Tarvesh
Tarvesh
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/814942#Comment_814942
You're not understanding. If you win that hard, it's boring for everyone but possibly you. The entity is bored, this is why you get next to no points or emblems for it.
Your job isn't to kill. It's to entertain. This is reinforced by being how the ranking system works. Slug if you have to, but stop being boring and let the survivor have his minute to do something.
No, my job as the killer is to kill. That's the game. Trying push the lore's narrative into the reasoning behind not performing as efficiently as possible in order to justify bad game design is just laughable.
A ranked game needs to look at skill and your ability to win, not your ability to entertain someone/thing that doesn't actually exist. If that is the case then they need to do away with the ranking system. Otherwise, they need to allow the game to score as a game, and not as a theater play.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/814913#Comment_814913
If you pick someone up that was just unhooked, that's on you. I get hit by DS maybe once every 10 games or so, and it's usually because there were two people with identical cosmetics.
The point of the perk is to give that survivor a chance to play after being unhooked. Slug them if you *really* feel the need, but you have complete control over whether or not you get DS'd.
Let me go step by step since you didn't seem to understand.
1: Survivor gets unhooked.
2: You down a DIFFERENT survivor.
3: You hooked that DIFFERENT survivor.
4: You down the unhooked survivor.
5: You get DS'd when you picked them up because you managed to be efficient enough to down and hook a different survivor, then down the original survivor.
DS is simply free immunity to good killer play. Even "giving the survivor a chance to play" can be done and you can still be hit by DS while playing efficiently and according the survivor's rulle book for what killers are supposed to do.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/814485#Comment_814485
This just shows you don't understand the way the game is designed. You are not there to kill the four survivors. You are there to entertain the entity.
If this were a basketball game, a score of 130-14 would not be a fun game to watch. It's an blowout. Blowouts are boring. It's no different than if you get genrushed to hell and the game ends in three minutes. No one really won that game and most likely everyone black pipped or depipped.
If you want to do your job as is reinforced by the emblems: Play with your food. Toy with them. Tease them. Hurt them. Then eventually kill them.
If you get hit by a DS ever, then it's your own fault for denying the survivor a chance to play. The entity wants them to have hope of survival before you quash it.
The DS part is wrong. You can regularly down and hook a different survivor then go to pick up a survivor you slugged and still get DS'd.
You denied nothing. You did what you were "supposed" to do by giving the survivor a chance to escape or be healed, but since you were too efficient at hooking a different survivor, you're punished by DS.
DS is now a free 60 seconds of immunity. It's not a punishment for bad play.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/813398#Comment_813398
The changes to Insta heal actually help more with one hit down addons as the endurance one enables you to take that extra hit after being unhooked or if you get injured first. When used correctly It's an extra health state which can be multiplied by 4.
The best toolbox with addons removes 26s of time so roughly 32.5% of the overall objective for each gen one is used on.
A flashlight user can add more chases circumventing the killer being able to hook entirely. After its use they add another chase and down which grows with each use.
Now Insta downs remove 3 chases of the Huntress's objective but it doesn't circumvent the whole mechanic. They still need to hunt, down and hook the player.
As I said it depends on the player and how well they can use the tools for all these items but each one can change the outcome of a match quite drastically.
None of that is circumventing gameplay. It's augmenting it.
A mori circumvents gameplay by ignoring the requirement of having to hook a survivor three times to sacriffice them.
A flashlight does not circumvent gameplay as it simply prolongs a chase much like a well timed pallet stun or loop.
Toolboxes do not circumvent gameplay because they still require you finish the generator which can be kicked and regressed.
Iridescent heads circumvent the requirement that a survivor must be hit twice to go down (killer powers not withstanding).
It doesn't depend on how well a player can use it. Using it at all circumvents standard gameplay.
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@Rydog said:
This is perhaps a neat idea on paper, but where is the line?
Let's say I'm counting Huntress' hatchets as she throws them at me, and I see that she has thrown all five, so she is out... but she brought a belt, and has extra hatchets, so she nails me. While this is more mild than your examples, it also circumvents baseline expectations in a meaningful way.
So, if there were a system in place as you describe, the line in the sand would be different for everyone, and you'd have tons of threads on here asking for this and that to be added to the "restricted list," so to speak. It's essentially a transparent admission that something is too overpowered to deal with, and if that's the case, the better solution would be to re-balance it.
The utility belt doesn't ignore the requirements of gameplay. She still needs to hit you twice to down you.
The line I described if completely different from the one you somehow translated.
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@AshleyWB said:
Game modes before new games altogether.
Times aren't how they were before. Games tend to be continuous rather than "here's the next installment" Dbd is in my opinion a great fit for that continuous hub of horror characters.
Overwatch 2 would like to have a word with you. >.>
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/813286#Comment_813286
iridescent head definitely takes skill maybe with one hatchet but with infantry belt no
Unless you you just melee range the throw. No skill, guaranteed down.
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@twistedmonkey said:
The only problem is these are mainly killer items.
Toolboxes, medkits and flashlights also have the ability to severely hinder a killers progress with the ability to take a free hit, save someone and speed up the game.
Every item can make the game unbalanced in some way in reality.
If we start down that route then perks start to also come into play and why Is advise not to look at the rank system as a rank system but a way to just try and match people of equal skill.
None of the items you mentioned completely circumvent the mechanics they work with, though. They already got rid of instant heal med kits or it would be on the list.
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@ColonGlock said:
Changing the struggle action to mouse wheel would make it a non issue if you are on pc.
This is still not engaging game play.
@vossler25 said:
Yes, struggling to struggle make struggle pointless, great argument lol, personally, I think you don't have to hit the struggle button enough, amp the required button mash, struggle isnt struggle enough, as for the ignoring part, that is just a fault of something else, such as bad keyboard, fps drop, etc
Which is a broken mechanic if anything like an fps drop can kill you even though you're doing everything right.
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Just had a game with me as a rank 4, two survivors at rank 5, and one at rank 6 going against a rank 16 Doctor. This guy got five hits all game. Two of them were mine.
We get all five gens done with NO hooks until I finally get downed before an exit gate was opened. I got hooked in the basement.
No NOED. No Devour Hope. No Make Your Choice. Nothing to threaten them.
Three healthy survivors refused to come get me because "none of us had borrowed time".
FFR? Does body blocking no longer exist?
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@Herman_CMH said:
How about a killer in survivor outlook who can pretend to be a survivor? The attack can only be activated only after repaired a certain percentage of the generator? I should be fun
Scroll up to my video response. I made a killer that can do sort of what you're talking about.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/709543#Comment_709543
I was always wondering if Pumpkin head would come to DBD, but than Demogorgon was announced and its pretty much the same thing but one has a tail and a different head...
But its basically the same thing isn't it? Except, I also think pumpkin is immortal since he's created from rituals or something? I haven't seen the movie in a long time so I forget the details...
Basically the same Except....
Pumpkinhead is a literal Demon.
Pumpkinhead is summoned to exact vengeance.
Pumpkinhead can't teleport.
Pumpkinhead is about 12' tall and can simply sense where his targets are.
Pumpkinhead is sentient and typically kills his victims slowly by mentally torturing with them then drawing out their deaths.
I tried to make him here:
https://forum.deadbydaylight.com/en/discussion/48592/killer-creation-licensed-the-avenger#latest
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@alienschmalien said:
Sure. Having no information against a killer when they are using their power is SOOO fun. It's so balanced. Especially balanced when she has prayer beads.
As she is? She's 80/20 you are going to lose that chase, because there's literally no real mind game potential against her. And the only counterplay shouldn't be perks like Spine Chill and Iron Will. You shouldn't have to take up two perk slots just in anticipation of ONE killer.
You who only want Spirit left the way she is because she is nothing more than easy wins and chases and therefore easy wins at the match all together.
So you're inability or unwillingness to pay attention to your surroundings or adapt to a killer when they use their power is the killer's fault?
It's their fault you don't watch for birds flying?
It's their fault you don't list for the power ability sound?
It's their fault you don't listen for her footsteps?
It's their fault you're unwilling to change your chase strategies to incorporate walking, standing still, or doubling back on your path in order to create different mindgames to confuse the killer?
You sound like someone who doesn't want to adapt their playstyle beyond "run, loop, DS, repeat". Your mindset is more like "this works for everyone else so I shouldn't have to do anything different for this one either".
I know putting some effort into adapting to the killer might be beyond your scope, but GASP you might actually have to do that for different killers who chase and traverse the map in different ways.
As it is, you sound like someone who didn't like the way the other kids you playing you you just sat down and threw a fit till the other kids finally left.
You might find that your game improves if you put in the effort instead of just pouting and losing intentionally, which is reportable.
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@Phox said:
No it isn’t fair and balanced but neither are your addons so I’d say it’s a stalemate. Most killers know the risk of dc’s running certain addons, not that it’s fair but maybe the devs should look at the addons that cause consistent disconnects.
But they shouldn't look at killers being punished for full team DC's?
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@megdonalds said:
Don't use oneshot addons at all then? I know it's part of the game but let's be honest those kind of addons are the most BS in the game. A match is pretty much pointless then and gg ez for the killer except the huntress is the biggest potatoe in the world. I don't get it why the devs still keep that in the game. Versed a huntress lately with irridescent heads + ebony mori, so full brainless tryhard mode which guaranteed most fun for everyone. I won't defend DCing but it's quite reasonable in this case.
So killers deserve to depip and derank if they use things the survivors don't like? Don't use the things you get in the bloodweb because survivors don't approve?
Survivor mains all seem to have the exact same responses. "You deserve to depip and derank if you do or use things we don't like."
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@rd_dex said:
Honestly you deserve to depip, that addon shouldn’t exist in the first place.
"You deserve to depip and derank because you play the way survivors disapprove of"
And if I play a killer they don't like? Do killers deserve to depip and derank because whiny survivors don't like something?
What if they don't like the map?
This isn't a game dictated by the whims of a single side of the game.
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"Don't use what you get with your bloodpoints"
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A single game mode fore three years straight will do that.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/776656#Comment_776656
I believe he is suggesting that any perks that give Survivors buffs or extra abilities while injured, buffs the No Heal meta.
I am still waiting for a Perk that coagulates your blood when injured so you don't leave blood trails.
It's called No Mither
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I could see things like the longer you're injured, you fill up your wiggle bar, or even the longer you stay injured, the more your recovery bar is filled up after your downed.
Or increase action speeds for each OTHER survivor that's injured. This would cause the buff to fluctuate over the match and not make it as reliable. Plus, if everyone's running it, the entire team is risking being one-shot for the bonus.
Allowing you to block the killer's ability to see auras for 2/4/6 seconds whenever you're hooked.
Gaining tokens for x amount of seconds while injured and being able to channel an ability button to throw some of your blood to create a fake blood trail.
There are plenty of things to do to work within this new meta.
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To be a true anti-tunnel perk, you should lose DS when:
- The survivor is fully healed.
- The survivor interacts with a generator or locker.
- Healed from the dying state.
- Another survivor is hooked.
For the first, if the survivor is fully healed, they now have the same amount of hits that DS would afford them. You no longer need it.
For the second, if a survivor decides to start working on objectives or focusing on hiding instead of looking for help, you no longer need it.
For the third, if you were left n the ground and the killer left long enough to let you be healed from the dying state, you now have the same amount hits that DS would afford you. You no longer need it.
For the fourth, if another survivor is hooked before you are, you weren't tunneled so you no longer need the anti-tunneling effect.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/770525#Comment_770525
>Put the survivor into first person.
That would be too cruel (and also slightly confusing).
*Clicky clicky clicky*
But survivors actually blinding the killer is ok? A few moments in first person isn't going to kill a survivor. It would just force them to play more cautiously instead of going "I can't see auras? Darn.... Good thing I'm not actually hampered in the least."
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I think blindness should:
- Put the survivor into first person.
- Surround their vision with wispy darkness similar to Legion's berserk.
- Hide auras.
- Hide the killer's red stain.
All for the duration of blindness.
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Here's a Pig upgrade video I put up in the suggestions section. I think it would really help her.
https://www.youtube.com/watch?v=d331jMmxoFU&t=9s -
I can't even remember the last time I faced a Spirit... or lost to one.
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I decided to go with the following build:
Object of Obsession - Look for the other survivors and wave and point for the killer.
Better Together - Work on a generator to lure other survivors to me so I can point them out to the killer.
Fixated - Because as the Entity/Killer, I should be able to see scratch marks.
Calm Spirit - The crows are the eyes of the Entity, and the powers bestowed upong the killers come from the Entity. So the world and abilities will not work against Nea.
Object of obsession is really the ONLY survivor you can use to actively help the killer, but when it's combo'd with perks that lure survivors to you it can be a lot more helpful.
I considered using perks like bond or other perks to see where other survivors are, but I went with Fixated and Calm Spirit to give some more thematic feel to the build and make it seem more like the Entity was walking among the survivors.
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I think one way to kill the grind a bit on the Rift would be to award one free tier in the Rift each day after you complete a daily ritual.
You performed a task, you get bloodpoints and a level in the Rift. Boom.
That cuts down the grind more by just doing what you would normally have done each day while still earning the levels by continuing to play.
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Thanks for commenting here and on the video! I appreciate it and like knowing people enjoy my work.
Tomorrow will be the start of a new DBD series as well. You can look forward to that.
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@Sheldor said:
What's really stupid about the Plague is the fact that with iron will you can supress groans of pain from a bone-deep flesh wound but not the vomiting sound that can be heard from half a map away...
Are you telling me that you think it's stupid that you can will yourself not to groan in pain, but that you can't will liquid and air from making noise as they exit you and hit the ground?
Because you aren't making the sounds. The air and vomit coming from you is.
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I would still like to see it keep its effect specifically if you're standing still in the basement.
I love that little meme. Makes for a good horror situation too. You don't know they're in the basement till it's too late.
Sometimes a horror game needs to keep its horror elements.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/752401#Comment_752401
Puking blight probably wouldn't be possible. It's important to be able to distinguish between vile and corrupt purge. Changing the colours would get in the way of that.
If green and black are distinct enough.
Then yellow and Black are definitely distinct enough.
Just make her Vile Purge yellow. It's a color pallet swap. I'm guessing that would take a day? Less?
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/732915#Comment_732915
So those who are trying to say that 4 red instaheals are op are wrong because they are extra rare, right?
Correct. They don't happen anywhere nearly every game and if the do happen it's because it's a team that's farmed them. I'm sure you see a lot of those, though, right? 4 of them. Every other game, yes?
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You're tryign to say a build that is reliant on extremely rare addons (so not spammable and a rarity even having a chance of running into it) is OP?
Maybe if it were a constant reliable build. But no.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/724403#Comment_724403
He can still spam them while walking even without getting a little speed debuff.
Survivors are automatically placed in dream state.
It's not a drawback to be unable to place pallets in spots everyone know they can't be. Even if that was possible nobody would do it as few people would be tricked by it.
A teleport that goes to any unfinished gen that doesn't even need addons to make it unlimited range. Broken.
Yea he needs to be tuned down and have some sort of drawback to his utility.
I like how you quote everything before all the drawbacks I mentioned.
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@jeyers said:
He spam Traps.
He spam Pallets.
He don't slow down when using his power, no drawbacks at all or cooldown. It is time to adjust this guy.
He drops Traps.
OR
He drops Pallets. Extremely rarely.
He has a limited number of them, and going over that number pulls them away from other places he's placed them already which is a detriment to his overall strategy. Yup, no drawback there.
Survivors have to be in the dream state to even be affected by them. So clearly no drawback there.
For pallets, you can't place them except in certain locations. So that's OBVIOUSLY not a drawback.
No cooldown other than that 45 second cooldown to his teleport (which he has to work to keep lower by constantly going after survivors to keep them in the dream state). Hooking a survivor breaks them from the dream state which extends his cooldown (which does exist). So no downside there.
Oh, and he loses his teleport once the last generator is done. This is clearly not a drawback to his endgame ability.
Yeah. Adjust this guy with his no drawbacks and no cooldown! Only killer in the entire game with all positives and no drawbacks at all!
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I'm rank 6 and I'm being pair with 19-15's. I can hear the game laughing and congratulating me on m y de-pip each time.
The killer needs to be an average of the survivors, not on one extreme or the other.
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@2Khours said:
https://forum.deadbydaylight.com/en/discussion/comment/695964#Comment_695964
don't use it now, you will crash when you'll get your sixth token
I know... that was the joke. >.>
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Look now, Dying Light is so good it's literally stopping people from doing gens by preventing the game from being able to be played. God tier perk.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/686460#Comment_686460
Yea honestly it was very well edited which made it easy to follow along with. Also the designs for the perk icons and ability were really good.
I think the problem I have with the stacks is that you can save them for the next chase which gives the next survivor no counter play.
Jumping Through Hoops: It just don't think it will have enough of an effect in chases. If survivors loop the tile well enough the additional speed from vaulting won't really help. It also doesn't work well with your ability when you want them to keep vaulting stuff.
Ring Leader: Most perks that give killers extra speed are easily lost such as PWYF but yours let's them have it for 30 seconds which can be a lot especially with bloodlust. If it didn't stack I still think the time should be reduced a bit.
Spy Cam: I wouldn't allow them to move it. I wouldn't place it near my gen but I'd place it near loops where I have less visibility. Then once I use the pallet in that area I would move it to a new loop later which would give the killer zero mind games. For each tier it should show 4/8/12m around it.
Snitch: I tried creating a perk with this in mind before but it didn't work. It's just hard to make it a save yourself while not completely trolling your team. Maybe when you begin a chase the nearest survivor has their aura shown to you for 4/5/6 seconds. This gives you time to try and lead the killer to them without completely trolling them. It then also can be used for normal, non trolling purposes also.
Yea this took an hour to correctly write lol I had to keep going back to the video just to check little details. Mettle of man was probably not that bad against purple ranks but once it got to red ranks then it became extremely OP since people knew how to loop. Like the perk Spy Cams may not be used properly at lower ranks but would be extremely strong with teams who know how to use it.
Also did you seriously draw the perk icons and ability?
I actually use a lot of clip-art for the power and perk icons with editing in photoshop to make them sharper, pop more, and still look like they belong in the game. My tablet was stolen almost a year ago so I can't do much in the way of drawing icons right now.
I'll try and keep your suggestions in mind as I continue the series. It's tricky to make these things, but it's a lot of fun to do it so even not getting things perfect still makes it enjoyable.
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@CashelP14 said:
First of all great work on the editing of the video. It was very easy to watch and the ten minutes flew by. The design of the perk icons and ability are really good and I wish I had your talent when I was writing my chapter lol
I like the idea of the ability but I think it needs slightly buffed. To get all of his stacks he needs the survivor to vault a lot and doesn't feel like he can end chases that quickly. Maybe he darkens the map and puts the spotlight on you when using his ability. While your in a chase it charges up at 1 stack per 5 seconds up to a maximum of 3. And the stacks are lost after the chase is over. I was going to give it a maximum of 5 stacks but that feels way too long.
Jumping Through Hoops: The thing is I'd only use this if I had bamboozle but I'd use bamboozle over it. Maybe if a survivor vaults a window 3/4/5 seconds after you they get the hindred status effect applied for 5/10/15 seconds.
Extravaganza: Would couple really nice with tinkerer. It will also help when survivors try and finish a generator infront of you.
Ring Leader: It sounds a bit too strong. It is very easy to get while also lasting for a very long time. Also if it stacks then a 133% killer is just broken. I'd say it needs to last a lot less time and also have a cooldown.
Spy Cam: Very Strong. Full 4 man swf all running this perk would be brutal for the killer. Set this up in loops all the killer has no mind games he can play. They should only be able to place one the whole game in my opinion. Makes placing them more strategic.
Destroying Evidence: This would be a strong perk. I like the idea of increasing cleaning speed based off destroying dull totems but I think the starting value should be decreased. Maybe 10/20/30% but I could be wrong. It's hard to judge these things till we see them in game.
Snitch: This would be really annoying in the games where the survivor works with the killer. Trolling perks are fun but very hard to balance in this game.
I hope this feedback was helpful mate. I'm giving my opinions as someone who plays primarily at rank 1 so I hope that helps.
Thanks for the feedback! I'm still trying to work on how I want to present these but this at least made me feel better about how I'm doing so far.
I actually considered having the tokens increase during the length of the chase, but thought free stacks just for chasing would have no counter play. I used the vaulting system because the survivor would have to choose whether to utilize a vault and give the killer ammo for his power, or hindering their own ability to get away by giving up vaults.
If the survivor doesn't vault, it makes the killer's time easier when it comes to catchign them. If they do vault, they give the killer the ability to stun them. i thought the counterplay and built in mind game was more balanced.
Jumping Through Hoops: I wanted some different then Bamboozle. Where Bamboozle stops the vault from being able to be used, JTH forces the survivor to choose whether or not its worth using the vault when they know the killer will get a speed boost. I like my mind games, and the Ringmaster was a killer I really wanted to put a lot of chase mind games into his power and perks.
Extravaganza: This was the exact reason I created this perk. It's a perk that you can break out when you see a bunch of toolboxes in higher ranks. Most survivors will stay till the very last second if they think they can get the gen done. This perk punishes that.
Ring Leader: I considered this as well. But I don't think you'll ever get it to stack very often simply because it won't take long for the survivors to realize that you have it. It's another chase disruption perk that punishes looping, so a survivor will have to wait three seconds before choosing to retrace the same steps. It's a perk that mostly punishes small loops. Jungle Gyms are still pretty safe from this perk.
Spy Cam: I honestly brain farted on four survivors bringing this perk so one cam likely would be more balanced. Perhaps allowing the survivor to move it after they complete the equivalent to one full generator?
Snitch: I admit that I made this one to be annoying and trollish. These are perks I think are fun. DBD always asks the question whether you'll work with your team or if you'll prefer to take care of yourself first. I don't think there are enough perks in the game that really put yourself above the other survivors. So Snitch was my answer for that.
Thanks very much for the feedback! I helped me consider how to design/redesign perks in the future. I'm usually at best a purple ranks player, occasionally hitting red, so that's probably the difference between our mindsets.
But I always appreciate feedback because it means that people have at least checked out my work and feel its worth responding to. So always feel free to let me know what you think!
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Thanks for this. I"m not sure how to link videos. Or if I can with this system they have....
@thisdude9001 said:
Unless the infected has some sort of echolocation flashlights should still effect them, maybe make it like the stun reduction? so just a reduction in blinded time. Also Stun reduction is to strong mixed with enduring maybe make it so they don't stack or that the reduced stun time doesn't work with pallets. "Whenever a survivor has two infection counters, they must be fully healed within 75 seconds in order to remove one counter" so they can't go back down to 0? also this time seems a bit short of a duration with it taking 16 seconds to heal them back to full health after you get to them. So are they just suppose to camp the survivor for 75 seconds? Could they just knock the survivor back down and start the countdown again? Also do the survivors take control of the killer or does the game control them? or both if the survivor quits? what if they just don't do anything afterwards? There being multiple killers while losing survivors would make the game much harder.
Fast Mover- Speed is to good even with the 3 hits needed, especially mixed with save the best for last. For reference the speed is .1 faster then Legion's frenzy speed.
Shambler- Speed is .5 slower then survivor so sneaking is mostly completely needed, nearly impossible in a open area. Burrowed time becomes much less viable with only a 6m terror radius. Random chance doesn't mix well with skill based things such as chases, I would recommend dropping the 15% thing, just wouldn't be fun to get sneak attacked and then dying.
Man this is getting long, but wait there's more!
Killer perks
Fueled by Hunger- first of all really cool, With fast mover your speed becomes a bit slower then the trapper (4.6>4.08) and Shambler becomes a tragic 2.8. Would be hard to keep chases up like that but if you can geez fast mover becomes 7.65 movement speed about half as fast as nurses movement speed while blinking. So super fast.
Life sense- they enter? So they have to enter your radius? This seems like it would either be really good or useless depending on how lucky you are. I assume you get some sort of notification? Maybe if it just showed the position like doctors screams or Rancor.
Virulent- Cool! what if they use self-care?
Survivor perks
Desperate Maneuver- This is fine, cool even.
Impromptu Repairs- Odd mix of cool and strange but not really a balance issue IMO.
Jaded - This seems fine but does it effect Object off Obsession at all? also doctor terror radius already has a counter with calm spirit and this seem like it would be even more annoying.
Overall this is really cool and I would love to see more of this content. Also could you link the images or did you make them yourself? Also also would you want this to be in the YouTube comments as well?
I love all the feed back and wish I could address everything in a satisfactory manner, but these are mostly just done for fun with cool ideas. I'm not an expert on all the actual movement speeds and such and don't really consider too many perk combinations in the creations.
The low blind and stun duration would be good changes. I was just trying to think of how things like that would affect something that is basically just a vehicle for a virus.
Fully Healing a survivor would only ever remove a counter if the survivor has two counters. Once you have a counter, you'll always have at least one, making getting hit again a larger threat.
Is that Fast Mover's speed with or without Save The Best For Last? I wasn't sure how fast that would actually be but I did want it to be much faster than all other killers since they're basically just sprinting nonstop.
I thought the 15% chance thing was a decent chance-reward for the Killer being able to play right and overcome the weakness of its lack of mobility in this form. A wary survivor shouldn't have to worry too much about it, especially when they're still just as slow getting you to a hook.
Fueled By Hunger - I'm glad you like it. I imagine it being a fun sort of way to emulate how hunger (or adrenaline in the case of other killers using it) really drive the killer into trying to get to their prey faster.
Life Sense - I try not to put things that are all good/great on my creations. Life Sense is designed to be one of those perks you put on certain killers or for certain maps where you know you just have to move around a little and you'll likely catch someone in your radius (like The Game map, or while playing the Doctor). Not an AMAZING perk, but good for certain situations or for new players who have trouble keeping track of survivors in a chase. It works if they enter your radius themselves, or if you're moving and your radius moves over them.
Virulent - Self Care does not trigger Virulent since it has to be another survivor healing them that has a chance to recieve damage. Self care is just you healing yourself, not someone else healing you.
Desperate Maneuver - Glad you like it. I figured it was a good anti tunneling perk.
Impromptu Repairs - I take strange as a compliment. the idea came from me having a lot of items I don't use and wished I could trade them in for repair kits.
Jaded - Yes, this would affect Object of Obsession.
The character art was linked in the video description. And if you like, you're more than welcome to post your questions in the youtube comments.
Thanks again for all the critiques!
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@marching_hyena said:
They aren't removing these because removing some of them would be taking away balance.
"balance"
This word you say. I do not think it means what you think it means.
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So one bad weather or cable problem and you lose a perk because of something you can't control? Nah, that won't fly.
I know you're thinking of people who purposefully DC, but this punishes people who don't mean to as well. Not fair, not cool.
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@Warlock_2020 said:
Yeah, so now a survivor can get the ultimate sandbag on their team mates. Yeah, I don't see that happening. Just get better or don't try so hard for the 4k.
Get better? Getting better means you can achieve 4k's.
You can't get better when you're denied a 4k because someone DC's so the other person can get the hatch.
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YES!!!!!!!!
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- Freddy
- Hag
- Doctor
- Huntress
- Pig