TWiXT
TWiXT
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1977000#Comment_1977000
It may seem crass, but time and time again it’s proven (or they’re caught out) that the most vehemently opposed are closeted themselves.
There may be exceptions, but they’re rare.
No matter how often it's been proven right or wrong, making that assumption is an overall dick move. I know you are a good person (or at least... I believe this to be true), and I know you don't want this whole post to devolve into assumptions of your sexuality and angry rebuttals about how you're declaring:
"I'm right, and anyone who doesn't agree with me is secretly gay"
And I know you really just want everyone to focus on what's important:
An LGBTQ+ represented character introduced in DbD is a good thing that shouldn't be bemoaned or combatted, and instead generally accepted or applauded!
That last jab... doesn't achieve this, and instead antagonizes the readers into focusing on how you just called them out/said they're secretly gay with an errant assumption.
I Like you dude, and while I'm not the best person in the world to try and act all noble about things regarding DbD debates, I'm sincerely trying to help you avoid mistakes in your wording.
Be Positive, and don't resort to being antagonistic. That's what the ######### do... You're not an #########... are you?
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@TheClownIsKing said:
Yo, Community.
Those opposed to this representation in this game, geez, there are better, more pressing things to be obsessing your doughy little brains on.
Do you know how large a part of this player base is LGBTIQ+? I guarantee that every single time you log into play this game, you are regularly being matched with other players from the LQBTIQ+ community. In some cases, probably almost every single match.
You’re in denial otherwise if this is not accepted.
ONE character providing representation of the LQBTIQ+ community from a roster of DOZENS doesn’t break the game, doesn’t change the rules, and isn’t going to corrupt you with its gay conversion laser beams through your screen.
Chill.
Or do you need to come out of the closet too?
You're right on the money here, except for the last bit. TBH back when I was a teen, I was heavily biased, but life (mostly college) really made me realize that it doesn't matter who you love or are attracted to, because that is
- Nobody else's business since knowing doesn't harm them or anyone, and...
- Doesn't change who a person is. If they're an #########, then being any part of LGBTQ+ isn't gonna change that, but the same goes for if they're a good and honest person that you can call friend or even Brother/Sister. No matter what, they are human and deserve the same respect and courtesy anyone gives their fellow human.
Honestly, who cares if the next survivor or even killer is LGBTQ+? They'll still be the person you count on to have your back and unhook you, heal you, do the gens, open the gates, or camp, tunnel, Slug, and/or provide decent opposition to you. In all honesty, It doesn't matter who the character is since we'll all be playing them regardless of our own personal sexual preferences, so that "kinda" defeats the purpose... but at the same time it simply doesn't matter, since we don't and shouldn't care.
Bottom line is, It's nothing to complain about much less get up in arms over. For those who do however, I hope you can accept this character as another digital human being and at least agree to just tolerate it if not accepting it, whether you end up enjoying it or not.
Personal note for @TheClownIsKing :
That last bit was crazy antagonistic dude... Jabbing at the reason people might be LGBTQ + phobic by assuming they might be "in the closet themselves" and can't admit to it is a real crass, tasteless, and early 2000's era dick move. I'm saying that there're many reasons for people to be LGBTQ+ Phobic that aren't necessarily good or justifiable ones for sure, but that jab in particular makes the rather pejorative assumption that "anyone who is opposed to LGBTQ+ is themselves actually LGBTQ+ and trying to fight it", and that's a really awful way to end the post. You might want to edit that out.
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I actually used this on Doc when I was going for the challenge that asks you to make survivors scream 40 times in one of the previous tomes, and subsequently completed said challenge in 1 round. Of course I didn't use Deathbound because I didn't want anyone Oblivious and thus immune to my static blast, so instead I used Distressing and his Calm Carter's notes (VR) + Iridescent Queen (UR) Add-ons to Maximize his TR range for Infectious Fright, and Make survivors Scream every time they came within 4m of each other... Noisiest Match ever for sure, but you get so much information on where everyone is at all times, especially on smaller maps, and they just can't hide anywhere. I called it the "Scream for Me!" build at the time, But "Shriek" Build sums it up in less words.
As you've stated, The only counter to it is Calm Spirit, but considering how rarely I encounter that perk, and how quickly survivors gain madness, It's of little consequence. It's honestly a surprisingly effective build on Doc, if a bit meme-ish, but then again, what builds does he have that aren't memes?
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Getting the licensing rights for a character from a movie franchise is a lot more difficult than getting it for the costume. On top of that, whenever they do get the rights for a movie character, they also get hit with a lot of restrictions from the license holders, which is why it takes them forever to make any changes to their gameplay mechanics and create alternative cosmetics for them. With Ghostface, the only restriction they have comes down to the cosmetics, which have to be existing variants of the Fun world ghostface mask, otherwise they have complete freedom to make any changes they want. In essence, going this rout and creating their own character who simply uses the GF mask is actually more beneficial for the game.
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As Survivor:
When the Post match screen shows all my hard work at helping my team, completing objectives, and effectively distracting the killer long enough to secure our victory, via the amount of bloodpoints I earned. As long as I earned more than anyone else, I know I was the MVP, and whether I survived or not doesn't matter.
As Killer:
...
When I hear the lamentations of their women!
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Alternative theory:
They're purposely de-ranking without resorting to more pathetic tactics like DC'ing (which gets you time out bans) or going AFK. For the longest time killers had Mori's as the tool that allowed them to de-rank while still playing the game, as in they adopted a 1-hook into mori playstyle and let the final survivor get the hatch, but that option got taken away when the devs changed Mori's to only work if the survivor is on death hook. Now the only ways to lose on purpose while still playing the game are either to sabotage yourself with a ridiculously bad build (Burger King Myers, Heavy Smoker Nurse, Gamer Stereotype Blight, etc), or Slug everyone and let them bleed out.
This is just a theory of course, otherwise they're probably doing it just to be a dick. They likely got their ass handed to them for a few games, and just wanted to take out their frustrations/spread the toxicity on the next group, and if they were in green ranks, they're probably still learning the killer role... which admittedly is a very frustrating experience with this community. I'm only offering this theory as another possibility because, I hate to say I've been there. I Ranked up too soon, and every game became less about having fun or showing off how skilled I am, and more of a testament to my masochism. De-ranking to the less challenging purple and green tiers via mori's allowed me to play more relaxed and casual, instead of dreading the over-competitive, e-peen measuring contest, sweat fests that used to make up the red ranks.
These days it's not so bad at the red ranks, but still, there are times I miss having Mori's to help me drop ranks. Now All I do is goof off with meme builds until I lose enough games to reach those ranks. Perhaps the killer OP is talking about doesn't know about that choice and is de-ranking the boring/more dickish way.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1942336#Comment_1942336
I argued that mathematically the antidote clown uses barely makes a difference of 0.5- 1 second when used perfectly. TheClownIsKings answer to that is that could be the difference between a survivor getting hit or not (this is paraphrased). That's such a small miniscule difference but that's a difference in our opinions.
My point is that there's a difference between offering advice, which I'd say TheClownIsKing does do and being a hype man for the most little of things, which he also tends to do. Like if the devs for whatever reason added a new killer with the ability to theoretically kill 2 survivors if the killer managed to do 3 frame perfect inputs within a span of 4 seconds and the survivors need to be at the perfect location then TheClownIsKing would be all over it. An exaggeration, I know. Most people usually don't disagree with his advice. They tend to disagree with how effective TheClownIsKing makes the advice sound.
Aaaand I will re-iterate... @TheClownIsKing is winning more rounds then they are losing with the advice they are freely giving to the community.
While mathematically defending the Antidote bottles is undoubtedly flawed based on how very minor an advantage it gives, there's still much to be said when it comes to knowing a path vs. walking it. Something as insignificant as differences between mere milliseconds or meters per second may seem like nothing to those who analyze it on paper, but for those who actively practice what is laid out on those pages, it can mean the exact difference between life and death. 0.5 seconds in this game is what often determines whether or not a survivor is hit, or avoids being struck. so yeah... if it comes down to a matter of frames, I'm more inclined to believe the person who advises you to take advantage of them and gives you ideas of how to do so vs. the guy telling everyone that listening to them is negligible.
I'm not sure if you've ever been in a guild in a MMORPG against a raid boss, but even if you have or not, you should know your teammates/guild members will almost literally tear you apart over messages/voice coms for mistiming your attacks at exactly the correct millisecond (pretty much why I stopped playing those games). I'm not saying DbD is the same in any way, but the killers role is always a race against time, and anything/any advice that can help you with your time management when taking on the killer roll, no matter how small, is worthwhile to consider and heavily appreciated.
Technically Wraith got upgraded this patch with a 0.25 seconds upgrade to the time he spends accelerated after uncloaking, and many streamers who have tried him are overjoyed by this change. It's miniscule, yes, but makes all the difference between being able to hit a survivor, or not. Either way, they are actually feeling it, and overwhelmingly satisfied that he feels more powerful than before, but by your logic, this shouldn't make any difference at all to his viability, Despite the evidence to the contrary, so, With that in mind... Are you really sure that these small buffs to Clown are actually insignificant? Because to me, I'd rather take the advice of the expert who actively mains Clown on the matter, than someone who just speculated with what they've figured out on paper.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1941905#Comment_1941905
Thank you.
As survivor, as rare as it is to go against Clown, I’ve only ever been against ONE excellent one that actually knew what they were doing.
All other Clowns were making the same mistakes over and over and over again, subsequently getting stomped, or at best getting ONE kill.
TBF... You are undoubtedly this forums poster child/boy/girl for everything Clown related as you've so passionately devoted time and effort into maining Clown. While Others bemoan your advice, not many seem to understand that said advice is coming from a Pro Clown Player, and that your criticisms/advices carries the weight of every round you've played, loss or win. This is exactly why I appreciate any advice you give, and through my own experience with or against clown, take to heart.
Hell, Doctor was my main for almost 2 years... basically since he came out, and was heavily underpowered, and I still tried my hardest to advise players of his best builds and tactics to no avail. Since he's received his rework, I've moved on to another killer: Plague, and while no one listens to me, I've mained her for over a year and feel I know what I'm talking about, but still, no one listens.
TBH, I don't really care anymore... I give great advice on how to play her effectively, but if no one listens... no survivors will ever adapt... which means easy wins for me! I would suggest you take that ideal in the same light, because no matter how much you try to help them... survivors/killers won't listen. But I know you... you fight the good fight, and pray people will pay attention, So for theirs and your sake I'll just say this to the community:
Attention all community Dumbasses!
You realize that you are receiving wisdom from the quintessential CLOWN main of DbD? Take their words to heart. Don't bemoan, belittle or berate. This is an individual who has devoted more time and effort into the Clown than most of you have playing survivor or killer combined! I won't say their logic is without flaw or bias, but I will point out what should be the most obvious at this point... They are WINNING more often then losing with their builds or strategy!
If you don't want to accept advice from someone like this... then you truly are Dumbasses!
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I'm completely with OP on this point. standard/bad clown players play him thinking about the immediate and simple terms "bottle = slow down = hit survivor with bottle = profit" whereas good clown players see a loop a survivor is headed to and immediately think "slow down bottles make survivors avoid where I throw them, and speed bottles allow me to catch up quick" and proceed to zone the survivors to make them run away from otherwise safe loops. The mind games Clown can play with most decent or good survivors typically earns him more downs and kills, but only for those thinking 2 steps ahead of the survivors. In the right hands, clown can be significantly formidable, in the average players hands however, he's trash, but that fault lies with the players... not the design.
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If I remember the devs response from the PTB feedback correctly, they said that it wasn't going to make it to the PTB or live right away, but was going to come out in a Hotfix patch soon after the live release.
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It doesn't matter what killer/survivor you play, or how good or bad you are, unfortunately this community is full of toxic people who like nothing more than to either stroke their ego by tearing down others, or lashing out if you bruise their ego.
As a message to all players like this:
You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty/abusive because of a lost match, choice of killer, items, map, or teammates playstyle is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose a match and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
As for OP:
You've done nothing wrong, and played fairly with the legal mechanics the game provides just as much as they did. If it's a legal mechanic in the game, don't be afraid to use it. A lot of the fun this game offers is in discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage. To combat the problem you're having however, the only advice I can give is this:
Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you decide to open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity, Just close it, and continue enjoying the game in peace.
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Alternatively:
@TWiXT said:
This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.
The Dolls
Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius
Back-story:
Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.
It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.
As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.
In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.
Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.
Weapon:
Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.
Power: Possession
Passive:
Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
OR,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active:
Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori:
Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House.
In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.
Survivor: Wei Ying
A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.
Unique Perks:
Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
TL;DR Version:
The Dolls
Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.
Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.
Power: Possession
Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
Or,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House
A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek – At Max, When within 24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.
Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.
Survivor: Wei Ying
A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.
Unique Perks:
Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
All creative criticism is welcome.
I worked hard on this concept to ensure balance was considered at all points, and even found creative work arounds for the problems having doll sized killers would present (e.g. How do they Hook, See when grass is a high as corn to them, etc.). It's a long read but If you have the time, please give it a look over, otherwise I included a TL;DR for convenience if you don't want the full background story and fluff.
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@Aquitus said:
when do the changes go live? its been quite the while since i was excited for a patch
@TWiXT "if one of your Teammates screws up and tries to heal you while you're crawling to freedom" based off what i read about the perk it only disables if the person with the perk heals not if somone else heals the person with the perk
@TomBomb i hadnt thought of it that way, do you think people will stop using distortion?
I was talking about a teammate stopping you in your tracks when you're trying to crawl out the gate with DS actively ticking down. I've had that happen a few times, most of the time it's no big deal, but if it wastes precious seconds on DS and allows the killer to pick me up before I cross the escape threshold, I get pretty pissed off, because otherwise it would have been a guaranteed escape for me.
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OoO was a broken perk for SWF teams on voice coms, and now it's a aura reveal perk/add-on detector so we can see when they have Nurses Calling, BBQ & Chili, I'm All Ears, Undying, etc, so this change is actually not that bad and makes it less broken. Also I noticed that the "if you are the obsession" bit will basically show you the killer no matter where they are on the map every 30 seconds. It no longer has the "outside of their terror radius" requirement, and just because it says your aura is revealed to them, it doesn't say anywhere that they have to be looking in your direction, so they could be across the map chasing another survivor, and you'll see them but they won't see you. Which could still be a bit broken, but no where near as overpowered as it currently is.
The DS change only reduces the things that make it heavily abuseable, but doesn't stop survivors with DS from hopping in lockers to trick killers into grabbing them, and doesn't prevent the killers "no win scenario" during the endgame, wherein if a survivor with DS is unhooked in the endgame and gets within 30 meters of a gate before getting knocked down, they are guaranteed an escape: Killer picks you up, DS them and escape, Killer doesn't pick you up, crawl out the gate and escape. The only times the "Killer no-win Scenario" are ever prevented is if the killer has a Mori, you miss the DS skill check, or if one of your Teammates screws up and tries to heal you while you're crawling to freedom. Otherwise, it's a no-win for the killer, and a guaranteed escape for the survivor, So yeah, you won't see any tears shed from me over this change to DS, since I can still do the Deliverance + DS + Unbreakable + Soul Guard combo.
I agree with OP here, Thanks very much Devs, you made these changes with balance in mind, and still left us with some abuseable mechanics for the sake of our "fun".
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The only problem I see with the upcoming "nerf" to DS is that, while it does make DS less abusable, It does absolutely nothing to fix the "killer no-win Scenario" that DS presents:
Survivor with DS is unhooked when a gate is Open, Killer downs survivor 30m from the gate, Killer has 2 choices - 1. Pick up survivor and let them use DS giving them a 5 second stun and letting the survivor escape. 2. Let the survivor crawl to escape.
This "Killer No-win scenario" is literally the ONLY thing I hate about DS. If DS was deactivated when the gates are powered, it would've removed this annoying scenario completely, but no, the devs want survivors to still have a guaranteed escape in the endgame.
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I don't suppose you've ever been threatened by another player online who traced your IP, and told you what city you live in just to make it clear the threat is real. Had that happen once while playing DbD, after that I got a VPN which connects through US servers just to keep that kind of Bullshit out of my life.
Lame threats and salty requests for me to commit suicide is one thing, but threatening to SWAT me, putting my families lives in danger, and proving you can with an IP trace is a whole other level of ######### up... It's just a game.
For anyone wondering, you bet your asses I reported the hell outta that guy.
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@Ghost_Face_Main said:
Victor has jumpscare potential, if only he didn't announce his arrival so loudly around 18 meters. Luckily he has that stealth add-on, Cat's Eyeball.
Does that thing even actually work? I've tried it many times and charged up his pounce 20 meters away from my target survivors to silence his noises, but they always run off before I get close enough to jump em as if it wasn't silencing him at all.
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I feel like it's overall better when the devs release a killer that is OP, and then tweak them for the sake of balance over the next couple of updates, instead of releasing them underpowered, and ignoring them for months/years before making any changes. We've seen this many times, like when Blight, Pyramid Head, and Spirit first came out and they had add-ons and gameplay mechanics that made them very OP, but were tweaked for balance literally 1 patch later, whereas Clown, Freddy, Plague, Pig, Demogorgon, etc, were all released underpowered as hell, and we've had to wait 2-3+ years for just the first 2 of these characters to get any changes.
I believe the reason why this happens is simple: If the killer is OP, survivors ######### and moan constantly about them until the devs do something about it, whereas if they are a pushover, survivors don't complain enough, and the killer players who play them are in such a minority that their complaints largely go unheard.
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If you have speakers set up and headphones in a headphone jack on your computer, clicking that in the menu silences your speakers and pushes all the sounds to the headphones instead. If you are however the kind of PC gamer who knows how to flip to headphones manually through your default playback Device settings, then this is pretty much useless. What's worse is that if you have a good USB with SSE or Surround sound headphone set, and click that, the game sets your headphones to Default Stereo sound instead of using the surround sound or Surround sound emulation. Which is honestly fine for most people, but for those who have taken the time and fine tuned their surround sound emulation balance settings perfectly for DbD (distance, Bass, ambience, etc)... its a kick in the crotch.
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An Injured and flashlight clicking Claudette drops a pallet while I was revving my chainsaw, and then sits there on the other side of said pallet t-bagging and rapid clicking at me... she didn't realize I brought the lopro chains add-on. They DC'd after I charged through the pallet and downed em.
I can't quite put my finger on why, but that made my day.
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@Alexmon70 said:
https://forum.deadbydaylight.com/en/discussion/comment/1902751#Comment_1902751
i have never laughed this hard at a post. Thank you
You're welcome, and remember... watch your ass out there!
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Here's another theory:
@TWiXT said:
To be fair...
Most of the other killers chasing survivors are too tall to really appreciate the detail the devs put into them. With Blight's PoV though, I have discovered a new appreciation for Survivors:
I literally feel like Jane's booty is close to engulfing my whole head right before I give it a hardy slap, Feng's cute little derriere defiantly bouncing in my face is just begging for a good spanking, David's rock hard buttocks Only challenge me to see if I can bounce more than a quarter off them, and Kate's Ravishing rump repeatedly taunts me to the point that I can't wait to pick her up for a night of raucous ravaging!
The only times other killers get a glimpse of the devs fine work on survivor posteriors is when they are vaulting through windows, which is too brief to really soak it all in, much less admire it, but Blight gets it all the time as part of his hunched over perspective that lets us REALLY see all the little, fine, and sumptuous details. If anything's gonna put me in the head of a drooling maniac, so worked up he's literally bouncing off the walls, mindlessly charging at a tempting gaggle of college age cuties... its a face full of those sweet, sculpted mounds of jiggly flesh, playfully bounding away from me.... shudders.
Let's Face it. Blight's an ass man! So Instead of complaining, Lets just embrace and enjoy it! There's a lot to be learned, and appreciated from the perspective of a man whose sole motivations, and PoV, are Literally bent on pursuing his dreams. 🤪
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@OneNineTwoNine said:
https://forum.deadbydaylight.com/en/discussion/comment/1900246#Comment_1900246
I would like to say that I have tried the Detectives Hunch + map combo and even though it is really strong, it simply does not work in solo. I waste so much time cleansing totems when nobody else is. My experience is that most of the time by the time the last totem has been cleansed by me, we've already lost so much pressure NOED wouldn't trigger anyway.
I don't outright dedicate myself to cleansing all totems right away. I do a gen, see the totems, cleanse 1 or 2 closest, go back to gens, etc... I just have to make damn sure that they are all cleansed by the time there's 2 gens left. This keeps the pressure going pretty strong against decent killers, and most high rank killers don't actually bring in NOED, but its better to be safe than sorry. Even if its a losing game wherein your team is getting swatted like flies, and barely any gens are being done, you can still max out your objective BP before you either bite it yourself or escape via hatch, so you can at least take some comfort in your point gain over the rest of the team.
The primary problem I see with a totem icon with a count for how many remain is that it's the last bastion of misinformation killers have when it comes to protecting them. Lets face it, if there was a counter, and the killer brings in a hex or even is suspected of having NOED, all the survivors would have to do is check to see how many are left, and wipe them out. This leaves no air of mystery to how many have been cleansed and how many need to be, so survivors would never get surprised by that one they missed, and NOED would go the way of the dinosaurs. NOED and many other hexes existences rely on survivors lack of information, and when you consider that every hex totem announces itself already with a notification on the left side of the screen, a cursed icon on the right, and some even have their icon remain in the lower right next to your own perks... do we really need a "Tell all" Totem Icon? To me, that uncertainty is half the fun, and honestly I don't really care for the way the devs "hold our hands" by providing so much information that it feels kinda insulting to my gamer instincts/intelligence.
Hell, I don't even pay attention to most of those icons anymore because if Ruin is up, that becomes obvious by the gen immediately regressing the moment I stop working on it. If Devour Hope has reached 3 stacks, the fact that a teammate just went down in one hit and all of us got the audio and visual queue that we're all exposed is not hard to mistake for anything else. Whereas perks like BBQ&C or Nurses Calling have no notifications or icons appearing on survivors screens, but we all know/figure out quickly if the killer has them based on their behavior.
I guess what I'm saying is that we already have too much information forced on us in the game by the devs coddling that it feels insulting and leaves hardly anything for us to figure out ourselves with the tools provided, so the idea of asking to add even MORE to that makes me wonder if anyone even has gamer instincts of their own anymore, or if people like me are just a dying breed.
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@OneNineTwoNine said:
This perk is so controversial, but I think people focus on the wrong aspect of this perk when criticising it. I'm personally not a fan of it, but I don't think it's overpowered or that it needs to be nerfed.
The problem with NOED is the totem aspect. When you're playing with an organized SFW, NOED is weak because if you're smart you'll cleanse at least one totem per gen (5 gens, 5 totems).
If the killer is really good and applies a lot of pressure, you might not be able to cleanse the totems in time and do the gens, but at that point... are you really entitled to an escape anyway? I don't think so.
The biggest problem for me with NOED is solo queue, because your teammates are less likely to cleanse all 5 totems.
There's no totem counter, there's no way to know for sure if there's at least one totem left on the map. And sure, what I'm saying right now has been said so many times, but I think it would benefit this game a lot if more information was given to solo queue, so things like this can stop being an issue.
It's not fun to be chased all game, then go down and get facecamped because your teammates didn't cleanse any totems. So, to reiterate, the issue with NOED is not the perk itself but the fact that players don't play around it well because they lack the information they need in order to do that.
My two cents.
"There's no totem counter, there's no way to know for sure if there's at least one totem left on the map. And sure, what I'm saying right now has been said so many times, but I think it would benefit this game a lot if more information was given to solo queue, so things like this can stop being an issue."
This is just a criticism about this statement in your post.
Detectives Hunch, Inner Strength + map = Totem hunter build.
These perks + this item are useful for finding totems, incentivizes/further rewards cleansing them, and keeps track of how many there are, so to me, that sounds an awful lot like a direct counter to totems.
Hell this is one of my favorite builds paired with DS and Lithe, Because it ensures I Max out the Objective category and never have to face NOED, plus it only takes about a minute and a half to cleanse all 5 totems on most maps myself since my teammates are usually too lazy to do it, so that doesn't really distract me from helping with gen progress in the long run. Even if you don't want to do the full build, Detectives Hunch or even Small Game alone are typically more than enough for experienced players.
With these as an option, there's honestly no need for More information to the solo queue, and their existence proves there is a totem counter.
Otherwise, I agree with everything else in your post.
Edit: Oops... Re-reading it, I just realized you meant a totem icon with a count for how many are remaining in the map... I guess I'm an idiot... but again with a Map and Detectives Hunch, there's definitely a way to tell how many are left in the map, and I still see no reason to add a Totem count Icon for solo when we already have these tools available.
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@MCRYANM said:
I know many of you quite enjoy how The plague works and the challenge against her, and this is my opinion but I think she needs to be nerfed even at the slightest amount. The plague makes people sick and we cure ourselves at the fountain but doing so gives her an advantage of being able to kill us without needing to be close or needing to aim. If your playing plague and you have the better vomit of death then you are able to shoot us with it from a few meters away and not the normal lunge. Unlike huntress where your aim has to be perfect the plague can shoot all willy nilly and manage to hit you with her vomit also harder to dodge it unlike huntress. Another killer that has to shoot perfectly is Deathslinger and he has the most challenge if you are near an object that can save you, but for the plague you cant save yourself. She's able to stop you at almost any loops with infecting the pallet and/or window because you don't wanna be able to get downed by her vomit since her vomit makes you sick and puts you in the injured phase. Now a lot of you may be wondering/ready to yell at me on that she shouldn't and i respect your opinion, but when playing against the plague she only has to hit you with her vomit twice to down you if she has her bloody vomit. But that could also be used once and down you if she's good enough then you basically got screwed. I think they should limit it or just change that vomit to something a bit easier to deal with. Again you don't have to agree with me and i respect your opinion. I just really hate the plagues special vomit.
Translation:
"The Lowest picked killer with the 2nd lowest kill rate in the game (according to the last stats update), is kicking my ass because I don't want to adapt my playstyle against her... (Survivor Rage Activates) LETS NERF THIS ######### INTO THE GROUND! WHO'S WITH ME?"
Sigh...
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Survivor:
Totem Hunter - Inner Strength, Detectives Hunch + Map(optional)
Team Healer - Botany Knowledge, Desperate Measures, Empathy, Inner Strength + Medkit
Anti-Anti-Healer - Inner Strength, Autodidact, Spine Chill, Empathy (completely defeats anti-heal builds when Autodidact gets all tokens)
More Bang for your buck - Streetwise, Built To Last, Plunderers Instinct, Appraisal + Item of choice (usually toolbox, flashlight, or medkit)
Ruuun #########! - Fixated, Adrenaline, Hope, Sprint Burst + medkit with Refined Serum (blight event add-on)
Killer:
Ninja Doc - Monitor & Abuse, Brutal Strength, Bamboozle, Fire Up + Calm Carters Notes, Calm 2 (sneaky sneaky)
Sniper Doc - Monitor & Abuse, Pop goes the Weasel, Whispers, Tinkerer + Interview tape, High Stimulus electrode (snipe them gens!)
"Stereotypical Gamer" Blight - Whatever you can use to help + Adrenaline Vial, Placebo Tablet (Named it this because he feels overweight, and is addicted to energy drinks. if you can win using this add-on combo... you freaking earned it!)
Dragon's Choice (Pick your killer) - Dragon's Grasp, Make your Choice, Whispers, NOED. (used to use Haunted grounds instead of Whispers, but tracking is nice, and survivors spend most of the match exposed anyway)
F*** your Items! (Trapper, Hag, Pyramid Head)- Franklin's Demise, Lightborn, Overwhelming Presence, Distressing (you can't have or use them, they're mine!)
Anti-Heal Doc - Distressing, Coulrophobia, Sloppy Butcher, Whispers or Nurses Calling + Calm Carters Notes, Calm 2 (Does it Hurt?)
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I disagree, as Franklin's Demise has strategic value to it in multiple ways. Survivors tend to value the items they bring in more than any they can collect from a chest in the trial/match (more on the chests later), be it a simple medkit or an ultra rare key/map, FD dropping it creates urgency to retrieve it, and that's something the killer can rely on. This was made all the more urgent with the addition of the 90 second timer before the item gets destroyed for good, and some killers can perfectly take advantage of this such as Hag, Trapper, and Pyramid Head, who can trap the fallen item(s) and force the survivors to give away their position when they try to retrieve it. In PH's case this is particularly cruel since he can cover the item with one of his trails of torment, giving survivors the sadistic choice of either retrieving it and getting tormented or letting it disappear, essentially though all 3 of these killers not only knock the item out of the survivors hands, they take them hostage.
Currently the most broken item in the game is Keys, which have the potential to reward one or more survivors with a 5k BP escape no matter how poorly they played. Being that the only ways of preventing this escape are:
- knocking the survivor to the ground so they can't use the key,
- knocking the key out of their hand with Franklin's Demise,
- or shocking them with doc to prevent interactions with the hatch...
The easiest and most universal choice to all killers should be obvious. Killers who bring in this perk against survivor teams with items do so because survivors who bring in items often have a build and a plan to go with them. It's unfair to believe that a killer who uses FD isn't good at the game, without also criticizing the survivors in the same ilk for feeling they can't win a match without bringing in said items in the first place. Playing around flashlights can be tricky enough as it is, but how exactly does a killer play around 6 second healing time medkit builds, Brand new part, or a map that shows the hatches location? I've already mentioned the only methods for beating a key, and surmised that FD is the easiest and most universal way, but while the killers have other perks like Overwhelming Presence, Coulrophobia and Lightborn to deal with the other items, those all rely on the conditions of either the Terror Radius's size, or the survivor using the item against them in their presence. They do nothing unless those conditions are met, and survivors can very easily play around all of the anti-item perks, including FD.
What are the weaknesses to FD you ask? Simple:
- You can always replace a lost item by collecting another from a chest at any time during a match
- Jump in a locker before the killer can hit you.
- Dropping your item.
The first is a no-brainer. Unlike killers, survivors don't actually have to rely on the bloodweb at all to gain items. They can pickup items dropped by teammates, or they can search chests for new ones. While the Chest searching option is more random than the bloodweb, It's recently become a lot less so with the buffs to perks like Plunderers Instinct, Ace in the Hole, and even the newly added Appraisal, which increase the odds of getting really good items. So if the killer destroys your item with FD, you have a plethora of tools at your disposal to counter this and possibly gain something better than what you had/brought in.
The second is a simple method that forces the killer to grab you instead of making you drop your item with a hardy slap, but this is conditional. If you aren't on death hook, and are 1 hit away from being downed, still have your item, and in a chase... by all means, hop in the nearest locker to keep your item. Otherwise it's basically a surrender to the killer, and unless you brought in a white ward, it won't allow you to keep your item anyway.
The third weakness is so laughably over powered against FD, I'm still shocked it hasn't caught on. If you're confused, don't worry...You read it correctly: Dropping your item. If you do this, then the item will not get devoured by FD, and you can pick it back up at any time to use when you need it. This weakness to FD renders it as a COMPLETLY WASTED perk slot for the killer. Sure, with FD's tertiary effect, the killer can see the items aura, and possibly take advantage of it if they are Hag, Trapper, or PH, but otherwise it's completely safe from FD's Destructive Secondary effect. Some examples of how to use this:
You bring in a key, but get it knocked out of your hand with FD/or see another survivor drop their item after getting struck? Well then... stash it somewhere you trust to leave it, and return to get it when the hatch spawns.
See the killer hit one of your buddies, and their flashlight hits the floor? Drop your own item, pick their flashlight up and drop it again where they left it.
Killer swiftly approaching your gen? drop your item at the gen before getting chased, and return for it if they chase someone else, or after your chase ends and you either juked them successfully, or get unhooked.
So OP... Knowing this, where does that leave your Opinion regarding Franklin's Demise?
Do you Still believe that it needs to be "Nerfed" by adding a cooldown?
I'd really like to know, Because from where I'm standing, it's a simple strategic perk that provides a decent counter to most items that survivors feel they need in order to achieve a win, but it's far from being worthy of your or anyone's complaints. Honestly, the counter play to FD is so ridiculously in the survivors favor... I cringe whenever I see posts like this. The only thing Idiotic about FD is how easily it's rendered a wasted slot.
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The easiest fixes to it are to either remove the timer, increase the distance it activates, or both. Reasons for why:
Cooldown Removal:
Being that Blood Favour is a Hex perk, like the others it should be very strong and make survivors want to find and cleanse it asap, but because of the cooldown timer, it's not a problem for survivors at all. Add in the fact that it can be cleansed in less than the first minute of a match, and it's basically a wasted perk slot. The whole premise of this perk is to pre-emptively neutralize the threat of a pallet at loops, either to force the survivor to travel to another tile, or to prevent their teammates from achieving a pallet stun rescue when picking up a downed survivor, but because the perk doesn't activate consistently due to the cooldown... it fails this premise hard. If the timer was removed I can see it becoming a real pain in the survivors asses, but because it's a Hex, not one that can't be neutralized by them. If it wasn't a Hex, then the timer would make sense, but because it is, the cooldown is only making it trash tier at best.
Extended Range:
16 meters is an ok distance if you're relying entirely on Blood Favour for preventing downed survivors from getting any assistance while hiding under a pallet, but because BF activates whenever a survivor is injured or downed, by the time you've downed most survivors it will be on cooldown still and not help you in blocking any pallets they could crawl to. More often than not, the first time you strike a survivor at a loop, they get a sprint burst effect increasing their movement speed by 150% for 3 seconds, which gets them well clear of the loop or any pallets you just blocked, making the fact that it activated at all completely pointless. However if the radius was increased to 24 or even 32 meters, that would ensure that the survivor has to travel further to find a safe loop with any pallets they can use, and considering that it activates for only 15 seconds at a time, this would mean that all a survivor has to do is kite you for that time before the nearby pallets are usable again. Increasing the range will also make survivors more inclined to track down and destroy the hex totem asap since leaving it active effectively means that no loop is safe or usable to them. Again, IF a 32 meter range was added to this perk the cooldown would actually be justified, whereas a 24 meter radius would be less of a threat but more useful for hitting more than 1 tile at a time, but if that change were implemented, it would render the cooldown also unnecessary.
Overall Hex: Blood Favour had a decent premise that could have been useful, if not for someone's insane decision to make it completely pointless by giving it a ridiculous cooldown, short range, and making it a Hex... because of those design flaws, it's worthless in any standard chase situation.
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I've said it for a long time: They need to change the Reveal mechanic from a 2 dimensional area of the screen behind the survivor to a 3d invisible flashlight beam emanating from the survivors heads (due to size differences between the models this would put it at emiting from the avg male survivors chin, and the avg female survivors hairline). Think something like the killers red stain, only wider, invisible, and extending as far as 32 meters, but like the killers Red Stain and flashlights, It's distance can be blocked by objects, especially when the survivor is crouching below them.
This way, survivors can only reveal Ghostface when their characters head is high enough to see him, so no more crouch-hiding behind a box to reveal him, or using the 3rd person camera to reveal him around corners, but it also ensures that the survivors reveal mechanic isn't blocked by their own model anymore, and that a relatively unobstructed view of GF will reveal him every time. To me, this idea just seems more fair, and will work better than the current system does, but what the hell do I know... I'm not a game developer.
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Killer:
Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.
Survivor:
Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
These perks come from my best killer concept:
@TWiXT said:
This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.
The Dolls
Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius
Back-story:
Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.
It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.
As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.
In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.
Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.
Weapon:
Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.
Power: Possession
Passive:
Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
OR,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active:
Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori:
Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House.
In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.
Survivor: Wei Ying
A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.
Unique Perks:
Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
TL;DR Version:
The Dolls
Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.
Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.
Power: Possession
Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
Or,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House
A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek – At Max, When within 24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.
Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.
Survivor: Wei Ying
A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.
Unique Perks:
Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
All creative criticism is welcome.
It's a bit of a long read, but I included a TL;DR version for your convenience. If you like the perks and want to know more about where they came from, please feel free to give the concept a read. Any and all creative criticism is welcome, so If you read it and have any feedback, please leave a comment in the linked post.
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The only things I wish for as far as changes to the Jigsaw boxes go are:
- They no longer feature "Great" Skillcheck success zones.
- Their Skillcheck success zones decrease in size by 3.33% per 10% of progress made on them.
- Failed skillchecks apply Deep Wounds to the survivors.
This way, survivors can't get through a Jigsaw box in less than 12 seconds, experience smaller skillchecks as they approach finishing a Jigsaw box (max of 29.97% smaller at 90% done), and failing a skillcheck means they have to take 8-16 seconds to mend before going after another or just risk it once they get there. The point of these changes being that the Jigsaw boxes become something you dare not fail a skillcheck at, as doing so will make you waste precious seconds mending while the Reverse Bear Trap timer ticks away. This would also make the add-ons that punish progress for failed skillchecks and increase the odds of triggering skillchecks at Jigsaw boxes actually do Something other than aid the survivors attempts to remove their "Friend Hat".
I'm sure however, survivors would heavily protest this change because it only slightly ups the ante when dealing with Pig, and we can't have that now can we?
Edit: I'm Not trying to hijack you post OP, as my only criticism about your concept is that it guarantees that the survivors will get a key after doing 2 boxes, instead of making it entirely RNG based. I'm just offering an alternative suggestion that I believe warrants a little consideration.
Edit Edit: Incase you're wondering why 3.33%, its because of Unnerving Presence, which reduces Skillcheck success zones by 60%, so in the unfortunate chance that a survivor gets a skillcheck at 90% while in the pigs TR while using UP, the size of it will be at 10.03%, instead of nothing. For an idea of how small that is, its about the same size if not slightly smaller than the Overcharge Skillcheck... I want the difficulty to increase, but not be impossible in those circumstances.
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@flanniganmichael said:
The purpose of playing is to accumulate Bloodpoints, which we use to level up our survivors and get new perks, items and offerings. So if that’s the main purpose of our games, why is there a perk to make survivors drop their items?
Franklins Demise is a perk for players who are scared of survivors having items, nothing more. It rewards killers for playing poorly, if you can’t find a way to counter play keys, med-kits etc etc then I’m sorry, but you need to get good. I no longer bring items into my games, because whenever I do, the killer decides to bring FD. I’ve been playing for maybe 7 hours today, and I’ve played against nearly 13 killers that used this perk, across various (although dominantly red) ranks.
When will the developers nerf this perk? At the very least, you should be able to keep your item, but lose a certain amount of charges, or lose the ability to use it for a duration of time. That would be preferable to losing it all together. If killers can have power add-ons that survivors can’t counterplay, Iridescent Head and Tombstone for example, why can killers do that to us?
Thoughts on this vile perk?
I disagree, as Franklin's Demise has strategic value to it in multiple ways. Survivors tend to value the items they bring in more than any they can collect from a chest in the trial/match (more on the chests later), be it a simple medkit or an ultra rare key/map, FD dropping it creates urgency to retrieve it, and that's something the killer can rely on. This was made all the more urgent with the addition of the 90 second timer before the item gets destroyed for good, and some killers can perfectly take advantage of this such as Hag, Trapper, and Pyramid Head, who can trap the fallen item(s) and force the survivors to give away their position when they try to retrieve it. In PH's case this is particularly cruel since he can cover the item with one of his trails of torment, giving survivors the sadistic choice of either retrieving it and getting tormented or letting it disappear, essentially though all 3 of these killers not only knock the item out of the survivors hands, they take them hostage.
Currently the most broken item in the game is Keys, which have the potential to reward one or more survivors with a 5k BP escape no matter how poorly they played. Being that the only ways of preventing this escape are:
- knocking the survivor to the ground so they can't use the key,
- knocking the key out of their hand with Franklin's Demise,
- or shocking them with doc to prevent interactions with the hatch...
The easiest and most universal choice to all killers should be obvious. Killers who bring in this perk against survivor teams with items do so because survivors who bring in items often have a build and a plan to go with them. It's unfair to say that a killer who uses FD simply fears items and aren't good at the game, without also criticizing the survivors in the same ilk for feeling they can't win a match without bringing in said items in the first place. Playing around flashlights can be tricky enough as it is, but how exactly does a killer play around 6 second healing time medkit builds, Brand new part, or a map that shows the hatches location? I've already mentioned the only methods for beating a key, and surmised that FD is the easiest and most universal way, but while the killers have other perks like Overwhelming Presence, Coulrophobia and Lightborn to deal with the other items, those all rely on the conditions of either the TR's size, or the survivor using the item against them in their presence. They do nothing unless those conditions are met, and survivors can very easily play around all of the anti-item perks, including FD.
What are the weaknesses to FD you ask? Simple:
- You can always collect another item from a chest at any time during a match if you lose the one you brought in
- Dropping the item yourself.
- Jump in a locker before the killer can hit you.
The first is a no-brainer. Unlike killers, survivors don't actually have to rely on the bloodweb at all to gain items. They can pickup items dropped by dead teammates, or they can search chests for new ones. While the Chest searching option is more random than the bloodweb, It's recently become a lot less so with the buffs to perks like Plunderers Instinct, Ace in the Hole, and even the newly added Appraisal, which increase the odds of getting really good items. So if the killer destroys your item with FD, you have a plethora of tools at your disposal to counter this and possibly gain something better than what you brought in.
The second is so laughably over powered against FD, I'm still shocked it hasn't caught on. If you're confused, don't worry...You read it correctly: Drop your item. If you do this, then the item will not get devoured by FD, and you can pick it back up at any time for usage when you need it. This weakness to FD renders it as a COMPLETLY WASTED perk slot for the killer. Sure, with FD's tertiary effect, the killer can see the items aura, and possibly take advantage of it if they are Hag, Trapper, or PH, but otherwise it's completely safe from FD's Destructive Secondary effect. Some examples of how to use this:
You bring in a key, but get it knocked out of your hand with FD? Well then... pick it back up, stash it somewhere you trust to leave it, and return to get it when the hatch spawns.
See the killer hit one of your buddies, and their flashlight hits the floor? Drop your own item, pick their flashlight up and drop it again where they left it.
The third is a simple method that forces the killer to grab you instead of making you drop your item with a hardy slap, but this is conditional. If you aren't on death hook, and are 1 hit away from being downed, by all means, hop in the nearest locker to keep your item. Otherwise it's basically a surrender to the killer, and unless you brought in a white ward, it won't allow you to keep your item anyway.
So OP... Knowing this now, where does that leave your Opinion regarding this "vile perk"?
Do you Still believe killers who use it are bad at the game? That it needs to be "Nerfed"? That It defeats the purpose of making bloodpoints to collect items?
I'd really like to know, Because from where I'm standing, it's a simple strategic perk that provides a decent counter to most OP items that survivors feel they need to bring in to achieve a win, but it's far from being worthy of your or anyone's revulsion. Honestly, the counterplay to FD is so ridiculously in the survivors favor... I cringe whenever I see posts like this. The only thing Idiotic about FD is how easily it's rendered a wasted slot.
Edit: neglected to mention the locker counter
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@CLAUDETTEINABUSH said:
That's not actually that much of an unpopular opinion. But I have to say, do you know the HELL devs will have to go to balance the game with 5 perk slots? They'll have to go through every single perk in the game, rebalance every killer and aspects of the game. Figure out what will happen if you have 4 hex perks+ haunted grounds,ect.
And then, the game could become even more unbalanced and they'll have to revert everything. Nope, not worth it imo
Whoa, whoa, whoa, whoa, ... Whoa! I'm NOT talking about rebalancing every perk and how they interact with each killer here... I'm simply requesting that killers should be allowed to save perk builds they like up to 5 times so that they can switch between them with a simple button press/click in the lobby, regardless of what killer they choose, as easily as survivors switch between characters...
I have NO IDEA where how you misinterpreted "5 save-able perk slot loadouts" = "5 perk slots." That is NOT what I'm asking for at all... re-read the post please.
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@brokedownpalace said:
+1. At this point them not putting in load out slots is pretty lazy. I don't hate the new UI but I don't think it needed to be changed in the first place.
The only UI change I've always wanted is the ability to decide how our perks appear on the HUD. I always want my Spine Chill in the top slot so it's easiest to see. Idk why it has to be random. What is the purpose of that?
Pretty sure the first perk you choose is the one put on top, but honestly, I don't know since I haven't tested it...can anyone confirm?
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/219698/the-only-ui-change-we-actually-need
Are perk loadouts actually an UI related change or rather a QoL change?
Anyway,we have asking for perk loadouts for years (and other important changes and features),but the devs just don't listen to most of the request and then do unnecessary changes like the new UI :]
You're Partly Right, It is a QoL change, but also a menu UI change. We really need this, as I'm sure you agree, and it honestly just won't resonate with them until enough people petition for it, or show support requesting it. That's why I went for it again... I want to see this happen, but tbh, don't think enough people will support it. If however they did... Then maybe we'd get this change by the next dlc update/mid chapter patch.
Sigh...Sadly, People don't care enough to be bothered to comment for the most part.
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Ok, calm yourselves... don't everyone speak up all at once. /s
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He can't Exhaust survivors anymore with add-ons... and his alternative bottle increases their movement speed for 5 seconds... he's definitely weaker.
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@EvanSnowWolf said:
So Clown no longer has a means to apply Exhausted?
They completely removed it! @TheClownIsKing is gonna be pissed about this.
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There's a Post in the PTB Feedback that clarifies that while the change is coming to open handed, it's currently not in the ptb and is being saved for a future patch.
@TAG said:
The version in the PTB is still 8 meters at Tier 3, but the Developer Update said that it was going to be increased to 16 meters. What gives?
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Clown can't Exhaust survivors anymore with his Solvent Jug, and instead can boost their movement speed for a longer duration... this is a MAJOR downgrade to him.
EDIT: I mean SERIOUSLY? They looked through All of the add-ons Clown has, and of them selected one of his BEST add-ons (solvent Jug, +exhaustion) to change for the new Afterpiece antidote effect, and left in his absolute WORST (Kerosene Can, +blindness)?
NOBODY EVEN USES THAT DAMN ADD-ON BECAUSE OF HOW USELESS IT IS, AND EVERYONE USED THE OTHER BECAUSE OF HOW IT HELPED HIM COUNTER ESCAPE PERKS!
I'm normally fine with most of the devs decisions and reasons for changes, but this time they REALLY screwed the pooch!
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1867509#Comment_1867509
She is annoying, but i would straight up dc each time if they buffed her like that.
I don't see why you would have such a strongly negative response to them.
For the Hindered effect, survivors vomit once every 10-16 seconds, which would only slow you down a little bit for 1.5-2 seconds when it happens. During a chase, that's nothing a good escape perk, pallet drop, juke, or dead hard can't compensate for. It only gives her a slight edge at catching up when chasing on open ground, or around a long loop, and any decent survivor shouldn't find it too hard to work with.
For the AoE infection, this does give her an edge in tracking a lone survivor since you'll leave a trail of infected objects behind you, and you have a higher chance of infecting your allies which will make them want to keep their social distance from you, but it doesn't do anything else that interferes with you or your teams ability to do objectives, and If everyone's infected and leaving infected object trails everywhere it'll be much more difficult for her to track the survivors exact whereabouts.
Finally as for the third possible buff. 1 allows her to choose to either use the fountain normally for gaining corrupt purge, or teleport to it instead. It doesn't give her corrupt and allow her to teleport, it's 1 or the other, and as the current strategy goes right now, if you are infected and want to cleanse you are completely free to pick a fountain that is no where near your team or any gens you're working on. The other proposed buff slows her down to a crawl for 5 seconds so she can power up Corrupt Purge, and I can see this being used 1 of 2 ways: she'll either channel it right before approaching a gen survivors are working on, or she'll charge in, vomit on everyone, and then channel it before commencing the chase. Either way, the survivors are all given a 5 second head start before she comes at them with all the fury of her indigestion. With that caveat, I can still see killer and survivor players complaining that she's still weak, because while Corrupt Purge is a menacing ranged attack, it's also completely avoidable, and good survivors often take it away from her with a hearty pallet slam.
Like I stated, I kept balance in mind when coming up with these, because even though she's "annoying", you have to admit she's far from powerful. These suggestions are just minor tweaks with counter-play and work arounds, so while they will make her stronger, they won't outright make her broken. I wouldn't DC against that.
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A few Buffs I recommend for Plague to streamline her ability without making it too Oppressive:
- Give survivors the Hindered status whenever they vomit for the duration of the vomiting (roughly 1.5-2 seconds). This is a small and periodic de-buff to survivors that makes the Plague more of a threat in a chase but not so much that she becomes OP or too oppressive.
- Also while a survivor vomits, give them a 6m AoE that infects everything within its radius. This allows the sickness to spread throughout the maps less predictably and reduces the workload on the Plague herself. Currently survivors spread the sickness to each other by rescuing an infected survivor, working on a gen with a fully infected survivor or healing a downed infected survivor, all of which require direct interactions, otherwise the Plague has to infect them and objects herself every time. Adding this will make the sickness spread feel more like an actual Plague, apply more pressure to the map for her, make the add-on's that increase infection time on objects more noticeable, increase the chances of the sickness spreading to other survivors, and help her gain the contagious (25bp) scoring events more often.
- Allow her to channel corrupt fountains from afar. Like Freddy's Gen Teleportation power, but I can't decide If I like the idea of her Teleporting to corrupt fountains which uses it up without giving her corrupt purge, or if she should simply be able to gain Corrupt Purge from across the map at the expense of her movement speed for 5 seconds. On one hand, If survivors cleanse they give her either incredible mobility or the best ranged attack in the game making it her choice in how to use them, on the other, she doesn't have to go to the fountains anymore and can gain her Corrupt Purge right after initiating a chase while giving survivors a small window of time to try and find cover, or gain distance from her. Either way would be a buff saves her precious time.
With these 3 changes, she would make life a little more difficult for survivors and really emphasize the choices survivors make regarding whether or not they cleanse, and when to do it strategically. With the first 2 buffs, infecting the whole team and chasing survivors is given a stronger edge that would encourage them to try and cleanse asap, but then with the 3rd buff, they are either giving her the ability to traverse the map quicker, or gain Corrupt Purge at more ideal times without having to go out of her way to obtain it. I Like these 3 buffs because they keep balance in mind and allow her to focus more on the chase and keeping up pressure on the map, instead of how it is right now: where she spends the majority of the beginning of the match trying to infect as many survivors as possible so that she'll be able to apply more pressure by the mid-end game. This is incredibly time consuming and frustrating for the player, and the infection mechanic itself doesn't really pose enough of a threat to survivors that would encourage them to cleanse vs remaining sick.
It's why I came up with these suggested buffs, but please tell me if you think they would make her too strong to go up against, because while I believe they have balance in mind, I also mained Plague for about a year since she initially came out... so I admit I am a little biased because I just want to see my go-to girl match up more evenly with the better designed and streamlined killers like Spirit, Bubba, and Blight.
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Survivor drops pallet, lingers
Clown Breaks pallet, Survivor leaves to next tile
Clown uses Antidote, catches up to survivor before they reach next tile
Of course this is only theoretical considering that the normal tonic affects survivors for as long as they remain in the cloud + 2 seconds after they leave the cloud (max 3.66 seconds if using both Ether add-ons). Likely this is also the case for the antidote, which will buff the killer and survivors for only 2 seconds once they leave the cloud giving clown 10.12 meters of distance at the higher speed, and survivors 8.8 meters. Unless the Antidote remains active for longer than the tonic, it's not going to be very useful for map mobility, but could be useful for playing catch up to survivors. If the Ether add-ons only increase duration of the Tonic, then here's hoping that they added something to do the same for the antidote so that you can maximize the distance gained at 5.06 m/s.
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@horrortale_sans said:
lets get this post to the top again
Nice try, and I appreciate the effort, but lets be honest... this is last years news, and this year they are going to "fix/correct" Blight. I can only imagine him lying on a ruddy therapy a couch with a spectacled tendril/spider leg of the entity saying:
"Pearhaps it'z not deir Butt-ox's you're seekink, pearhaps it the varmth of gitt'ink close to dem, maybe ewen just toh-ching dem due to your own selve image issuez... Tell me about you're mutter?"
Sigh... next session will be the Clown and his fixation on "red heads" and "fingers". Why do they have to kink shame a psychopath like this just because its "inconvenient" to the community and "Complained" about? People complain about the Spirit all the time, but because she kills out of Pure, unbridled rage, instead of out of some means of getting off... she gets a free pass from being "fixed/corrected"?
Sigh...
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Soul guard + Unbreakable + decent medkit and add-ons.
Since the current killer meta primarily revolves around the Undying + Ruin combo, with this build you get infinite 2nd chances as long as both totems aren't cleansed when facing slugging killers, and since slugging is what the Twins were built for, and the fact that after you get slugged they have to switch back to Charlotte and walk over to pick you up, you're pretty much guaranteed to get your 2nd chances multiple times. These 2 perks are also a decent combo against many other killers who get distracted by your teammates after they down you, but honestly, it shines brightest against the Twins hands down. The decent medkit is for keeping yourself healthy so that you don't get downed by victor as often and can even abduct the little turd for 30 seconds if you feel its the right thing to do in order to buy your team more time on the gens. This isn't a concrete defense mind you, but its worked very well for me on in most games against the Twins.
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@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1846423#Comment_1846423
you know what this was a good start to 2021 first post i seen and im not disappointed
You're welcome, and I hope this year treats you (and your booty) well!
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@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1846385#Comment_1846385
oh my god how do we turn a horror game into this
How can you not? Imagine if you will... the absolute terror these poor survivors feel, knowing that the killer isn't chasing them because of some psychological drive to kill, or some spiritual entity that forces them into a frenzy of worship via sacrifice, bloodlust, or murder... but because the monster currently hunting them only has one goal: TO TAP THAT ASS!
Shudders... If THAT were the killer after me... I'd prefer Nurse, because while she's a deranged Psychopath in her own right, at least she isn't drawn to me based on the Quality of my booty.
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@horrortale_sans said:
what is this post
It's truth... I know that's hard to come by, but honestly, ask yourself: What better way could the devs show off some of the survivor models finest "assets", than to lower a killers perspective enough so that the players can actually appreciate their fine work?
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@WishIcouldmain said:
Well the Blight is the character the devs really got right.
Damn right! IMHO
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My NY Resolution is to Barf on all of you survivors... at least twice a day, to cement that Plague, while thought of as weak, can be very strong in the right hands. Happy New Year! (honestly this pledge would've been more effective last year considering the Actual IRL Covid Plague and all... which I hope we'll soon overcome, so Here's hoping that it ends up less prophetic, and more fun in 2021)