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TheChinCollector

TheChinCollector

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TheChinCollector
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  • https://youtu.be/jrtxF-OFOv4?si=MXYD1b7_sZXK4kLf

    THREE YEARS AGO I PREDICTED IT!!! HEHHEHEHHAHHAH

    In all seriousness I’m wondering what, if any, of the ideas I posted here are to close to anything they actually do with the chapter.

  • https://youtu.be/jrtxF-OFOv4?si=MXYD1b7_sZXK4kLf

    THREE YEARS AGO I PREDICTED IT!!!! HAHAHAHHEHEHHAHEH

    In all seriousness I wonder if anything I can up with in this post actually has any relation to what ends up in game. Can only wait and see I guess.

  • @PassarinoT said:

    I have a question regarding Alan Wake, was he inspired any bit by Alan Walker? Some of the perks sound similar to his aesthetic.

    It was inspired by the game Alan Wake. You'd have to ask Remedy if that's where the inspiration came from but I know the game draws heavily from the works of Steven King.

  • @Exerath1992 said:

    Really cool! A few questions:

    -why would you want to push survivors away? Maybe to get them off a gen I guess, but pulling them toward you does the same thing. Maybe there should be added benefit for pushing, like hindered, exposed, or an injury. Take this with a grain of salt because im not sure what kinda max range you are going for.

    Perks are really good, I love fog of war. Opportunistic giving such a long aura read seems powerful, maybe hardcap the time to 6-10 seconds and make the range a variable 16/20/24 meters. Excrutiating pain is OP, there needs to be a long cooldown or a condition that needs to be met for it to work.

    Footwork and team player are beautiful. Touchdown is a might strong, maybe make it 20%/30%/40% but make it within 12 meters of the exit gate.

    Hey thanks for the feedback! This is kind of a first draft right now but I can answer some of your questions.

    • There are two main reasons why I added the ability to push survivors away
      • To make the Scourge not just a worse Deathslinger
      • More importantly to offer new opportunities to disrupt loops. If the survivor is closer to you than the edge of your range, a wave that pushes away will reach them first. It can also be used to push people off course into something like a corner, a deadzone, or away from a pallet if you have the right angle.
    • You are probably right about Opportunistic
    • I'm not entirely sure how to balance Excruciating Pain. I was trying make the affect long enough so that Broken will actually be impactful in the match since a lot of the higher skill players treat the normal 30 to 60 second Broken effects like they don't actually exist. It could probably do with being shorter but I did also give it the stipulation of needing a basic attack. Powers like Feral Frenzy, Pig's lunge, Huntress's hatchets, etc would not be compatible with the perk
    • Part of the balancing of Touchdown was the requirement that it can only work during the End Game Collapse. You have to not only survive till the end of the match but also get an exit gate open in order to use it. I was, however, considering changing it from remaining time to recovery speed which I think would work out something more reasonable (max 1.75x recovery speed).
  • Honestly, Jeff the Killer is at best a mediocre creepypasta that only got traction because of the image that was associated with it. It’s written like the author is a middle school student with a high C average in whatever English class they have. Now a days there are tons of far better written creepypastas that inspiration could drawn from as well as other well made horror franchises. The day the community starts to push for Jeff the Killer to be in DBD is the day after literally every other popular or semi popular horror character has been added.

  • I've got quite a few perks in mind but most of them come from some of the concepts I've written. To keep things brief, I'll just include my favorite from each character.

    From The Alan Wake Chapter Concept (found here):

    Creative Control (perk for The Darkness)

    You enjoy shaping the acts of your victims to fit your own goals.

    Even if a generator is fully regressed, you can break it. Generators broken in this way become marked. All progress made on other generators while a generator is marked is instead transferred to the marked generator at 100/90/80% efficiency. Only one generator can be marked at a time.

    “My manuscript is being heavily revised. These edits are getting very aggressive and each day there’s less of me and more of her.” ~ Recording of Alan in the cabin

    Torchbearer (perk for Alan Wake)

    You are used to fighting with a flashlight in your hand. Enough so that you have learned to get more use from them.

    For every 24/18/12 seconds you are in the Killer’s terror radius and not in a chase, gain 1 charge back to your flashlight.

    “Warriors, torchbearers, come redeem our dreams,

    Shine a light upon this night of otherworldly fiends”

    ~ The Old Gods of Asgard’s “Children of the Elder God”

    From The Infected Killer Concept (found here):

    Alert the Horde

    The survivors weren't careful and have now lost each other to the sound of the oncoming horde.

    Become obsessed with one survivor.

    Whenever the Obsession generates a noise notification, gain a token. At 6 tokens, a 32 meter terror radius is applied to the other survivors for 20/25/30 seconds. Survivors can hear the terror radius applied to them. At the end of the effect, the counter resets to 0.

    You can only be obsessed with one survivor at a time.

    "OH [BAD WORD]! Watch out!" ~ Coach

  • Bumping for minor updates to the concept. Mostly just replacing the "Shrouded In Darkness" perk since the new Lightborn completely invalidated it. Also added legendary skins.

  • @shadowman0105 said:

    It sounds like the power is based on chase potential then traversal so he/she being 110 would make them lose gen pressure.

    if they teleport to their traps with or without survivors then they could be considered 110 but then you will have to increase the base placements which could lead to killers using addons that increases the base amount held. It seems like a cool concept I’m sure you can make fun.

    The power is meant to aid with chases. The problem is the concept I’m toying with is to not just make it annoying. Like you run from the killer only to have the window or pallet get blocked in your face. That and places like shack and the upstairs of the Thompson house may become inescapable death traps if blocked up properly. The reason I’m thinking about making the killer slower is to balance them similar to The way the Deathslinger, Nurse, and Huntress are balanced for their good chase powers.

  • Honestly this whole thread is just going to be shameless plugs.

  • I actually did come up with an idea for a Left 4 Dead killer. The main post is here.

  • @GamerGirlMiller82001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235964#Comment_1235964

    Ikr. I hear of alot of people saying "oh let's make chucky, oh let's make pin head, oh let's make pennywise" first of all chucky would be impossible cause he would be to damn short to see over the grass. Second of all, pennywise wouldn't be in the game cause he has alot of power him self being able to change things around him so the Entity wouldn't be able to control him, and 3rd ok maybe pin head MIGHT make it but I dont see that happening either. They also had a Jason model ready but since Jason already had his game at the time they deleted the model. But watch...now that the Friday the 13th game is pretty much dead they might try to make him again

    They actually can’t do Jason since there is an ongoing legal battle over who owns the copyright to him. I believe it’s between the original screenwriter and the company that hired him.

  • I’m not sure I’m understanding the power correctly. Is part one of the ability a charge attack or just the ability dash across the map? Do you see the active totem’s auras when someone is nearby or do you have to actively go look at the totem to see?

  • @ThePoltergeist714 said:

    Zombie like killers is the way to go. Thats actually something thatll be cool and new to DBD.

    Do you have any balancing opinions on anything here? Like for The Tank I’m not sure how much use it would get directly. Like the issue with Deathslinger’s ultra rare and Iron Maiden where the exposed effect is more difficult to take advantage of. The only use I can think of would be people being forced to drop pallets early.

  • I don’t think you understand what jumping the shark means. The phrase is supposed to be in reference for an entertainment medium hitting its peak and trying to stay relevant far longer than it should. It originated from the show Happy Days reaching its peak after having one of its characters jump a shark as a daredevil stunt and the realization that the writers had run out of ideas. https://en.m.wikipedia.org/wiki/Jumping_the_shark

  • @Keezo said:

    Well, with medkits & toolboxes getting changed, and with no-one on the face of the planet disliking maps apart from Trapper mains, Keys(and hopefully moris along with them) are gonna be on the chopping block next. And although it probably wont happen, despite probably no-one disagreeing with it apart from people saving DS until endgame... i really want cypress mori basekit(That counts as a hook, just existing as a flashy way to end a trial), but it's just something i want, you know

    I agree with you on the mori but maps I’m not so sure. Most of the map dislike is still there but has only died down because of how little it gets addressed. Whenever I play a shorter killer like legion I always suffer in maps with lots of foliage like most Coldwind maps and sanctum of wrath. The windows on places like ironworks just make me flat out abandon any chase just because of how much of a time waste it is. I’ve had matches where every time I chase a survivor they just run for that window and either die on their hook because they were the only ones left or escape hatch without being hooked once.

  • @Kyxlect said:

    "My question for y’all is: What perks do you expect them to change, when do you think they might get changed, and what do you think/hope the change will be? Maybe one of the posts here might gain traction with enough killers and survivors that the devs might consider it."

    I expect and forsee doom. Doom I tell you! DOOOOOM!!!!

    I highly doubt this thread let alone any of these posts will be seen by the devs, after coming back to this forum fairly often, I noticed that a lot of threads come and go quickly as soon as people stop posting to it.

    I guess you’re right. If you don’t have some kind of outrageous statement or some kind of clickbait the thread dies pretty quick compared to the “Screw BHVR/survivor/killer” threads.

  • @BigBrainMegMain said:

    I know for sure NOED is on the chopping block.

    That was part of the reason I made the post. With new Hex: Ruin here to stay, I figured NOED wouldn’t be a question of if it will happen but when it will happen. Honestly my hope for NOED is that they keep the haste but swap the exposed status effect with aura reveal with no max or min range.

  • @Archimedes5000 said:

    Have you seen the lastest dev stream? They explain pretty clearly that their hit boxes are #########.

    So bad that you need "AimDressing" on melee so that hits look normal, and they dont work on Huntress because it was designed to work only on melee, they didnt even consider ranged attacks.

    When was Huntress released again? 2 thousand years ago? And what? We have a hitscan killer in the lastest PTB?

    He’s not hitscan but his spear moves fast enough that it comes close.

  • How would it show up on the killer’s end? Would they get the points for downing you? Would the attack cool down animation happen? I could see some issues occurring for whenever a huntress would have hit you with her hatchet or any other potential ranged killers they might create.

  • Is this meant to be used in a chase or do you use it to lure the killer?

  • Extra Ideas:

    Killer Details:

    Height: Average

    Terror radius: 32 m

    Weapon: bare fists

    Movement speed: 4.6 m/s

    Potential map: The finale for The Sacrifice/Passing just because it’s tied to Bill. Although I can see it becoming another Haddonfield with the attempt to make buildings important. Maybe other finale’s too but that would be kind of a stretch on why they matter.

    Cosmetics:

    If the devs we’re allowed to make cosmetics for The Infected, they do have a large pool to either rip or draw inspiration from.

    • The already existing variance of the common infected themselves
    • The uncommon infected (Clowns, riot gear, construction worker, etc)
    • cough Jimmy Gibbs Jr. cough
    • Weapons would be completely hand based (missing/bloody fingers, brass knuckles, gloves, etc)

    I wanted to bump this post again but figured that would be lame if I didn’t have anything to add to it so enjoy.

  • “You’ve activated my trap card.” as trapper, just whisper “steb” quickly when stabbing someone as legion, and then I’ll dial up my twang for saying “Come ‘ere boi.” When I see a survivor make a mistake.

  • Pain Reliever has also started streaming on twitch and but I’m not sure how much demo he plays.

  • @GeneralSpudmuffin said:

    Interesting... I like both ideas, though the second would definitely be the easier of the two... The OP would be a blast to try out though, if this ever came to fruition.

    My original idea for this was based heavily on how the verses mode was made for L4D but after working on the add on to play as a Common I realized how much better it would be logistically and cosmetically to just make the Common be the base of everything and theme add ons with the special infected. I’m not sure the devs have any interest in adding more left 4 dead content tho.

  • The following is a second, more practical concept for The Infected.

    Power

    Endless Horde

    The green flu left few immune to its effects. Entire cities were laid to waste in hours as the virus continued to infect as many people as possible in any way possible. In its wake, a violent angry mob of feral monsters were left to seek out those who had not already succumbed. Weak on their own, devastating in mass.

    • The Infected can vault pallets at the same speed as windows. Pallets can be broken using the active ability button.
    • Every time The Infected gets stunned, they die.
    • While dead, The Infected moves faster and cannot be seen, heard, or interacted with. However, they cannot interact with survivors, open lockers, break generators or pallets, or see blood, scratch marks, and survivor auras.
    • The Infected can spawn anywhere as long as they are not within line of site of a survivor. When respawning The Infected's terror radius returns instantly.

    Perks

    Same as in original post EXCEPT Jockey Grasp has been replaced with:

    Alert The Horde

    The survivors weren't careful and have now lost each other to sound of the oncoming horde.

    Become obsessed with one survivor.

    When ever the obsession makes a rushed action, gain a token. At 10 tokens, a 32 meter terror radius is applied to the other survivors for 40/50/60 seconds. At the end of the effect, the counter resets.

    You can only be obsessed with one survivor at a time.

    "OH #########! Watch out!" ~ Coach

    Add-on ideas

    • Charger series: Increase movement speed while dead.
    • Hunter series: Increase vault speed.
    • Jockey series: Respawning movement speed is increased.
    • Smoker series: Being stunned afflicts blindness on the survivor for XX seconds
    • Spitter series: Destroys the pallet that stunned you after XX seconds.
    • Ultrarare The Tank: Can no longer die or vault pallets. The survivor that stuns you is afflicted with the exposed status affect for XX seconds.
  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/964736#Comment_964736

    Yes.

    His "slowing down" ability should be made stronger back again. You could also give it skillchecks or make it kinda similiar to current Doc's - if you stop holding the button it resets.

    His Cooldown should get reduced a tiny bit and maybe give him his tracking during FF (or only partially like only blood/only scratch marks) Another idea is to give him super reduced cooldown if he didn't hit anyone (althought that's one risky for obvious reasons) so it could be used for traversing more often.

    I never got to play as or against old legion but weren’t some of those buffs the reason they got hit hard in the first place. I do think they should be able to track blood and be able to see scratch marks as soon the cooldown effect starts and not at the tail end. His stun when leaving frenzy is so long that I lose the survivor I was chasing.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/963316#Comment_963316

    Even then, it's still worse than ruin because of how it works.

    Probably but the gap in effectiveness won’t be as much.

  • @Milo said:

    This is not the way it should be buffed.

    Care to give your opinion on how to buff him then or are you just going to leave it that.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/962006#Comment_962006

    Inverted the warning time? You mean the skill check notification? That would be weird...

    I just wish the hex wouldn't alert people as soon as you have a skill check.

    It would give Lullaby a chance to be effective early game even if they decreased 5 hooks total to like 3. Make it slightly more viable compared to Ruin.

  • @Raven014 said:

    Thrill and Huntress' Lullaby both shouldn't be hexes. Their impacts are so small that they don't deserve to be switched off.

    Honestly if they inverted how Lullaby worked (Start with no warning and every hook after increases warning time), the perk would likely be more viable. Every time I run Lullaby it’s found before the effect is even noticeable.

  • @Snitz said:

    https://forum.deadbydaylight.com/en/discussion/comment/951658#Comment_951658

    This is why I think we should just improve on the current system, kills and escapes alone are too little information, like you said a killer could bring a mori everytime they can for a free rank up, or slug everyone to death.

    About DCs, I think DCs as killer and survivor should derank, or remove rank points from you to some extent and DCs should give the killer an amount of BP closer to that of a sacrifice.

    DCs do not give near enough blood points for what you miss out on. The solution I came to Moris and DC for the new system would most likely not have them be counted at all. Like if one person DCs in the match and everyone else dies on hook then the kill ratio for that round would be 3/3 instead of 3/4. Getting Mori’ed wouldn’t count either, the match itself wouldn’t factor into your survival rate. The deranking as punishment I feel would allow people to just abuse it and play against lower skill killers so they can smurf easier. The new DC penalty would probably help but it fails to punish those kill them self’s on hook.

  • After sleeping on it, I realized a few more concerns that might pop up. Should killing a survivor by your own hand count toward a Killer’s kill rate and a Survivor’s survival rate? Should bleeding out count as a kill/death? How should a DC be counted on the Killer’s end or on the survivor who quit and their teammates sides? What if the Killer quit because their Kill rate would suffer? Will Bill every kick his smoking habit?

    How do y’all think these problems should be handled?

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/951038#Comment_951038

    Would be hilarious if it made you recover faster somehow. Like maybe they used additive values and your recover speed is 130% lol.

    Maybe it does and no one has noticed it. Still, with how fast you can swing with mad grit on its own, you wouldn’t need any other boost.

  • @Snitz said:

    I know this can sound scummy but please upvote ideas you agree with so devs can see how many people agree, if they do check this thread that is.

    Once I got more responses to this I was going to summarize the idea and suggestions that sounded promising into a post on Feedback

  • @LOA said:

    I don't think you can go to a straight kills%/survival% in this game. Sometimes you get a 4k because someone was AFK at the start and it suddenly became a 3v1, some people can Nea Duck-Walk across the map the entire game and not do a damn thing, then hop out of the game when someone else opens a gate. The emblems are there to reward a player for doing thing in each of those four specific categories for a reason, to reward people who can play the game and touch on each of those primary point objectives.

    The problem really comes from that as well. If you go into a match and run a 5 Gen Chase against a killer, you will max out on points and probably de-pip. You didn't do anything else while the others got points in the other 3 categories and at the very least, black piped. The thing the 8000 point cap in each area is a problem, either that, or some of those point objectives need to be reevaluated.

    I do still like implemented the ratios of kills and survivals too, though. It just all needs to mesh somehow.

    I hadn’t thought of that actually. Maybe if altruism and objective completion would be awarded a lot more than that might mitigate the issue. However, if they do nothing all match and get hatch then maybe hatch escapes shouldn’t factor into your survival rate at all. Do you have any good ideas for something like that? The reason I put it here first and not in Feedback was to get community input on it before I went all in.

  • @The_Second_Coming said:

    So basically, skill based matchmaking.

    I mean, yes. That’s basically what I was going for.

  • @Snitz said:

    https://forum.deadbydaylight.com/en/discussion/comment/951072#Comment_951072

    I guess you could make it so that the more time spent the broader the range gets, maybe get it to cap at about 20 minutes or so until it just ranks you to the highest players available.

    That does make sense actually. Maybe it will actually reveal whether survivors or killers actually overpowered. If killer or survivor queue times are long at high percentages, than maybe which ever side is more populated is overpowered.

  • @Snitz said:

    This is definitely a difficult topic to discuss imo, but I feel like we can still work on the current system, and add additional ranks on top of that, maybe something like master and challenger in LoL.

    What I have in mind is making it so you accumulate pips or some other point system, and at some point make it so that there is no safety pip, you could also make it so depipping is more punishing than usual until you reach a high amount you rank up again and enter some sort of new division.

    However, I have one problem with a division from super skilled players and red ranks, queue times might become unbearable.

    That was part of my worry too. However there is a maximum to how high the ratios can go. If a killer gets a 4K every game or a survivor escapes every time, their ratio would just be a 1.000. That was partly why I brought up the question of how far the matchmaking would reach in either direction of the killer’s Kill ratio. Would a difference of 0.1 be too significant (survivor of .650 against a killer of .750)? How broad would the range have to be to ensure plenty of players while still making things balanced?

  • Mad grit already completely removes any cool downs from missing a slash. I feel unrelenting would be completely ignored while carrying a survivor.

  • Correct me if I’m wrong but didn’t the devs already change matchmaking so swf groups were put against higher ranking killers?