit the game altogether, but then I started playing Killer, it was much more relaxing and the only way matches were truly toxic to me is if the survivor team was made up entirely of bully survivors.

    The way I play is to make the experience fun for the other team because I understand how much it sucks to be camped and tunneled all of the time. So I go out of my way and try to make an experience that I would enjoy as a survivor. I don't intend on being annoying, toxic, or sweaty.

  • @Deathstroke said:

    Yes but it will just not count on xbox sacrifice stats.

    Whenever you perform a Mori, the survivor is considered dead as if they were killed by sacrifice. This is to ensure you gain the points for the kill, even if the survivor isn't dead on hook. So once a survivor dies, by your hand or the hook, you gain the proper amount of blood points. Just make sure they don't bleed out on the ground and you'll be fine.

  • @Critical_Fish said:

    After having gone through the chapter, I have a few things to say on it regarding balance. I won't really focus on the Scarecrow's add-ons, but the Killer's and Survivor's perks, along with the power, will be discussed.

    First, the Scarecrow's perks. I realize they're incredibly fitting for the scarecrow theme, but they're all lacking in some capacity.

    Frighten has practically no application in game. It enables an "all crows" playstyle if paired with Spies from the Shadows, I suppose, but aside from that you just don't know who is and isn't Oblivious as a result of it.

    I think a positive rework of Frighten would be reducing the time of Obliviousness to a flat 16 seconds (meaning it isn't changed by perk tiers), having the Survivor scream and reveal their location for 4 seconds, and have a cooldown of 60/50/40 seconds.

    Caw Caw has practically no applications. Good loops tend not to have crows, and if they do the crows will only trigger this once, giving you maybe the slightest bit of a boon, but the numbers are simply too small for an actual impact to be felt from the perk more than every 1 out of 100 chases.

    A change could be to make it so a Survivor in chase who disturbs crows is Hindered by 20% for 5 seconds, meaning they will be entirely unable to quickly vault a window and likely have to pre-drop a pallet as a result of the perk triggering. This, much like Frighten's buff, would also justify a cooldown though. I'd say the same cooldown of 60/50/40 seconds would suffice.

    I see the inspiration from Insidious for Aware, and it does have some marginal use, but against new players it would be far too powerful (as hiding is common in lower skill level Survivors) and against seasoned players it would just be giving them a 2+ second head start (as running early is already common in the best Survivors). Further, against seasoned players, standing still for 3 seconds as anyone other than Spirit just gives away that you have this perk and not something actually useful. This would be a very cool perk on Spirit in particular, though, for mind games.

    For an improvement, I'm thinking perhaps a Survivor who performs a loud action could get a crow flying over their head, giving you easy tracking for the entire duration of a chase, for example. It would also mean that vaulting 3 times gives 3 crows, which gives you loud noise notifications on their location for as long as the 3 crows persist. This would mean another effect would need to be added for perk tiers, and I think that'd be easy with a simple:

    • When a Survivor loses a crow created by this perk, their aura is revealed for 2/3/4 seconds.

    Second, the Scarecrow's power. I believe there's a lot of good stuff here, but just as there's good stuff there's also a lot of things that are unclear or unhealthy.

    First and foremost, this is a Killer much like pre-patch Freddy or Sadako who has to work to be a threat to the Survivors. This has been proven to be a poor formula.

    Second, the current system for placing scarecrows has no cooldown, and thus just enables you to block every single vault location on the map with a scarecrow and force Survivors to sit through the lengthy 25 second dismantling, for minimal reward as you can just place the scarecrow again. If there are a limited number of scarecrows procedurally generated across the map or something like the Trapper's traps, not only is that a bad idea for balance as Trapper has shown, but that is never specified.

    Third, being able to create a hook anywhere is incredibly broken. This fully removes a very interesting, and already pretty bad, form of counter play from Survivors, being sabotaging/stunning. Further, it allows you to create hooks in a dead zone, thus ensuring you win nearly on the spot just by camping and trading on the hook.

    This is all fixed by a fairly manageable rework:

    • Have the Scarecrow spawn as a normal 4.6 m/s Killer, entirely without the spirit form.
    • The Scarecrow can place a scarecrow in a short channel, much like a Trapper's trap. Scarecrows would be unable to be placed within 8 meters of each other, and would be able to be dismantled by Survivors in about 10 seconds. You'd be able to place maybe 6 scarecrows total.
    • The Scarecrow can teleport to a scarecrow they've placed, creating a scarecrow in their original position and taking place of that scarecrow they teleported to. This would be on a decently long cooldown, like the Dredge's power when Nightfall is not in effect.
    • Scarecrows would be able to block pallets and windows, but doing so would require precision. Scarecrows within a pallet's hitbox would be destroyed immediately upon that pallet being dropped.
    • Scarecrows could act as information tools, telling you when a Survivor is near them, or any other effect you may like to see them have.
    • Scarecrows would be unable to become hooks.

    These are all just suggestions, but I think them to be fairly functional- although tweaking is an option and encouraged as these were not super thoroughly considered before being written down.

    The Survivor's perks now. Much like the Killer perks, these are thematic and have potential, but miss in execution.

    Hard Working is interesting and rewards a slippery playstyle that can be very fun, but all action speeds increased by 50% also includes vaulting windows and pallets... that big of a speed increase for that is influential to say the least. Further, this re-enables the sub-10 second self heals that BHVR has shown with this upcoming patch to want to remove from the game. Both of these, in addition to the blatant +50% generator repair speed, which should be as blatant an issue as something could be, make me think this perk needs to be a little more focused.

    Hard Working could, with the same condition of escaping a chase, enable for a flat 100% (2x) faster buff to cleansing/blessing Totems for 20/25/30 seconds. This enables it to act very nicely in a build with, say, Shadow Step to enable your escapes, or a very efficient self-heal with Inner Healing. The reason why this interaction with Inner Healing is fine in my book, despite the mentioned fast self-heal issue, is that you do have to work for it, like the developers seem to want you to do for heals.

    Buddy is just cool, I like this perk despite it being fairly niche.

    Been Through Worse is interesting, but... Mettle of Man exists, and proves that this format of Protection Hits doesn't work. Mettle of Man only requires 3 and gives you a whole extra health state for it, but it's complete trash simply due to how dumb you have to play to get Protection Hits. A measly 9% buff to other people specifically when healing you isn't worth the amount of time you waste getting even 1 Protection Hit, let alone 5 (although +45% healing speed to you is pretty good).

    If the Tokens were instead gained on being downed, it'd remain in theme while acting as an anti-slugging tool and being way more functional over all. But, this would still make me think buffing the stacking to 5/10/15% per Token and capping Tokens at 3 would be a good change for the perk. Same maximum (45%), way easier to reach.

    Overall, your ability to make these perks on theme alone is impressive- I often find making the perks feel in character for their Killer is the hardest thing about them. Balance is easy to come by and learn how to accomplish, but theme is incredibly difficult to make up if you don't have a good one. In terms of actual presentation though, I beg you please put spaces in between things. A big reason add-ons are not included is because they are just a wall of text that hurts the eyes to look at.

    I appreciate the review, I'll make some edits to try and fix some of the obvious issues you've mentioned and uhh... ok, Imma be honest, I only looked at this in Draft Mode. You're right, it's horrible, I need to change it, lol. But again, thanks for the advice!

  • @Z0mbiv0r said:

    I don't really understand the killer's powers, but the perks I really like them. Specially Winters' perks. And, again, the backstory. You have very good writing skills. I can even hear the narrator's voice from the Archives as I read it.

    The killer starts out as a ghost. Think of it like Spirit's power, but no scratch marks and being deafened. You'll be able to go anywhere, but in order to actually do anything you need to possess a body. These bodies are scattered across the map, and they are able to hold onto pallets like Blood Favor does and block vault locations like Bamboozle would through the Shaping Ability. And they are permanent until a survivor goes up and actively breaks them, destroying the body(It will come back at a randomized position on the map.)

  • @Z0mbiv0r said:

    I'm not entirely sold on the killer's power, but the background is brilliant and the add-ons very well thought.

    Could you elaborate a bit more on how 'leap' works? Does it damage survivors automatically? Does it work like Nurse's blinks too, in that you have to use an attack afterwards? Does it leave her exhausted after using it? Seems good, but there's something in it that I don't dig. Not sure what, though.

    Nevertheless, great job. I enjoy reading so thorough chapter creations.

    The Leap ability only goes forward about 2-3 meters, after thinking about it, I think I'll solidify it to 2 meters base kit. The leap works automatically but has a very long cooldown, about 10-15 seconds to recharge one token for a leap. Leaping does not damage survivors, but has a short cooldown, about half a second or so, until you're able to attack like Wesker's ability to vault pallets leaving him slowed for a short duration.

    The reason for making the leap take so long to recharge is to encourage the use of leaps for chase rather than traversing the map. I guess I should've addressed that. But tokens will recharge even when they are being used. Thanks for the insight, I'm quite new to this and really enjoy an outside perspective!

  • Sorry, I was trying to say that all of these maps could be in the same realm. For example, if someone brings the "Forsaken memory" map offering, they could either get Eyrie of Crows, Garden of Joy, or Shattered Square. Not all three at once, just a chance of getting one of these maps that already exist.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399488#Comment_3399488

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399503#Comment_3399503

    Most boons already have weak effects that do not provide a substantial advantage; there is B: Circle of Healing, but it is getting nerfed/reworked in the next update anyways (check Developer Update for more information).

    B: Exponential is strong but also weak, since it entirely counters slugging to snowball but it requires it to have good placement (which means it can easily be snuffed out) OR a spot where the Killer will not snuff it (but you have to spend a long time crawling, which means you just just be bleed out much easier).

    B: Shadow Step and B: Dark Theory have the issues where you have to lead the Killer to your Boon to get value; this leads to the Killer just being able to snuff it out before providing any form of value. And also while B: Shadow Step has a decent effect; most people think that B: Dark Theory's 2% Haste is laughably bad... it kind of is, youre better of running Hope... coming from a Hope enjoyer.

    This would nerf already weak effects.

    Instead. I think Hexes should be buffed, as a lot of them are mediocre, and since Hexes are by design suppose to be "glass cannon" perks, they should be strong.

    I think some Hexes should be made weaker, such as Devour and NOED, while others are buffed, such as Retribution and Huntress Lullaby. I believe Hexes could act like Boons, the killer can ignite totems around the map, but only once per hex perk. So, in order to activate NOED, the killer has to go to a totem and activate NOED. But for things such as Plaything or Face the Darkness, those are really good as to how they activate.

    So, if not base kit shattered hope, a thing I think should happen, is that in order to get rid of a Hex, the totem needs to be cleansed, not blessed. Blessing a totem can deactivate the perk, certainly, but when the boon is snuffed, the hex should reactivate. The Boon can act as a shield against the Hex, and the Boon can even be empowered by the Hex, making the Boon stronger

  • @devotedDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399488#Comment_3399488

    interesting but most of the boons are pretty weak. i feel they need to make boons a bit stronger if they're going to give shattered hope basekit as like dark theory for example isn't really worth the perk slot if it takes that much time to set up, only for the totem to be permanently smashed, therefore you have to go hunting again, even coh's starting to get to that point. coh isn't BAD like dark theory bad but it'd become so much worse if shattered became basekit because you already need a teammate to help you with coh with its nerfs. i think encouraging people not to use boons at all because they're too weak with shattered hope basekit and not worth the time to be put into isn't a really healthy solution to boons

    Hmm, I see, but what about Boons Like Circle of Healing? And also, I don't find it fair that survivors can put up an endless amount of boons while the killer gets a luck of the draw for their hex. There might be something I'm overlooking, but you're right overall. It just seems like Boon can be more powerful than Hexes at times.

  • @toughluckman_ said:

    How is Myers paranormal? He is just a man behind the mask with a knife as weapon. Cenobite too is a supernormal. He is a human with some supernatural powers so he goes to category 2 too.

    Myers is literally the Shape of Evil, not just some guy with a knife. He's survived a bullet to the eye, acid, and much more, showing that the body isn't worth anything to him, the body is simply a vessel for the Evil inside. Cenobite isn't just some guy either, he's a demon from another dimension.

  • Big idea, but make Shattered Hope Base kit. Not the aura reading, just the destroying of totems, and change shattered hope to be this: You see the auras of Boon totems within the trial, after snuffing out the Boon, the totem remains and the auras of all survivors are revealed for 10ish seconds. This makes the perk useful more than 5 times, and destroying totems being base kit feels fairer in my opinion(You can't reignite a hex as killer, but survivors can use boons on the same totem over and over again).

    Tell me what you think!

  • I don't like having perks to counter tunneling and camping, it really shouldn't be in the game and yet here we are. Currently, camping isn't such a bad issue due to the base kit borrowed time, but tunneling could be undone by reverting DS back to 5 seconds.

  • @The_Scarlet_Witch said:

    You didn't make any backstory for either so I made one for you.

    Margaret Greer had always been fascinated by the natural world. As a young girl, she spent most of her free time exploring the woods around her home, fascinated by the interplay of light and shadow, the rustling of leaves and the chirping of birds. But it wasn't until she enrolled in botany classes in college that she discovered her true passion: plants.

    Margaret was a gifted student, with a sharp mind and an insatiable curiosity. She spent hours studying the intricacies of plant physiology, learning about the various ways in which plants could adapt and thrive in different environments. But as much as she loved the science of botany, Margaret was also drawn to the darker side of the plant world. She read about carnivorous plants that could trap and digest insects, and about parasitic plants that could take over their hosts' bodies and minds.

    After graduating from college with honors, she began working for a biotech company that helped assist her in her quest to better understand plants. Margaret Greer had a passion for creating new plant species. She loved nothing more than spending hours in her labatory, cultivating and cross-breeding different plants to create unique hybrids. However, her obsession with her work took its toll, and she began to neglect other aspects of her life. Her relationships suffered, and she lost touch with friends and family.

    Her experiments soon grew increasingly dangerous. She started experimenting with strange and exotic plants that had never been seen before, ignoring warnings from her colleagues and pushing the boundaries of what was safe. Her experiments led her to make new strange hybridised plant species. On an eventful evening while working late in her Lab, Margaret was exposed to a new plant she had been experimenting with. She had only left it for a second when a strange, thorny vine that seemed to pulse with a life of its own. The vine took hold of her arm, burrowing inside of her and she could feel it growing inside her, consuming her from the inside out. She could see arm slowly changing she sliced her arm off but it was too late - the plant had taken root inside her, and it was slowly taking over. Margaret accepted her reality if bleeding out, however as she looked to her removed arm it sprouted out anew completely fine and untouched only the remnants of a bloody limb remained in the side of her workplace.

    Margaret became obsessed with the plant deep inside of her, and she started to hear its voice in her head. It spoke to her. She became convinced that the plant was the key to unlocking a new era of plant life, that it could revolutionise science. As her research continued on her discovery so did power of the plant inside her. She started to feel its vines sprouting from her skin, and she could control them with a thought. She began to experiment with the plant's powers, discovering she could regenerate any wound and control plant life at will. As she isolated herself more her colleagues began to worry, some began to investigate her findings. On a dark evening a female colleague Sarah came into the dark lab. She found samples if the plant growing and blooming in Margaret's lab. Sarah read through the files of Margaret and made a horrific discovery, Margaret had altered the plants design to create spores to infect people in the masses. As Sarah was about to leave she was confronted by a mutated margeret. A twisted, thorny creature with vines growing from her arms, her eyes has the their humanity removed from them staring at Sarah with empty eyes with a hint of green. Sarah ran for the door. "Why are you running Sarah, it's the next step in our evolution" Sarah escaped the lab and ran down the empty corridors soon bumping into a grad student Margot Vilo. "We need to contain this building Margaret has created a biohazard it can't leave..." Margaret impales Sarah with a sharp plant like blade from her arm, she falls to the ground.

    Margot Vilo sprinted down the hallway, her heart pounding in her chest. She had never seen anything like Margaret before, and she knew that she needed to get out of the building before it was too late. She could hear Margaret's thorny vines growing and reaching out, as if searching for her. Margot could also hear the screams and shouts of other people in the building, all trying to escape the biohazard that Margaret had created. As she ran, Margot realized that she had been exposed to the spores that Margaret had created. She could feel something growing inside of her, just like what had happened to Margaret. She knew that she needed to act fast, or else she would end up like her.

    Margot's mind raced as she thought of a plan. She remembered seeing a canister of gasoline in one of the storage rooms. If she could find it and spread it throughout the lab, she could ignite it and burn the entire place to the ground, destroying Margaret and the plant inside her once and for all.

    Margot searched frantically for the storage room, her hands shaking with fear and adrenaline. When she finally found it, she grabbed the canister of gasoline and started dousing everything in sight. She poured it on the lab equipment, on the plants, and even on herself, not caring about the risk. She then made her way to the room where Margaret was hiding, and when she saw the twisted creature in front of her, she lit a match and threw it.

    The room erupted in flames, and Margot watched as Margaret burned and twisted in agony. She felt the heat on her skin, but she didn't care. She knew that she had done the right thing, and that she had saved countless lives by destroying the biohazard that Margaret had created. As the fire raged on, a dark mist came from within the fire devouring the flames sharp claws surrounded the environment devouring everything around her and eventually herself. She awoke in a forest, looking around to see in horror the vines she burnt in the lab.

    MARGOT VILO BACKSTORY

    Margot Vilo was always fascinated by science, particularly biology. She grew up in a small town where her parents owned a farm, and from a young age, she helped them tend to the crops and animals. Margot was a natural at it, and she loved learning about the different species that lived on the farm. As she got older, Margot's interest in biology grew, and she knew she wanted to pursue it as a career. She attended a prestigious university where she studied biology, with a focus on genetics and bioengineering. Margot was an exceptional student, and she quickly caught the attention of her professors.

    After graduating, Margot landed a job at a biotech company where she worked as a researcher. Her work was focused on developing new strains of crops that were more resistant to pests and disease. Margot quickly proved herself to be a valuable asset to the company, and she was promoted to lead researcher.

    However, Margot's career took a sudden turn when she discovered a shocking truth about the company she worked for. They were using their research to create genetically modified crops that were harmful to the environment and potentially dangerous to humans. Margot was horrified by this discovery and knew she couldn't stay silent. She began to secretly gather evidence of the company's wrongdoing, but it wasn't long before she was caught. The company fired her, and they did everything they could to discredit her and cover up their actions. Margot was devastated but refused to give up. She knew the truth, and she was determined to expose the company's unethical practices. It was during this time that Margot heard about Margaret Greer and her work with plants, she initially thought she could help her expose the wrong doings if the company they worked for. So she reached out to her for help. Little did she know that this decision would lead her down a path of danger and horror, one that would ultimately end in the lab's fiery destruction.

    You took a power and some perks and made an entire story off of it... Amazing!

  • It's ironic that out of all the things an interdimensional being could find, it first chose some buff guy with traps.

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