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Raven014

Raven014

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Raven014
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  • Ghostface has a better base kit. But Legion has better perks.

    As a Legion main, I'll say legion. I prefer to run around and stab people, instead of Tbagging & stalking... : P

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/811034#Comment_811034

    The problem is its not learning how to go against her because you cant really learn how to go against her what is there to learn?

    She can go invisible which leaves little to no counterplay you cant actually mind game her bro and you cant argue perks counter her as you cant tell what killer you are facing before you get into a match.

    There is plenty counterplay.

    Grass & corn moves when she's phasing.

    Crows are spooked.

    Her animations restart.

    She has footstep sounds.

    If you have a flashlight and she tries to trick you by standing still, blind her.

    Mislead with your scratches.

    Bring Iron Will. (Not everyone wants to bring this perk, since it's countered by Stridor, but most spirits don't bring stridor.)


    I am by no means a good survivor, but I find spirit more interesting to play against than normal M1 killers like Micheal or Wraith. I am one who liked going against old nurse too, but did admit Omegablink was a bit much. Because unlike most survivors, I don't like to run in circles for a majority of the time in a chase.

  • Honestly, I think a tweak I'd give is a more personal downfall for all of them that makes sense for each of them. Frank, as the leader, started the descent for all of them (and I think his is fine), but each member has a different core reason. Julie became a killer out of love, Suzie out of a sense of not belonging to regular society, and Joey because he's always been scorned by others. What binds them together is they are only complete when together... but that doesn't make sense in gameplay.

  • @Dwight_the_Locker said:

    https://forum.deadbydaylight.com/en/discussion/comment/810793#Comment_810793

    Survivors are encouraged to work together, this perk goes against it.

    Because I don't like survivors always working together. This survivor has a more solo playstyle. I have stated my opinion before, but survivors shouldn't always be working together like a perfect team all the time. They should have some distrust of others. If they won't make disguise killers, than this is an alternate solution.

  • @8obot1c said:

    I feel like communion is saying f u lol ur bad to the survivor

    Communion is sacrificing teamwork for immediate gain.

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/comment/806314#Comment_806314

    Can i have a collab with you? Im currently creating a new chapter and i dont have a add-ons for the killet yet and new survivor

    i will make sure to credit you

    I love your work especially the communion, dead bodies can be used thats really nice especially on end games

    Let me guess... is it with the werewolf one you came up with...? Or is it a new one?

    I can help with addons if you want it. But I'm not sure about having Charlotte as the survivor until I know what the killer is...

    I was also thinking of making her future self (as killer) to round out the chapter... but if your chapter has potential, maybe I won't.

    Thank you. Communion was supposed to have some counterplay with Mori'd bodies. Make Moris have some downside for killers. : P

  • Well, coming from a rank 3 legion main, I will agree that they are weak. If not the weakest. Their power can't even down people directly or indirectly. However, their power is great at finding people and making them unable to hide.

    Their ability is designed to wound people easily. To get information easily. Pressuring survivors easily. Downing people... not so much.

    As a Legion, your job is to pressure survivors into mending most of the time so they will be forced to not work on gens. Sometimes this will be harder than it sounds. During this mending time, you will eventually down people.

    I'm not saying he needs to remain weak. They definitely need a buff and a change to how DW works to make it even mildly threatening.

    The button addons need a buff (except iri), the Mixtapes need to be consistent and actually useful. The rulers need to be base kit, and they shouldn't lose Frenzy because they M1 someone.

  • Still better than what we got. : )

    Maybe bring back the pestulas and pestulant hooks. Each one you helped complete gives a serum. Max of 60. Can be earned from both sides.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/806546#Comment_806546

    I think most people are in fact, fine with having to do something other than looping. Huntress is my favorite killer to go against, and you don't loop a Huntress when she's whipping hatchets at you from 50+ meters away.

    I mean, you can try, but you'll probably die from your predictable movement.

    What I don't like is a Spirit being so uninteractive with so little information, that being able to literally take their hands off their controls and do absolutely nothing is considered "mind gaming" and is literally a viable option to get hits on survivors.

    Well... not in my experience dealing with survivors. I love when I can go against a killer that's different than just looping. Pre-rework Nurse was fun to go against (even if omegablink was a bit much), Huntress was fun, Legion has an interesting tactic, and I'm getting good against Spirit now. It's much more engaging for me... but then again I'm different than most. : /

    There are ways to tell if she's phasing or not: Her animation will restart, even if it looks jarring, she has footsteps, crows fly away, and she can disturb grass and corn. You just have to know what to look for... and one of the biggest banes for me when playing spirit are flashlights. If you think a spirit is doing that, just shine it at them, and they won't be able to do much for a few seconds, buying you time to get away and hide... which is another weakness of hers. If she doesn't get the jump on you, then you have the advantage...

    But then again I'm not a survivor main. : P

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/806488#Comment_806488

    I bet you are unable to loop nurse, you sound like you didn't know mpre than running around pallets.

    Nurse wasn't meant to be looped. She was meant to be juked. Big difference.

  • I think that nurse didn't need these base kit changes and should be a killer that can deal with loops really easily. That way survivors can actually try some other type of chase, like juking... or something. Now it's pathetically easy to outrun a nurse by juking or running in a straight line...

  • I think the main issue people have with spirit is that they don't like stealthing... or trying something other than looping. Not every killer should be countered by a piece of wood or a window... because if they all are, then they can all be looped for 5 gens if need be.

  • @altruistic said:

    Your post could get me tons of ez Reddit Karma. For now it’ll go into my copy pasta folder. Your entitlement is precious.

    So Dev’s listen to “salty baby Survivors.”

    However your post makes you sound like a salty entitled baby Killer so 🤔.

    They do prefer to listen to survivor feedback on killers than vice versa. Sure the game is more balanced... but it's still heavily survivor sided.

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/98792/new-solo-survivor-concept-looking-for-feedback

    Communion is great

    The reason why survivors cannot fight the killer is because they are using cat and mouse concept of gameplay, not Tom and Jerry though

    Thank you!

    The devs say that, then add DS and Head On. Words and actions don't line up...


  • @JoyfulLeader said:

    https://forum.deadbydaylight.com/en/discussion/comment/790976#Comment_790976

    Ever considered that the Entity ie trying to make her a stronger killer by letting her see what it's like to be a survivor? For a fan creation you really go out of your way to prove an idea wrong

    He said this idea sucked without trying to help improve it and then insults me because he doesn't like it. He then tries to debunk me (although he hasn't) when I provide an argument.

  • @Sluzzy said:

    Beautiful artwork on a killer that's brown rank capable only. It's a shame I can't spend my money on this.

    As a Rank 3 Legion main, I'd like to disagree with you.

  • I'm so glad my main girl is getting a new skin. Legion deserves it. : P

  • @hiC said:

    https://forum.deadbydaylight.com/en/discussion/comment/803717#Comment_803717

    She’s not the only one that dominates chases, though. She’s the only one that does so without giving the survivors an opportunity for counter play. You’re not going to loop a good Huntress; but you might be able to bait a couple missed hatches. You’re not going to run loops on Freddy; but you can avoid the dream snares. Billy is eventually going to get Spirit Fury and be able to run up your back for a saw; but you can mind game him at a T L to avoid it.

    Huntress' Hatchets have the downside of really bad hitboxes against objects.

    Spirit has some really decent counters, which work consistently if you don't let yourself get injured. She isn't countered in the same way as 90% of killers can be... with proper loops.

    If you only complained about Beads, I'd understand. SInce there is no counterplay to that. But Spirit as a whole? Yeah, no. Spirit has counters.

    Misleading your scratch marks, hiding instead of wanting a chase. Then there is Iron Will (although more experienced spirits will use Stridor).

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/805659#Comment_805659

    I try 😅 give me Freddy and Ghostface and I'm in my zone no matter what team I get. Give me Billy or Nurse and I struggle hard lol

    I did forget to mention that not everyone is able to play every killer. I can't play Nurse, Hag, or Billy well, myself. Same with Hag... but give me Legion, Trapper, or Demo and I will get a 4k most of the time.

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/803562#Comment_803562

    all of these "ADVANTAGES" and you can still get a 4k off of a level 1 killer with 1 perk and no add ons....

    That is not due to a killer's base, but due to a person's skill with a killer. @HatCreature's skill is high, so he can overcome those advantages. Less skilled killers will not have the skill to beat those.

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/803535#Comment_803535

    it is an excuse because some killers dont even need add ons to have instadowns.

    But those instadowns have a charge or requirement they must fulfill first. And... depending on the survivors, they can be very hard to accomplish.

  • @SleepyWillo said:

    I'm okay with just a prayer beads rework

    We were also just okay with an addon balancing for Nurse and look how that turned out.

  • Part 2 to my killers:

    A Pirate (A killer who can harpoon survivors and drag them to them, however it's very situational):

    @Raven014 said:

    New Killer: The Pirate

    Lore: A sailor once lost his leg to a bull shark, so he built himself a new leg and a device to capture and kill the shark. He did eventually find it and killed it. Then he found out how good his device was at getting people too, so he became a pirate. He was said to be lost at sea years after his debut.

    The truth is now he's in the realm of the entity, hunting survivors and trying to get more treasure.

    Killer's Kit:

    Speed: 115%

    Weapon: Harpoon Device

    Secondary Ability: He uses the harpoon device, it looks like he's punching the air. however, he does this to counteract the force of the harpoon being fired. If it hits a survivor, then he'll drag them back. the harpoon locks into the device again, he ripps it out, then puts the survivor on the shoulder. It's range is roughly a little longer than the terror radius. There is a massive drawback to missing: he has to go find the harpoon on the ground and retrieve it. It will not return to him unless the line is in a survivor and taut.

    Teachable Perks:

    Fish in a Barrel: For as long as the survivor stands still, they will fill a meter until exposed. This charges after 40, lasts 30 seconds, and has a cooldown of 60 seconds per survivor.

    Eye-Patch: Through head trauma during your life, you have lost your left eye, however. Field of view decreased by 30%, but sounds are increased by 75%.

    Hidden Treasure: All spawned chests are guaranteed rare or ultra rare items and/or addons, but survivor action speed is decreased by 75% when opening and searching chests and their aura is shown to the killer for 10/12/14 seconds.

    Survivor: Romeo Esposito

    Lore: A young playboy who came from a rich family, he spent his parent's money as quickly as he could. From women, to expensive trips, he was nothing but a drain on the family's resources. When he went missing on a usual trip to the Bahamas, his parents didn't miss him, but rejoiced. Now a burden had been taken off of their shoulders. They did not report him missing.

    If only they realized he was lost to a fate worse than death.

    Teachable perks:

    Lover's Quarrel: Whenever hit by a killer, you gain a token. This increases luck and the rarity of items found in chests. You lose 3/2/1 tokens for getting downed.

    Blind Love: Your love for your teammates shows. Your action speed when near other survivors are doubled, and the amount of skill checks increases by 100%. Your item consumption is also at a 100% rate.

    Spared No Expense: You understand that now is the time to get things done. For every finished action (completing a gen, cleansing a totem, searching a chest), you gain a token. Bloodpoints gained during the trial are doubled for every token.

    A Mechanical Angel (A flying killer that can ambush survivors from the air:

    @Raven014 said:

    https://us.v-cdn.net/6030815/uploads/220/8GPXINMSKVQI.png

    (I originally put this concept on my dA account, which you can find here: https://www.deviantart.com/noctis-corvus)

    The Angel:

    Lore:

    No matter how many people try to cheat death, there is always more who will try, regardless of the consequences. Taking a note from Dr. Frankenstien's method, an engineer stitched the corpse of his wife, Rachel Angelico, back together... but just as predictably, it didn't become the risen angel he hoped it would be...

    In the end, all that was found was the mangled corpses of the engineer, and his daughter, both stuffed with mechanical parts and wiring. The truly terrifying note to all of this is that the machines were put together correctly, that they would have worked perfectly... but they remain inactive. The bodies of his son and wife are missing and were never found.

    Killer's Kit:

    Standard Speed: 110%

    Main attack: Swings clawed metal fingernails. Standard lunge range.

    Main ability: Divine Flight

    She will use her wings to fly above the map, where she can see a birds eye view, and grab any unsuspecting survivor to carry them to the hook. However, survivors will notice an absence of sound within the terror radius, which will let them know of the impending doom. They can try to run, which may be successful, but that doesn't mean she can't still find you when grounded.

    Perks:

    Angelic Wrath: When stunned, your anger fuels your determination. Your actions are now faster and the survivor who stunned you is now exposed for a limited, yet decent, amount of time (perhaps 20/25/30 seconds).

    Elegance: You can now cross pallets instead of breaking them, at normal vault movement speed. Windows can now be crossed 15% percent faster. This effect stacks.

    Crossed Wires: When a generator explodes within your terror radius, there is a 15% chance that the generator will be locked up, and unable to be repaired for 60 seconds. It also starts regressing at 60/55/50 seconds, and regresses 1/1.5/2% faster.

    Mori:

    The Angel will quickly flip over the survivor, and pin them down. Reaching her "claws" back, then quickly buries them into the survivor, up through the ribcage. She then rips out and watches the heart as it slowly stops beating.

    Add-ons:

    Red Add-ons:

    Carbon Frame: Considerable decrease in ascension and descent for Divine Flight.

    Infrared sensors: Survivors caught by the Angel have an elevated heart rate, causing infrared sensors to be able to detect them easily. Survivors within the terror radius show up as auras. Only applies during divine flight.

    Ultra rare:

    Titanium-steel frame: Moderate decrease in ascension and descent for Divine Flight.

    Improved Audio sensors: Survivors show up as noises when within the terror radius when they first enter it (during Divine Flight).

    Bloody Fingernails: Survivors hit by Divine flight aren't grabbed immediately, but are hit once. They are then broken until they are put onto a hook.

    Heavy Engine: The Angel is equipped with a heavier engine, so higher flight is not possible, but now she has an increase in general movement speed and Divine flight is now a direct line instead of above the map (similar to the hillbilly's chainsaw, but you can go through windows and above pallets). Colliding into anything will cause a lengthy stun animation. Tricky to master.

    Rare:

    Aluminum-steel frame: Minimal decrease in ascension and descent for Divine Flight.

    Oxidized fingernails: survivors hit by the Divine Flight grab are afflicted by the mangled status effect until they are healed to full health.

    Improved Visible Light Sensors: Survivors within the terror radius during divine flight are distinguished by more vibrant colors compared to their environment (their outfits stand out more, in other words).

    Uncommon:

    Aluminum-steel engine: Minimal decrease in descent for Divine flight.

    Polished Fingernails: Survivors hit by the Angel suffer from exhaustion for 60 seconds.

    Common:

    New Fingernails: Survivors hit by the Angel suffer from exhaustion for 40 seconds.

    Aluminum-Steel wings: Minimal decrease in ascension for Divine flight.

    Dylan Angelico:

    Lore:

    When some try to cheat death, others will suffer in their place. A prisoner now, as he was a prisoner then, he knows what it's like to be forced to work for something else. An evil hidden in plain sight.

    Perks:

    Internal Mechanism:  you work on gens 5/10/15% faster but you get 30/23/16% smaller skill check success zones. Also, when you are in the hearing range of a generator that isn’t completed, you see the aura of it. Also, kind of like Deja Vu, you see the farthest generator’s aura from you when you start the match, and every 2/2/generator completed. You see the aura of the exit gate farthest from you when the final generator is completed. You also see the aura of the hatch once 4/3/3 generators are done.

    Internal Suffering: If you take a hit for another person from the healthy state, the perk activates. You gain endurance for 40/45/50 seconds. When you get hit when this perk is activated (when you have endurance), you become broken for 50/45/40 seconds, but the speed boost from getting hit is .5/1/1.5 second(s) longer. This perk can only be activated every 60/55/45 seconds.

    Masochism: In order to stop death in the past, you have taken the opportunity to have yourself hurt instead of others. For each hit you take, you gain one token. Each token increases your speed by .5/1/1.5%, and your altruistic actions by 10/20/30%. (a maximum of 4). Your base speed is faster, your action speed is faster... however, you lose all tokens when hooked, and suffer from exhaustion for 60/45/30 seconds.

    And a Renovator (A strategic killer that can trap windows and pallets):

    @Raven014 said:

    New Killer: The Fixer:

    Lore: Trevor O'Rielly was a kid who had no prospects for the future. So, he signed up to a construction company to try to get a job. He did well, well enough to get better and better jobs until he became a contractor. Unlike most in the area, he did everything himself, and was proud of his work. One day, though, the stairs on one of his previous projects gave way and the customer was killed. In a panic, he disposed of the body and repaired the stairs. In the following weeks, due to the pressure he'd never had before, his work became more and more sloppy. A lot of his customers treated him badly because of it. More and more people died through one flaw or another... until he snapped. He thought: These people don't pay me enough for all of their crap. I might as well make them suffer for all they put me through. So, he would intentionally design flaws in lethal ways, and pay off the relevant people to "ignore" those flaws. He made a sport of it. The worse the customer, the more "funny" the kill. However, when disposing of a body, he didn't take into account the 5 year old daughter of the widow he'd just killed. In a new panic, he chased her in an effort to kill her. However, when they ran out into the fog...

    ...neither were seen again.

    Killer's Kit:

    Standard Speed: 110%

    Main attack: Depends on the "mode" of the killer during play. Hammer or Crowbar.

    Ability: 

    His main ability is called: "Rennovation". This consists of two states: Crowbar and Hammer.

    While in Crowbar mode, he can take out the bottom half of pallets and force pallets down. When a pallet is tampered with, any survivor that goes over it will have it collapse and deal one state of damage. So if they are at full health, they will become injured, if injured they go into dying. If a person is under the endurance effect (procked mettle of man and borrowed time), then they will skip the immunity into dying state.

    While in Hammer mode, he can hammer in wedges into most windows. If a survivor goes through it, then they will suffer similarly to Crowbar's effects above.

    The Steel wedge addon can allow you to break stone, while the Iridescent Wedge can allow you to break steel.

    However, with the Nails addons (Rusty Nails, Steel Nails, and Iridescent Nails), the Hammer mode changes slightly. Instead of sabotaging windows, you can board them up. This also includes infinite loop windows.

    In order to be able to board them up, you have to collect wood from pallets. You can collect wood from tampering pallets.

    Rusty Nails allows you to partially board up a window. This will cause the Hindered effect for 15 seconds for survivors vaulting through them.

    Steel nails allows you to block one way. You can block both sides, but it costs twice as much wood. You can take wood from these to reuse on other windows. However, if survivors go through the one way that isn't blocked, then it will cause the Hindered effect for 30 seconds.

    Iridescent Nails allow you to block a window entirely with a little assistance from the entity. Every window you board up causes the entity to Physically block it as well. You will see it's tendril grip the board. You cannot reuse wood you have nailed down.

    Perks:

    "You Can't Even See the Scratch Marks": Scratch marks seem very dim to you, however, you can see their aura if they are behind walls, making it easier to track them at a distance. Max radius of 40 meters.

    "They Do this to Themselves": Your ingenuity greatly impresses the Entity. Every trap set off (or disarmed) briefly show's the survivors aura. 8/10/12 seconds per tier.

    "No witnesses, Not in my Line of Work": For every death, you receive a token. At 3 tokens, you can kill the next survivor directly.

    Survivor: Mary Richter:

    Lore: Daughter of a widow, she was a very isolated child. Hard times are all she's known, so hard times are where she has been forced to become good at. However, the true dark times started when a man her mother worked with tried to kill her, so she ran out into the foggy wood, and now is in the realm of the entity.

    Note: This survivor is 5 years old.

    Perks: 

    Childhood Innocence: You have an inherent trust. Whether it be from naiveté, or from necessity, you trust others. Every survivor within 24 meters of you, Co-oprative actions are increased by 5%.

    Isolation: You recognize that when times are tough, you must take things more slowly. For every person still left in the match, you have a token. When a survivor is killed, a token is spent and you can see the killer's aura for 8/10/12 seconds.

    Midnight Lullaby: For every survivor hooked, you gain a token. For every token you can see the aura of totems and doors within 10 meters away. Stackable to 8. (Max range is 80 meters, which is most of the map, depending where you are. That means you can see all totems, doors, and even the Trapdoor if you're in a range of 80 meters to it.) Howeever, the hatch can only be seen at a max of 40.

    So, what does everyone think of it? Would it work?

    If any are good/need tweaks, let me know!

  • I've got a few...

    A knight (A hulking killer who doesn't easily take a beating and is a seasoned warrior.):

    @Raven014 said:

    https://us.v-cdn.net/6030815/uploads/222/3RBP0NNCSD5R.png

    Killer:

    The Knight:

    Lore:

    The Knight was a zealot in his time, and fought in a crusade, as well as many religious conflicts. However, his downfall started during the witch craze. With the burning of an actual witch in the black forest, she cursed him to never be able to rest, to always carry his anger of those different to his beliefs.

    When the times began to change, he did not. He started to kill those who proclaimed "blasphemies", those who he considered Heretics. The people tried to kill the crazed knight, but he just wouldn't die.

    Now, he rots in the world of the entity, and all who enter are Heretics to him. He'd rather burn them, but the hooks will have to do. They'll suffer all the same.

    Killer's Kit:

    Standard Speed: 110%

    Main attack: Swings sword, medium lunge range.

    Secondary attack: Shield bash. As depicted in the relevant image, he'll bash them with the shield and they will fall down dazed. In that short amount of time, the knight has a chance to pick them up, but he has to take a moment to reset (similar to how the Nurse has to cough after teleporting, but not the same thing), and the daze effect only lasts for a few moments. 

    Tertiary attack: A Charge attack. This has noticeably less range than the Hillbilly's Chainsaw move set, but it has the same effect. When he does this, he shouts "Heresy" in Latin/German.

    Passive: if a flashlight is shined on him, he will stop and block it with his shield, and block it as long as the light shines on him. When it stops, he will reset to default.

    Second passive is the effect of the daze. The immediate effects are the falling over, but the secondary effects are hud interference for 30 seconds.

    Third passive is pallets. Usually they stop a killer in their tracks, but the knight (since he is wearing armor) has the effect muted. The pallet will smash over him, dazing him for a few seconds. The pallet will immediately break. This forces survivors to know the best time to use pallets, as well as use windows more.

    Mori:

    One of the more brutal ones, does a shield bash after the survivor tries to get up. Then pierces them with the broken sword, lifts them up, then viciously throws them away quickly.

    Teachable Perks:

    To Stop Heresy: For every time you hook a survivor, your determination to stop them all is intensified. You will gain a token for each hooked survivor, which will increase your movement speed by 15%. This does not apply to actions such as breaking generators/pallets or going through windows.

    Deus Vult: Missing a survivor fills you with holy rage. For each token, your cooldowns for perks and abilities is decreased by 15%. At the maximum, 5 tokens, all survivors are exposed until one is hit, which spends all tokens.

    Holy Fire: All fire pits reveal survivors' auras within a certain radius, and flashlights spend more charge for its' use. 

    Survivor:

    Johnathan Winter:

    Lore: An author by trade, he found his talent at an early age... although one more focused on the macabre. During his breaks from college, he would travel to sources for information. He went missing on his second trip, to the northern castles of Germany...

    Idle animation (in loading screen): Writes in his book for two pages, closes the book, and looks around. Repeats.

    Perks:

    Intuition: You understand that sometimes, other things are important and must be done first. An object will be highlighted with a white aura to you. Completing the relevant action (searching for a chest, cleansing for a totem, etc.) will give you a 10/15/20% increase in all actions for 30 seconds.

    Author's Notes: When you understand what you're doing, you realize that you are capable of spreading the knowledge you gain. Allows you to write "journal entries" for other survivors. Every time you complete an action, you gain a token. When you press the action button, you will spend all to write down a journal entry for another.

    Writer's Block: You understand that time is on your side, but wasting the killer's isn't in their best interest. Every time you go into a locker during a chase or end a chase early, you gain a token. At 3, you can read auras in lockers, at 5, you can see other survivors at any range, at 8, you can see the killer's aura. You lose one token when hit by the killer.

    I would like some feedback for this, especially the survivor perks.

    Slender (A teleporting and trapmaking killer, but way different to freddy. Also made before Freddy's Rework.):

    @Raven014 said:

    Chapter: The Arrival:

    Now, unlike some people, I do think a certain character can make their debut in DBD without issues.

    Chapter Theme: A mix of No Friends and DBD theme.

    The Killer: The Slenderman:

    Lore: Long rumored to be a folk tale under many names: The Tall man, the child taker, the spirit of the forest... the Slenderman... his name has echoed through history. Now he stalks the realm of the entity, and those he preys on have no hope of escape.

    Default Movement speed: 140%

    Killer Kit:

    Passive: Static Image

    This passive allows Slender to put up pages around the map (On gens and totems). This effects the game in a few ways. One, it gives bloodpoints to both the killer and survivors. Two, Survivors will pull the page off before starting the action (less effective on gens but effective for totems). Three, you gain a notification when a page is taken.

    Four, pages cause hallucinations that Slender can teleport to, as well as linger. At 0 pages, he is completely invisible. At 1, he can only have hallucinations at a fair distance, and they get closer at a slow rate. For each page, the spawning distance decreases substantially. Before 5 pages, he can strike rapidly, which disincentives survivors not gathering pages to avoid unnecessary hits (i.e. Jumpscares), while at 5, he can strike normally, but he will have a distortion effect even harder to read than the Spirit's. At 6, he will start to move like the Spirit, with distortions between them. At 8 he will look normal, with Hallucinations still appearing. This is when he's at his strongest and you will be exposed at this point.

    Pages also cause a debuff to all survivor actions for each survivor. A 90% debuff with no pages collected, and +10% increase to action speed for each page, with the downside that they are making the killer more powerful.

    However, survivors cannot escape without getting all pages. Not even through the Hatch. Each survivor must collect all 8 themselves. They only secure their own escape.

    Secondary Passive: Anti-corn blindness:

    Since he's the tallest killer, he will never be affected by corn maps in the same way most killers are. More of a joke passive, tbh.

    Active abilities: 

    Proxy Trap:

    By pressing active ability button, you can manifest one of your past proxies to attack any survivor who approaches the locker they are near. The will jump out, perform an animation (Kate would do her scratching, Toby would attack with hatchets... etc...) and the survivor would receive one state of damage (healthy to injured, and injured to dying). Borrowed time will activate because of this. DS can be activated if the trap would put into the dying state to negate that attack.

    If a survivor Runs into a locker, there will be a sound of a proxy attacking the survivor, before the survivor is ejected out.

    Scattering Pages: 

    The killer can choose where to place pages. This would place a page on a highlighted area (can be a wall, object, or locker).

    Hallucination or Reality?: 

    He can teleport with the secondary button press. If he teleports, he has a small window to strike a survivor (Standard melee attack like a hag trap).

    Perks:

    Survivor's Obsession:

    Survivors who have seen you have your image burned to their head. Hallucinations will appear to move toward them for 10/8/5 seconds before disappearing after they see you for the first time. They will scream in response.

    Horror's Past:

    Those who linger too long will experience a horrifying moment of the location's past. Survivor's who stand still/stay in one place/are afk will see a scene of a killer mori'ing a survivor (the killer of the match). This is a hallucination, but they cannot move for the duration. They will scream in terror when it ends.

    Haunting Shadows:

    The light may be your ally now, but it is always night in the trials. Pits of shadow spawn sporadically, restricting movement through the map. If left unattended, Survivors will have entire swaths of the map impossible to traverse (24m, 28m, 32m). These can be burned away by a flashlight or by the light of finished generators. 

    Mori:

    He uses two of his tendrils to pick up the struggling survivor by the arms, and then uses more to stab from multiple directions up through the lower torso. The struggling ceases after a moment, in which the survivor dies, and he drops them to the ground. 

    Terror Radius/Chase Music:

    Flicker: Slender: The Arrival Soundtrack

    Survivor: Lauren:

    Lore: Lauren is one of a few to have lost family to the Slenderman and survive... until she went missing during a wildfire in the woods a decade later. Armed with the truth of the horror she saw, she brings a new item, the camera, to document and understand the killers of the fog better in order to escape better.

    Perks:

    Understanding:

    Understanding the killer is one of the best ways to counter them. After watching the killer for 120/100/80 seconds, their method of killing will become known to you.

    If this involves traps, you will be able to notice them better.

    If this has a charge bar, you can see the bar for it flash on screen when they use it near you.

    You will see the Duration of Myer's T3

    However, addons like Logwood Dye and Tar Bottle, Rusty Shackles will counter this perk. Addons that effect charge times for abilities will not show any change to you.

    This does not work with the Clown, Huntress, Micheal Myers T2 progress, Nurse's Blinks, Freddy's Teleport, Legion's Recharge, GF recharge, or Demogorgon's Charge.

    Record:

    Recording the killer can help you show others their weaknesses. Allows you to have a camera. After using half of a camera's charges, you can use the camera to reveal the aura of traps in the vicinity.

    A camera is a new item added to the game. Half the charges must be used filming the killer or their belongings for the effect to take place. This will show the auras of traps and totems in an 8/10/12 m radius of the survivor (for the perk, but the item by itself would be just 8m). Addons can change the rate/amount of charges/ and radius of the effect.

    Using it would be aimed like a flashlight.

    Pain of Loss:

    You know what it's like to lose those you consider dear to you. For every survivor death near you (20m or less), gain a token. For every token, you can shrug off one lethal hit (one that would put you in the dying state).

    When you lose a token, you will receive the deep wounds effect and cannot lose another token in that chase.

    What does everyone think?

    Edit: Added relevant music.

    (I'll make a part two in the next comment)

  • Yeah, that may be a thing, but they're still an M1 killer. Sure, they can down people with a slightly faster speed, but they have nothing different than most killers. All they can do is mindgame, which is unreliable on its' own.

  • I've seen Dying Light, Thanata, and Sloppy Butcher as a good combo. Sure, people are discouraged to heal, but when you get Dying light stacks... They either have to heal to lessen the time, or suffer through lots of gen time.

    Then again, I don't know what perks you have access to.

    If you want a build from purely non-licensed characters... Devour Hope, TOTH, Haunted Grounds, and Huntress' Lullaby.

    The reasoning is you don't want people to go after your totems immediately, and all totems will be lit. Most people don't think much of Huntress' Lullaby, but when you get 5 tokens, it'll make them focus on the gen. At 5 tokens, they'll start to go after your totems... if you don't have 3 stacks of DH. If you play it right, you'll make problems for survivors and your Haunted grounds will be activated.

    Ruin is the worst for this combos just because you want them to break totems toward the mid-end game if at all (TOTH is to help defend totems). The only downside is that your perks can be deactivated by others. Sometimes before they're useful... so it's a gamble.

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/comment/799047#Comment_799047

    what do you mean it can't catch a survivor? Read it all over again

    All I see is it makes them fail skillchecks. Their power does not help in a chase... and being dependant on a status effect shouldn't be a replacement for a killer power.

    @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/comment/798542#Comment_798542

    you want a werewolf legion?.... I will just ignore that.........

    No. I just gave those as possible options of what to add based on what a werewolf is. You can reject them if you want. It's just ideas.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/798755#Comment_798755

    Not when their in the open, when they dead hard to a pallet or window, it's a down that is completely taken from me, if I swing early they dh and make it if I don't they dh and make it.

    But then they don't have it again. You've forced them to use those I frames for distance. If you play it well you can catch them easily after they vault or drop the pallet. Dead Hard isn't the worst perk out there.

  • Really? I haven't played it yet since I've been busy, but I should be able to soon. Good to know. : )

  • @DeathEscape said:

    https://forum.deadbydaylight.com/en/discussion/comment/798542#Comment_798542

    The howling is once but the reveal location notification is 3 seconds, thats how it works

    Dont know what to say about those things at the top of your comment

    Demo can detect people too, but it's limited to the portals and people can hear them across the map. I'm just saying that only having a way to track survivors doesn't make a strong killer. They need some kind of ability to help them catch them. So far I see nothing to help them in the chase. Every killer's power helps down survivors (Except Legion, but that's why he's weak).

  • @Mochan said:

    Killers do have their own way. What way exactly are you saying I am against?

    And to be honest, killers get to dictate the game more than survivors do. Survivors generally have to react to what the killer does.

    Even "weak" killers like Plague get to do this. Killer decides to go Plague? All of a sudden Survivors have to play a different way, because her power denies a certain branch of game mechanics altogether.

    Killer selection alone forces survivors to play in different ways. And speaking of selection, the pre-game lobby gives killers the opportunity to plan and prep ahead of time. Much of what the killer does in the lobby will dictate how the game will play out.

    So it's not a case of "only for me not for you." Killers already have a lot to say and control in how the game gets to play.

    That is strictly not true. Survivors can literally dictate how long the game lasts. Survivors dictate the chases for the most part, since most killers (except Nurse and spirit to a degree) must take advantage of survivor mistakes.

    Survivors should have to play differently based on the killer. Because not every killer is the same. The nurse teleports and can make loops very unsafe. But survivors don't adapt like they should, which is a real shame.

    I cite Devour Hope as the main counter-argument. Survivors dictate whether the game is harder for them or not. Same with Ruin. Killers are dictated by survivors.


    On a separate note:

    @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/798459#Comment_798459

    "When something becomes meta it needs a change"

    Dead Hard for distance has zero counter play, wheres the nerf, it's a common strategy with a very common perk, But bbq which has built in counters needs nerfing? Keys allow you to end the game early just for equipping and item at the start game screen (sounds like another item I hear needs nerfing alot).

    Dead Hard has a counter. It's called baiting it out. They will be forced to use it and you can punish them after.

  • Hm... seems similar to Demogorgon with the channel abyss... but they have almost nothing else. They're purely an M1 killer. I think they need an additional thing to make them a worthy killer, maybe the ability to leap through vaults to attack survivors, or leap over pallets to attack survivors... or something to give them more viability. The Wolf is an information killer, and information killers aren't the strongest (look at Legion, for example).

    I'd also get rid of the reveal Wolf location for 3 seconds, because seeing where they are across the map is ridiculously strong counterplay... maybe the audio of the wolf is like the Demo... you can hear them across the map, but it gets louder the closer you are... and can be directional.

    Other than that, I'll only be able to make more judgements when the perks are up.

  • Well, but they're never proven to stay happy...

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/798482#Comment_798482

    It'll make the survivors happy and they're the majority.

    Unfortunately it's the rule of the mob, isn't it?

  • @SteelDragon said:

    if they treat spirit like they treated nurse I will face camp every survivor as spirit with the name "want to cry about spirit? cry about this" (I know that is to long that is just what I will be typing to the people who complain about face campers) I don't face camp ever, at best I will proxy camp WHEN I KNOW people are around the hook looking for the unhook. but if BHVR caves into the survivor cries again with spirit then im gonna break this code of mine to never face camp

    I mean, survivor mains expect a free escape. They expect you to give them an unhook. If they don't want there to be any killers capable of going against brainless looping... then they're going to get a lot worse behaviors back due to this.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/798407#Comment_798407

    Have you ever played survivor for a good amount of time and gone up against a killer using Franklin's?

    Believe me, Franklins is a great counter. It is one of the most annoying perks in the game. It just actively prevents you from executing your gameplan. A survivor enters the match carrying a tool they want to use. they have an idea how they want the game to go. Be it healing, breaking hooks, gen rushing or exiting via the hatch. Franklins whacks you once and puts a stop to your dreams and ambitions and disrupts your entire gameplan for that game.

    I am glad that not more killers run Franklins, I would honestly quit the game if Franklin's became Meta. I do not like things that prevent me from playing the way I planned to play. That's why I don't like killers like Plague (who shuts down an entire branch of game mechanics just by existing) and that's why I don't like Franklin's.

    Franklins is a pain in the ass. Imagine if survivors had a perk that disabled killer-addons for 30 seconds everytime they finished a gen or dropped a pallet or made you vault a window or something. Killers would be up in arms with torches and pitchforks. That's what Franklin's feels like.

    Yeah, how many 4 man old instaheals/keys/BNPs teams have you gone against? Having a counter to that is necessary for the game's health...

    But if you say that, then shouldn't the killer be able to have their own way of playing the game? Or is it an example of: For me, but not for thee?

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/798392#Comment_798392

    Absolutely. You see, the problem with BBQ isn't that it doesn't have counters. It's that it's ubiquity utterly kills the stealth paradigm.

    When something becomes meta, that's a sign that it needs a change. Even though BBQ is meta not because of its Aura Reading but because of its BP Gains, the fact is 90% of killers run it (I made that stat up but I don't think it's too far off the mark), so that means that 90% of killers everywhere have the ability to see where you are whenever they hook someone.

    That is just bad for the game, because it utterly destroys stealth play.

    It is the ubiquity and prevalance of BBQ that is the problem.

    Keys aren't a problem in this way because they aren't everywhere. People who run around using plunderers like me are extremely rare. In fact I'd bet a lot of killers would be happy to see more survivors running Plunderers instead of DS, BT, Adrenaline and Dead Hard. They are also rare in the bloodweb so you aren't going to go into every match expecting a key.

    Whereas right now you go into every match expecting the killer to pack BBQ.

    BBQ does have counters for stealth players:

    1. lockers
    2. gen auras
    3. discordance
    4. sole survivor
    5. being inside the TR

    Those are just 5 off the top of my head... but I've heard there are 7 out there in total.

    I suppose it's a symptom of the grind that's in place. If the grind wasn't so bad, I don't think BBQ would be as prevalent... but then I have a feeling you'd find another perk to complain about.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/798473#Comment_798473

    I spent a match running circles on Yamaoka Estate to disturb 25 crows along the outer edge of the map.

    Why would there be crows within the map? It would make too much sense.

    Definitely a challenge that improved the quality of the match for everyone...

    How hard is it to design challenges that improve a match?

    Also, forcing players to play other roles to complete it is going to lead people like me to basically ruin matches for others because honestly, I'll only be interested in completing the survivor challenges since I really dislike playing survivor.

    gaaahhh there's so much wrong with this, but so many blind followers don't even see it and the devs are perfectly happy paying attention to them and ignoring everyone else.

    :/

    Is that a temporary buff to Spies I hear?

    Yeah, sounds like it's a joke...

  • @OmegaXII said:

    Good luck "Killing all 4 survivors by your hand in same trial" without anyone DC

    An easy fix would be to just make it so DCs count toward it. That'd get rid of that tactic real quick.

    But I get your point. Some of them are ridiculous.

  • Survivors complain about nurse's omegablink, they nerf her basekit.

    Survivors complain about spirit's beads, they'll probably nerf her basekit as well...

    Deja Vu anyone?


    The only reason people complain about Nurse and Spirit is because they aren't countered by loops. They don't realize it's only dragging their skill down the toilet when they do this.

  • However, Myers is now susceptible to Premonition and Spine Chill. Which are non-teachable perks.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/798453#Comment_798453

    I disagree that it's only True's skill, because he himself said he would rate Legion higher, and that people would be surprised by how he would rate killers if he were to make a tier list, because he rates them based on their ability to juggle multiple survivors. He says this multiple times when playing Legion.

    I would personally like to believe that, but being a Legion main myself, I've found the truth is often disappointing.

    Sure, theoretically, they can juggle survivors with ease. Will you? Probably not. However, Legion does have an advantage over most killers with one area: Information.

    Plague can infect items to keep track of survivors. Trapper can trap certain areas. Freddy can trap pallets and snares can alert him to where survivors are. However, Legion can see where other survivors are during a chase to be able to make decisions on how to act in the moment. No other killer can do that without a perk (Infectious Fright). That is Legion's strength. However, it's a very minor strength compared to others.

    I would like to see them buffed to be able to take advantage of this info.

    I'm not sure how many streamers understand this about Legion...


  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/798403#Comment_798403

    Legion is designed to juggle four survivors at once though. Plague can't do that as well as Legion(She still can, but not as well as Legion, because she can't keep track of all four). Of course if Legion hits people while they're already injured, he'll only give them Deep Wounds, his power isn't meant to down them, and if he COULD down them with it, he would be severely overpowered. Imagine running as fast as Wraith cloaked and still being able to down people. You hit as many as possible with DW, then on your last survivor you down them. The other four have to mend if they're out of your TR, which gives you time. If they heal, it gives you even more time. I believe the devs did as much as possible to give players a fast killer without making them overpowered, by setting limits on it's use. If they had not set limits. Legion would be more powerful than Nurse, because you wouldn't be able to get away from them.

    This in all likelihood will only ever happen once in a game. Competent survivors will know not to group together against a Legion.

    One thing I'd also like you to consider is that DW will not down people most of the time, and the iri button (arguably their best addon) makes that happen way less due to the way the addon works (map wide TR). They're kit does not synergize well with itself.

    Part of that though is due to True's skill, not due to base kit Legion (unlike Spirit, Nurse, or Billy). This is all due to Legion being an M1 killer for the most part... whose power is the only nonlethal power. Every other killer can use their power to down people. Legion is the only exception. They're very tricky to use overall, and it's not as easy as nurse is or Billy is... yet they're top tier.

  • I think they need some buffs overall, and maybe some base kit tweaks. They down survivors despite their power, and they are the only killer like this.

    The easiest thing for the Devs to do is to just make the button addons all apply on frenzy hit instead of second frenzy hit. That would make them viable and give more options.

    I think a rework to how DW works with legion is in order, since their best addons work against that part of their kit. Maybe making Frenzy able to down people similar to how it worked before, and be able to use frenzy at the halfway mark would be nice QOL changes.

    I've seen a lot of good ideas to add to legion (so they're not so one note), but I think the best one I've seen is a trap to "add" a legion member to ambush and chase down to injure a survivor one health state is the best option, as it creates the sense of more than one killer in the map, and it also works with the information style play style he has now. It can even be something that can be customized with unlocks you have.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/798251#Comment_798251

    Well, first, you need it on a particular killer in the first place. Secondly, it’s an unpleasant mechanic that shouldn’t even be part of the event. Like literally all it does is create frustration and toxicity.

    Sure, Hangman's works best with trapper, but if you're having trouble with sabo in particular, just have Mad Grit, Agitation, Hangman's, and Franklin's. They won't want to sabo in front of you then, since you can get to another hook easily enough.

  • @InfinyMage said:

    This is the only reason why i was not thrilled for the event. Every event which uses specific hooks for killers to earn their extra BP is the only time where toxic survivors actually sabotage hooks. If your going to specify a hook then dont make it so that survivors can see which hook it is.

    The same can be said about gens. Why let killers see which gens survivors specifically must power to get extra BP?

    Its been bad before and its still bad. Like why add further fuel to this Us vs Them thing when it can be stopped all together for An EVENT purpose.

    It's why I liked the cankers of last year. They didn't make it so bad, since it was optional for survivors, while the killer hooks were unable to be sabo'd.

  • Just bring Hangman's Trick. It's lackluster, but it'll repair hooks faster.

  • I think that the P3 cosmetics are better in my opinion. But it's good she has some options.

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