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SolarFoxVB

SolarFoxVB

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SolarFoxVB
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  • I see how some of you are saying that more positive things, be it upgrades, changes, or new perks, should happen, but at some point, there gets to be too many higher numbers and things need to be nerfed or even removed. You could look at it this way: A person has a disease in their arm to represent the disliked parts of the game. They could either treat it with medicine, where it will possibly come back later (this is the carrot), or they could just cut the arm off (this is the stick). Of course, my example has flaws, since cutting it off would remove the disease entirely, but I'm sure you get my point: There are different solutions to different situations. Maybe BHVR doesn't have the medicine for this disease, so they need to cut the part that has the disease off.

  • Realistic mode would have to include nerfs for some killers, like anything that speeds up killers, as well as any of the trap killers. It would also need to remove the aura from Michael Myers' stalking, and maybe the Huntress should have less hatchets. Also, pallets would probably have to be removed at that point, because the survivor no longer needs a way to slow down the killer. It seems like a fun idea, but I think that this realistic mode would take too many changes to accomplish.

  • How would Card Trick work with Kindred? It would be pretty unfair to get free BBQ because somebody brought Kindred 3

  • How about the skillchecks don't appear more often in Killer Perk 1?

    On a side note, are you creating a new discussion when you create your DLC?

  • @Nickenzie said:

    For the first perk idea, I suggest reducing the values for every tier by 1 because this perk makes you go out of your way to break a pallet that's already ready to be used which can allow survivors free roam of the map. Additionally, you need to have some competition against Spirit Fury and make both options equally worth a perk slot.

    Destructive Ambitions - The very thought of a survivor thwarting you fills you with rage. After breaking 4/3/2 dropped pallets, you gain the ability to break a pallet that is still up. Doing so rewards double the amount of Brutality points as a dropped pallet break.

    This perk is really balanced to be honest but I wouldn't mind adding more bonuses to it such as the exposed status effect and decreasing the current bonuses to compensate.

    Lingering Wrath - As your victims escape, your wrath still lingers. For every survivor that has escaped, receive a token up to a maximum of 3 tokens. Every token grants a 3/4/5% movement speed increase and action speed, as well as 10% successful and unsuccessful attack cooldown. When you have 3 tokens, the last survivor will suffer from the exposed status effect and can be killed by your hand.

    This third perk is solid, great job! However I want the bonus effect to last longer while decreasing the speed just a little to compensate and give the killer some reaction time when you have 3 stacks.

    Determination - Your determination to get out of this mess will allow you to prevail. For every 30 seconds that you are within the killer's terror radius, you gain a stack of Determination up to 1/2/3 stacks. To use a stack, you must stand still and press the active ability button (Standing, not crouching), which will start a 30 second bonus to action speed of 10/20/30%.

    Again, everything I said above could be unnecessary but I'll let you decide that! :)

    This is some nice feedback. The only thing I don't agree with is a NOED like exposed on Lingering Wrath, which I'm guessing is what you meant. This perk is meant to punish either those who are trolling you by staying behind or those who cannot find an exit, so an exposed status effect on only the last survivor seems more balanced. Also, I changed up Determination to a longer time and dropped the percentages to match it. I don't want a low tier perk to be more powerful than it has to be, so I am also basing the time it lasts off of the tier of the perk. I changed Destructive Ambitions to a lower pallet amount required as well.

  • Maybe you could just change the perk to where the survivor gets a benefit to something while any other survivor is in a chase.

  • I know that this could help the person who has it on, but perk 3 only has a bad effect, so no one other than trolls and killer helpers (most likely) would use it.

  • I've got some perks, but not names for them.

    Killer Perk 1: Skillchecks appear 5/10/15% more often and every missed skillcheck grants a token up to 5. For every token, skillchecks are 1/2/3% smaller and missed skillchecks regress the generator 1% more.

    Survivor Perk 1: For every survivor at least 16 meters away from you, gain 1/2/3% action speed and get 2/4/6% larger skillchecks. (Dead survivors count towards this perk, but they don't have to be dead for it to happen)

    Killer Perk 2: You gain stacks of bloodlust 1/2/3 seconds faster and they each increase you movement speed by an extra 0.1 meters/second (bloodlust currently works like this: tier 1 = + 0.2 meters/second, tier 2 = + 0.4 meters/second, and tier 3 = 0.6 meters/second).

    Survivor Perk 2: (Obsession perk) Every time a generator is completed, gain endurance (Borrowed Time effect) for 20/25/30 seconds. If you are not the obsession, you gain endurance for 5/10/15 seconds.

    I also have sort of an idea for a power. It is mostly passive, but would probably have interesting effects.

    As generators are worked on or as survivors get hit, they gain some affliction up to a full circle, such as the madness tiers on the right where, when they fill up, go to the next tier. However, when this circle fills up, your survivor dies. For numbers on how fast it fills up, every 100% of a generator would fill a survivors affliction to 50%. Every time a survivor gets hit, they gain 3% affliction. Both of these can be increased with add-ons, and the cap can be decreased with add-ons. There will be stations around the map where survivors may slowly cure their affliction. Every 1% of affliction would force a survivor to cure themselves at a station for .5 seconds. This may also be modified with add-ons. There could also be a special add-on that replaces the death penalty with a 30% action speed penalty, but incredibly lower the affliction cap.

    I hope you like these ideas! Sorry to give you so much from just one post!

  • @alivebydeadight said:
    How bout nail and slightly longer nail

    I was just thinking about how a killer would probably pull a normal nail out anyway, so I didn't say nail to start with. More about that, I think that the lower tier item could just be a shorter stun than the higher tier item and then they could be named as such.

  • Botany knowledge actually does increase self-care healing speed.

  • Okay, I'm just going to describe these perks as 1, 2, 3, 4, and 5 in order.

    1. This perk seems like just a mix between T-phobia and C-phobia because it is an infinite range reduction to healing speed. Why not just run T-phobia or Sloppy Butcher?
    2. I think this looks good, but what does "gain him faster" mean? If it means movement speed, then these numbers are a bit too large.
    3. I agree with CashelP14's idea that this perk is basically just like vigil, except that it's exhaustion specific. Since there is already a perk to lower the exhaustion timer, I don't think that this should be implemented.
    4. There are 2 things about this that are strange. The first one is that this perk would be a gamble to use because the killer may or may not have a mangled effect perk or add-on equipped. The second one is that multiple people could run this at once, and if multiple people run tier 3 of this perk, then there are wasted perk slots.
    5. I think that this perk is your best idea here, and I don't see much wrong with it other than how many chases could be easily ended if a survivor gets a pallet stun.
  • @Dreamnomad said:
    Pretty sure you got this backwards " After breaking 3/4/5 dropped pallets" Obviously, you shouldn't have to break more pallets the higher the rank is. It wouldn't be a meta perk by any means, but it would be nice to have a way to break specific pallets you know are going to be annoying like the killer shack. Requiring the killer to break 3 pallets would keep it from being overpowered.

    I've thought about a perk like this in the past. My idea was to put it on a timer though. Like every 60/45/30 seconds you could break an unused pallet. But make it so the break action takes like 4 seconds so you can't effectively break a pallet mid chase to keep it balanced.

    Lingering Wraith, sounds like you already know why this would be a bad perk. Any perk that requires allowing a survivor to escape before doing anything is inherently flawed. It wouldn't matter if you gained 25% bonus movement speed and 50% faster recover speed. It would still be bad.

    Determination seems like a suped up version of Detective Tapp's perk. The numbers would probably need tweaking to be balanced, but the bigger problem to me is that the design space is already taken. I think it's a bad idea to make new perks that are just better versions of old perks. I'd rather see new perks do new things and if an old perk is too weak then it should be buffed.

    1. Yeah, I did get the dropped pallets backwards.
    2. I was really bored, so I had to come up with something to be happy about, so I decided to create the obviously trash perk Lingering Wrath to see if anyone would build off of it.
    3. Looking back, I think all of these perks kinda suck. I guess I was just really bored.
  • Well, this is a fan creations subforum, so I'm sure it's okay.

  • Though I'm not as far back as you, since I have about 40, I agree. I would also need more time to get the 60 cap that I want, especially because I'm missing all of today to Halloween.

  • Also, if you want, maybe we could try to collab and make another chapter idea. I don't know how to do it from this site, but we could try it. If we did that, I'd probably leave the story to you and just criticize it later, then I would help with the perk and power ideas and numbers.

  • OOOOOOOO! I just thought of something important. How loud is the fire? I am highly focused on sounds when I play Dead by Daylight (I heard the slightest creak of a slow locker entry while I was on the game map after I hooked someone in the basement and came up the stairs, so I turned the corner and went into the bathroom and instantly found an Adam). If the fire is loud and far enough away, the survivor might juke me around said fire. That is, unless you can see through it, which is another thing I really want to know.

  • @alivebydeadight said:
    Quick name your favorite horror movie

    My little mermaid

    It's obviously Teletubbies

  • I think there would need to be at least 10 survivors with 2 killers, but I guess gens would go really fast. Maybe just double the gens since it's double the maps. Any way, I still want it to happen. LET'S GOOOOOOO!

  • @friendlykillermain said:
    has potential

    Works for me

  • These all look pretty good except for Pained Heart and Part of the Team. The reason for this is that one can just get the effect of Pained Heart for an infinite time if they use Empathy, and one can also get the effect of Part of the Team for an infinite time with Bond. Also, Blood Rain seems to have quite a large speed increase. With fire up 3 at 4 tokens and with bamboozle 3, tier 3 evil within Myers can vault a window at just under a second. With 4 stacks of Blood Rain 3 and no bamboozle or fire up, even tier 1 Myers, which has slower-than-normal vault speed, could vault a window faster than that. I did the math, and the tier 3 Myers option goes to .923 second vault speed, while the tier 1 Myers option goes to .760 second vault speed. I know this is a bit too in detail, but I just wanted to let you know where I'm coming from when I say that. Sorry for the intense feedback, but please look back over it.

  • Now that I think about it, I guess the Witch has about the same balance as the Nurse does. If you're good with either of them, I highly doubt that anyone will escape. She doesn't seem as hard to master as the Nurse, but it seems like she has around the same potential.

  • This is interesting, but seems a little overpowered if the killer is not a chainsaw killer. Does exposed also still include an instant dying state, and what about hemorrhage and mangled effects from sloppy butcher if you can't heal because you're already healthy?

  • @alivebydeadight said:

    This can help with out candy problem

    I wish he would throw Starburst candies at me.

  • The Freddy face reminds me of Jeff Dunham's puppet named Walter.

  • I really like how you had parts of cut off because of his invisibility by the orange shapes, since that's basically how they look as they cascade up and down him, just in a less finely detailed fashion.

  • Both of these problems were on the XBOX. While I was playing, I got my 6 hooks needed for a full vial, but it never emptied, which I guess is just another case of a repeated problem. Another problem was that, while I was playing with a friend, she could not see her vial, though she could still fill it, which was evident by how she was forced off of the plant mid-game and then she got a currency serum.

  • @Patrick99 said:
    I kinda have to agree with Lumi83 on this one. The other perk, however? I guess we could call it either "Second Wind" or "Masochism."

    Your name "Second Wind" made me think of a new perk, which I have now edited into my post, as well as the name "Masochism." I was thinking of Masochism as a name for it, but I didn't think it would fit with the sort of air that survivor perks have.

  • @TheKingOfAll said:
    Also, with the new healing update, they could add lowers recovery cap by 5/10/15% to knock out

    Yeah, I've noticed how beneficial the increased recovery cap is for survivors, so that would actually be really cool.

  • This is great! It would be nice to have a new perk that would cause the endurance effect, and this one is very effective for bodyblocking, which will really help to balance the game. Even so, killers that tunnel seem to have tunnel vision, so this could only have a small affect at times, making it less useful considering it can only be used one time. Another thing I noticed was the Speed boost and slow of the flames, as well as the damage it deals. I think the speed change is too much unless the Witch moves at a slower speed than other killers without her flames. If she moves at default killer speed, it seems that far too many survivors would take 2 hits in quick succession: one to the wall, and one to her weapon. Sorry if my amount of input is getting annoying, but I like this post enough that I want it to be as balanced as it can be. Other than these 2 things, I really like this post!

  • @Lumi83 said:
    the first perk already exists and is known as "fire up" a freddy perk

    I meant movement speed for the first perk, not action speed. I edited my post to clarify this.

  • I really like that "Undying Rage" idea! I hate losing all of my bloodlust to pallets, so I always go around, and there are always those few people that get away and you have to break the pallet anyway, so now they're farther away than you would want them to be. Basically, this perk would be a godsend, especially with the newish bloodlust nerf.

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