Avatar

Z0mbiv0r

Z0mbiv0r

About

Username
Z0mbiv0r
Joined
Visits
1,669
Last Active

Comments

  • No te preocupes, ya ves que yo tardo también mucho de un post a otro. Dicho esto...

    Freddy: ¿Qué opinarías de hacer que el estado de sueño en los survies tenga dos niveles, así como la locura del doctor tiene 3? En el primero los survies sufren ceguera, y en el segundo se les puede meter un pequeño debuff de velocidad al saltar pallets y ventanas. Se podría hacer algo más estilo doctor y hacer que el nivel de sueño dependa de las trampas de sueño, y meterle un tercer nivel con un debuff de velocidad general (aunque sea un 1%).

    Pig: Probablemente sea una fumada, pero se me ocurre que se le puede añadir al mapa unos puntos random (o una habilidad adicional estilo Verdugo) en los que encadenar a los survies tumbados. En vez contar como progreso de sacrificio como ocurriría en un gancho, cuanto más tiempo pasan encadenados más efectos adversos reciben cuando sean liberados. Pueden ser liberados por otro superviviente con una acción más larga de lo que llevaría descolgar, o pueden soltarse ellos mismos con skill checks. Pero si fallasen, aumentaría la duración de los efectos adversos acumulados.

    Del payaso no opino más porque realmente no se me ocurre nada. Las botellas de antídoto no las he usado apenas. Creo que no lo sé usar muy bien.

  • My favourite survivor is, undoubtedly, Adam Francis. He's the only one I would buy cosmetics for if they were cool.

    On the other end, my most disliked one is Jane. I like her lore to an extent, but dislike the rest. I dislike her appearance, her cosmetics and specially 'Head On'. So irritating.

  • Because in every case it is as boring as it could be for every survivor. Don't get me wrong, I too slug survies whenever I want a 4k (be it because of a tome challenge, adept trophy or simply because they triggered me somehow) and there's only 2 survivors left, but I sure as hell hate it when they do it to me, because sometimes you are downed for the first time and have to spend 2 minutes waiting for the killer to come hook you, without being able to play the game. 99ing gens can be annoying, granted, but both 99ing gens and gates leave room for the killer to play the game and do something. Survivors doing this are not preventing the killer from achieving their goal. While slugging do prevent the survivors from acomplishing their goals, if all they can do is run to another downed survivor and heal them just for the killer to slug them again.

    That said, I'm not entirely sold on having unbreakable base kit, either. Because there are situations in which, yeah, you might just leave a survivor on the floor and engage in a chase in hopes that other survivor will show up and waste time healing the downed one.

  • Buenas de nuevo, Pathoz. He estado jugando con algunos asesinos más, y te traigo mis opiniones sobre ellos. Aunque solo sea por diversión.

    Freddy: Estoy bastante de acuerdo con tu idea para el rework. He de decir que por mi experiencia, me parece un asesino bastante más decente o fácil de aprender que por ejemplo la cerda. Las trampas de sueño no tengo muy claro para qué sirven. Al principio pensé que si las ponía justo delante de un pallet causaba el mismo efecto que la descarga del doctor e impedía tirarlos durante un par de segundos, pero me parece que no es así. Ése sería un buen buff, ya que los pallets de los sueños me parecen muy buenos y sí, deberían de ser basekit. Quizá el Mundo de los Sueños debería de tener más cargas, como la Locura del doctor, y conceder más beneficios cuanto más profundo sea el sueño del superviviente. Algo en plan lectura de auras o instinto asesino. Pero con eso estaría. Me parece un Killer bastante balanceado.

    Pig: En mi opinión es un Killer muy complicado o flojo. Pero probablemente sea porque no la sé usar bien. En mis tres primeras partidas con ella, todos los supervivientes escaparon, y en mapas abiertos me parece muy difícil de emplear bien. Quizá le metería de base o bien el add-on que hace que hasta que no se activan las trampas no se ven las auras de las cajas de Jigsaw, o bien uno de los que causa un efecto negativo a los supervivientes mientras tengan la trampa.

    Payaso: Si bien todavía no llevo muchas partidas con él (estoy en P1) creo que sí puedo aportar algunas opiniones, aunque susceptibles de cambiar de aquí al P3. Por el momento yo diría que el radio de efecto del tónico debería ser algo inferior, ya que me parece bastante potente. Por otro, el antídoto creo que debería hacer el efecto más rápido, igual que el tónico. Y sí, tener varias cargas asignadas a cada botella estaría bien.

    De momento eso es todo. He jugado algunas partidas ya con Spirit, Legion y Plague por desafíos, pero no son suficientes para formarme una opinión. Cuando llegue al P3 con los próximos 4 killer actualizo :D

  • What the others said. Survivors, while cool, all play the same and bring nothing interesting to the game (perks aside). A killer, though, has its own unique style and gameplay, so original and interesting killers will always be considered more important than a survivor. My opinion, though. And of course, that doesn't mean than a survivor being awesome just makes the chapter a flop. But most likely comments will be something along the lines of 'terrible chapter, thank god we had this survivor'.

    Now, if survivors were to have a unique feature, even if minimal, that made a difference in playing them, like, maybe, each survivor having a unique T4 perk slightly improving their effects, or a passive ability unique to them (nothing too big), then it would most likely be a different thing. Still not as important as a killer, but that's just the 4vs1 aspect of the game.

  • Yeah, I guess I don't know about a lot of stuff that they had to change before, but it's like all I see lately follows this pattern: devs do something -> it's bad -> devs do other thing -> it's worse -> devs buff killers -> it's bad -> devs buff survivors -> it's bad.

    Certainly there are lots of things to be fixed or tweaked to get one step close to balance, and yeah, I worry about balance too and think they have a ways to go, but if it drains me to see complaints everywhere the moment they do anything, I can't imagine how they will feel.

  • @Sonzaishinai said:

    This is kinda the case with almost every forum out there. DbD has it really bad but in general people who are content don't tend to feel a need to share why they are content. People who are unhappy have a strong tendancy to atleast rant about it

    That's completely and undeniably true. I don't know, I bascially created my account to share concepts I had of killers with the community but that's just dead, so I just wish people used their time in forums more to discuss builds and killers objectively, instead of just survivors complaining about killers and viceversa.

  • Entiendo y comparto tus preocupaciones, pero yo tengo mucha confianza en que poco a poco todos los desequilibrios que hay llevarán a otro cambio y nerfeo de perks meta de los survies, es cuestión de tiempo.

  • I think it's natural to complain when you don't like something, I really do. No significant change in history has been achieved without protest. But I don't know, all I see lately whenever I enter the forums are threads always complaining about the same things, usually the old 'us vs them' topic, which I understand to an extent, and always in what I see as destructive criticism and pessimistic thinking.

    As Veroles said, they have to try tweaking things in order to achieve balance. Possibly they'll be wrong more times than not, but the fact that they're trying is quite important, and tbh I find it refreshing, since it's always evolving, suppossedly towards greater balance.

    In regards to dev team feedback and interaction with players, I guess it's a valid point and I think they're actually addressing that, but I can still understand why they don't provide us with all the data we ask for. It's ok to ask for it, but personally, I find it acceptable they do not as long as we see them involved with making the game better for everyone. And with some delicate issues like facecamping / tunnelling and such they obvioulsy need to try different things, see how they work and then tweak them again. I don't expect an ever-evolving game to be perfect in a few days. I'm not sure, for one, on some survivor perks from Gabriel or how the anti-face camping will work, but I'm glad they're doing it and I trust them with keeping an eye on it for further improvement.

    After all, always imo, the game is still quite enjoyable for the most part, so even if it goes a bit worse for one side for a week, I won't go 'the game is garbage / the game is dead /uninstalling / devs favor this side', which is pretty much a common theme in many threads.

    This thread itself has become actually a complain topic, which is not entirely what I wanted. I want to put an emphasys on me enjoying the game and the fact that I think many people do or else they would have stopped playing, so maybe a bit of love for the devs and optimistic attitude among us would be nice.

  • I think it's been taken down because of a possible bug which maxed out Rift Pass for people. Not entirely sure, though.

  • Well, anyway, I wouldn't give it much thought. Curious, indeed, but well, it's something free their offering, I won't complain.

  • @Renaest0721 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439903#Comment_3439903

    Thanks!

    I learned English mostly from DBD streamers like Otz and Scott, so I'm just happy that people could read this post😭

    Wow, that's quite a feat. I wish I learnt Japanese as fast as you apparently learnt English, but it takes me quite a lot.

    Anyway, back on topic, while it may be your only solution if it goes on like that, I'm not a fan of the VPN. This should be something adressed by BHVR (I'm pretty sure they'll find a solution, though) so people anywhere can enjoy the game.

  • I didn't get the rift fragments yesterday but I maxed it out a few days ago, so I thought that was why. And I didn't get the BP today either, but I really didn't care much given the amount rewarded. But still, yes, it may be bugged or something.

  • If you mean Prime Gaming, I genuinely thought Jane's skin was June's reward.

  • I didn't know about this. It is bad, indeed. I usually have an afk killer every once in a while (some of these times it's a lazy strategy to kill unaware survivors in the endgame with NOED) but it's not often. Hope you have better luck from here on.

  • De momento me imagino que no han mencionado nada porque para ellos ahora mismo no será un problema. Pero una vez se lleven a cabo los cambios y salgan las perks, verán si afecta (que seguramente será así) y entonces lo equilibrarán. Que tocará una época un poco difícil de asesino, seguro, pero confío en que al final lo equilibrarán.

    Lo de las perks de Gabriel... No creo que ni MfT ni Scavenger lleguen al Live tal como están en la PTB, la verdad. Y si lo hacen es probable que acaben en la meta y lo parcheen. Hay que esperar. Entiendo que es molesto, especialmente para los Killer Mains, pero el juego es divertido pese a todo, así que creo que lleve un mes arreglarlo se puede disfrutar igualmente. Igual me equivoco, pero como he dicho, tocará esperar a ver cómo afecta.

  • Oh. I see. Thanks. That goes to show how much I spend looking in the store. I'll probably get them next month, then. Thank you!

  • El problema vino por SM, que es la mayor 3gen killer de la historia. En mi opinión, la idea de la perk no es mala, ten en cuenta que tienen que equiparla. Probablemente después vendrá un cambio a la SM y una revisión del gen rush meta o del gen regression nerfeado.

  • Opino como últimos posters, está bien como está. Tiene una curva de aprendizaje muy difícil y contra alguien novato es muy fácil escapar 4. Sí es verdad que si te enfrentas a alguien que la domine es muy difícil escapar, pero tiene counter y no debería ser nerfeada.

  • Nurse being reworked would be a suicide on account of BHVR, but the others imo would be fine. Surely they would need to adjust and maybe buff most killers a bit individually, but it wouldn't be that bad. You would have plenty of topics (even more than now, that is) of killer players complaining, though.

  • EDITED because something obviously went wrong, I was quoting (and I'm certain it was in fact quoted) other user and somehow now it shows a quote from Mandy which obviously wasn't the one who should be quoted.

    I'm sorry, I find 3-genning as horrible as the next guy, but how is that an ego problem on the killer? I would say it's the same problem with survivors. Why is it the killer who should just drop the game and conciously allow survivors to win (to get tbagged at) and not the survivors who should drop the game and let the killer hook them?


    To be fair, I'm not defending that any of those is a good option, but as a player who enjoys killer more than survivor and have faced the situation in both cases, I don't really think it's just an ego problem for one side alone.

  • I'm really excited for both. The map design seems solid and quite different from what we have right now I can't wait to play it. The Singularity gives me some Meet Your Maker vibes. I like its desing and its power looks interesting and engaging. Yeah, it may happen that it becomes a good 3-gen killer, but still it does seem to be a more interactive power than SM and we have yet to see how all of it works.

    I'm hyped to play the PTB starting tomorrow, and I am definitely so hyped for the upcoming months. I know the playerbase is consistently whinny and ungrateful, but I would really like to give a big THANK YOU to BHVR because they really seem to be trying to give their best.

  • Again, I can see your point, but always from my experience, I don't need to camp to get some if not many kills. I guess my MMR isn't high enough for me needing to employ those tactics, it could be. But since I don't enjoy them either, I rarely do that. Anyways, I suppose we should agree to disagree and leave it at that.

  • My derailed Alien fanboy mind is creating another pattern

    SM -> Singularity -> Big License

    Technological killer -> AI Alien killer -> Alien as killer

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432085#Comment_3432085

    Don't be silly. Let's consider two options. But first a quick preface:

    A survivor can flop on your shoulder 9 times with just a moment of time over that ninth wiggle before they escape. I like long carries because I tend to use STBFL and because it allows me to punish unhooks better in corners/basements/etc.

    As a whole the average time for me to hook someone is 15 seconds. What do you do during that 15 seconds? You can be "afk" on a generator as one streamer likes to say or you can run during those 15 seconds to be within my terror radius. The hooking animation itself is long enough that you can stop behind some wall within like 32m and hide with no scratch marks around.

    I won't know you are close and if I go around to check the nearest 3 gen this will take about 15 seconds. If you're clever you will unhook during this time. If you're afk on a gen across the map well then you missed the opportunity. Here's an idea that might blow your mind : two people could simultaneously position for the save /gasp.

    If you're busy blasting a generator and no one comes after 20+ seconds after I checked my generators then I need to get closer to the hook to prevent you from making a last second save.

    But survivors don't want to play in this way because they care more about escaping. Who cares if Meg loses a hook state if they trade three gens for it?

    The game is not built for how people currently play the game. Everyone uses every second until they need to run to the hook to just blast generators. They become really upset when a killer body blocks instead of punching someone coming for the rescue.

    "you owe me the ability to unhook the survivor right before they hit the next stage".

    This idea is quite laughable really.

    Unhook quickly and I won't feel the need to camp.

    While you do have a point, I'll go back to the same. The solution isn't camping. Gen repair spped needs to be looked into and balanced.

    Consider this: if my main objective as a survivor is to repair gens and avoid hooks, I'll try to go for gens farthest from the killer, If I'm doing a gen and a survivor is hooked, you can't expect me to immediately drop repairing and go for the hook. I'll usually wait a few seconds and see if other survivor who is not doind anything will go for the save before going there. If I'm close to the survivor, I'll either try to get close so I can unhook them safely if I think I can get there without the killer noticing me or just wait until the killer goes to go for the save. Going for the save immediately after being hooked is a waste of time and pretty much a death warrant.

    Meanwhile, as a killer, if I hook a survivor, I expect survivors to not come to the rescue immediately, so if I am lucky, I'll have a survivor hooked, another one going for the save, and I'll be chasing another one soon. So that's three survivors not repairing and if I'm lucky I'll soon hook the one I'm chasing and snowball. Granted, some times this doesn't go as planned. But that doesn't seem as an excuse to camp, to me.

    To be honest, as a survivor I rarely escape and as killer (depending on the killer of course) I do have games in which the 4 of them escape with 3-6 hooks and no one dead. And while it can be frustrating, I know that next game (or the one after the next) will most likely end with 4 dead survivors and I'll have enjoyed a balanced, interesting game with no need to camp.

    Proxy camping, sure, I do use it sometimes. Not really because I think 'oh, I'm going to camp that survivor' but because I have a feeling someone is getting closer. Most of the times I am right, and some other times I waste a lot of time going around searching for someone who isn't there.

    So in the end, yeah, you can camp if you want, but I think it's simply because you want to, no need to use the 'punishing gens before friends' excuse. My opinion, however. It's clear that we disagree on this and it's fine. What many of us seem to agree on is that gen repair speeds are ridiculous as of now.

    Also, tunnelling is another matter. I've seen many killers go out of their way to tunnel a survivor. I usually do this (and it's not like I consider tunnelling, but survivors usually see it that way) when I'm going to hit the unhooking survivor and the unhooked one takes a protection hit because they are trying to bodyblock me. Ok, so if you went out of your way to waste your endurance like that, then I guess you are offering yourself as a sacrifice to me. And that's fine too. I do that sometimes as a survivor, but I know that in doing so, the killer will most likely come for me and then it only depends on my skill to loop him. Most of the times it ends up with me being dead soon, but I don't really blame the killer.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432035#Comment_3432035

    -"Gens before friends is how you counter facecamping right now, though?"

    You have the situation backwards. If two gens pop while I have someone hooked then the survivor on the hook needs to pay for those gens. What happens if the killer trades 5 gens for 5 hook states? Unless those hook states are on only two players then they have likely lost the game. Things are of course different when you play Nurse and Blight but the are the exception that works. I will also remind you that the majority of the survivor player base wants to see those killers obliterated.

    Gen rushing with the "gens before friends" mind set pushes the killer to camp. Why? They can't defend the generators but they can defend the player on the hook. If you leave the gens and give the killer a viable/vulnerable target then he might leave the hook to chase you.

    So what you are saying is that whenever a survivor is hooked, other survivor should go to the killer, tap them in the shoulder and tell them, 'hey, I'm vulnerable, hit me'? Nah, I just don't see it.

  • I really, really enjoyed it and am eager to see the next chapter and more news with time. Honestly, I don't think I've been this excited about DbD's future before (it's fair to say that I started playing May last year).

  • While it is true that killers have no defense against certain survivor perks, seems to me that 'punish gen before friends' is a poor excuse to facecamp or simply camp hook. Before punishing there has to be an action to be punished, and if you take the time after hooking a survivor to patrol the gens you'll most likely make survivors flee so they won't do gens. Usually they only do gens before friends when there is a camping killer. In fact, at least in my games, most of the times, survivors hurry to unhook the hooked survivor, even if I can clearly see them. Obviously, being 4 survivors not all of them will go, so there will always be one or two doing gens, which is what they should do. Gens being repaired way too fast right now is another matter entirely, one I hope will be looked into sooner rather than later.

  • I feel you, the same happens with me, but from what I gathered, there's only so much they can do without Sony's and other company's help. It may happen one day, it may never happen.

  • I'm delighted! And also hyped and thrilled! I was seriously not expecting a Supermassive Games dbd project and it was exactly what I wanted :D Also, pretty much everything was pretty cool. New chapter sounds awesome and, this is just me getting hyped up and jumping to conclusions, but I could see Alien or Predator being one of the next license killers.

    Which, by the way, I think no one said. Next 2 killers after the Singularity will be big licenses. I am so, so thrilled. Thank you, BHVR, for putting your soul into this game, even if we aren't always worth of your dedication <3

  • @Superyoshiegg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430330#Comment_3430330

    It's Cage himself becoming a playable character, not a character from a film he's playing. They wouldn't have advertised it as the actor instead of the character.

    They did not say Bruce Campbell was coming to DBD after all, they advertised it as Ash Williams.

    So it's official it's just him as a character? It seems wierd, but I'd have to wait to see what they do with him before judging.

  • Yay! I'm excited to watch it, plus it's tomorrow 19:30 where I live, so I will be able to watch it. It's gonna be my first Anniversary Stream, I can't wait to see what they show. Will they say something about Nicholas Cage's character? I'm still hoping for Jack Torrance 😁

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430274#Comment_3430274

    • It took me over several months to fully prestige Knight. The BP grind is not forgiving.
    • The "reward" is a shiny number next to your name and two iridescent add-ons guaranteed per bloodweb. I was already swimming in add-ons before reaching P100. So technically speaking there's no reward beyond other people seeing your dedication to the character. I would really like a unique cosmetic set for getting this far.
    • If you optimise your bloodweb you can get one prestige level per 900K BPs.
    • Maining Knight is definitely not easy. He's one of the most technically advanced characters in the game and requires good map knowledge and game sense to do well with. The bigger the map, the harder it is to win. I've tried a variety of builds and focused them down until I created the most optimal Knight build I could: (Call to Arms + Map of the Realm + Surveillance, Pain Resonance, Pop Goes The Weasel, Sloppy Butcher ). But Knight still has plenty of issues that hours of practice cannot circumvent. Mainly his guard's AI bugging out. Despite that I've managed to win most of my games and feel like I've improved a lot since when I first started playing him.
    • I'm going to take a break from DbD until the PTB for the next killer comes out and see how they are.

    Awesome. P100 ing a character is quite a task, so you must really like Knight. I do wish too there were special cosmetics for reaching P100, tbh, even if it was just some slightly altered basic version.

    Enjoy your break, you earnt it. See ya when you come back!

  • How many time did it take you to P100 (approximately)? Is it worth P100 ing a character? From what I see on your picture, nodes are'nt even that much better from a P1 character. Do you have an estimate average BP use for prestige (I'm guessing something around 1.5M BP or so)? Did you enjoy it the ride? What's next?

  • Jack Torrance incoming?

    Or should I say... 'Here comes Johnny!'?

  • @Sandt21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429009#Comment_3429009

    Oh, the money I would pay to see TellTale Games make DBD prequel games!

    Right? I've always thought DbD has very good material to create a few stories like that. And TTG were brilliant in doing so. Most of their games are masterpieces. But honestly, as much as I'd like it, I don't think it will ever happen. 😭

  • I would love for the franchise to widen their genres. Fighting games could be cool, but actually what I'd like is a narrative game like the Dark Pictures Anthology or TTG series.

  • Supongo que jugamos en MMR diferentes. Yo tengo partidas bastante 'relajadas' y disfrutables, y cuando me toca sudar contra buenos jugadores por lo general se escapan siempre algunos (o incluso todos, en algunas ocasiones). Pero no tuneleo ni campeo, y por lo general tampoco sluggeo. Simplemente no me divierte jugar así.

    Hecha esa aclaración, el balanceo en función de progreso de cada bando en partida me parece bastante interesante, pero no queda exento de riesgos. Es algo que debería llevar un intenso testeo antes de implementarse, y aún así seguro que seguiría habiendo quejas. Pero bueno, es una posible solución. Viendo cómo casi siempre se hacen un par de generadores antes de poder aplicar presión a los survis, yo me decantaría por subir el tiempo de reparación, pero vuelve al problema de 'apretar M1'. Es difícil.

    En cualquier caso, habrá que esperar a ver el próximo capítulo si trae alguna mejora a ese respecto.

    Continuando (si te parece) con el tema de añadir objetivos, ¿tienes alguna idea en mente? A mí se me ocurrió lo siguiente:

    A) Al reparar los generadores, se da potencia a las puertas de salida, pero los interruptores estarían repartidos aleatoriamente por el mapa en lugar de justo en las puertas (quizá en edificios principales), de modo que no valdría el quedarse esperando en la salida una vez completados los motores, activo la puerta y me voy sino que habría que jugar un poco más el sigilo para poder activar una puerta y luego llegar a ella para escapar. Esto, desde luego, podría resultar en un campeo más fácil de los interruptores.

    B) Una vez abiertas las puertas de salida (tal y como funcionan ahora) se crea de forma procedural o aleatoria una zona laberíntica en las puertas de salida que hay que atravesar antes de llegar a la salida en sí. Esto daría más tiempo al Killer de llegar hasta un superviviente e intentar matarlo.

    En verdad ninguna de estas dos ideas me convence, pero las expongo igual.

  • Desde mi punto de vista y limitada experiencia (llevo jugando desde poco más de un año), no creo que esté destruyendo tanto la diversión (a mí me sigue pareciendo divertido, aunque sí es verdad que jugar de Killer ahora es más difícil porque los errores que se cometen son severamente castigados con gen popping) pero sí es verdad que se está entrando en una vorágine de cambios que están destruyendo el equilibrio del juego. Ahora mismo el Killer tiene pocas opciones para builds anti-gen o unas perks meta a las que recurrir mientras que los survies, por el hecho de ser 4, tienen un buen surtido de perks que, combinadas, crean una meta bastante fuerte. Véase el aumento de perks estilo Adrenaline, Sprint Burst, etc.

    Respecto al tema gens, no sé exactamente qué es lo que tendrían que tocar, pero sí he visto algún vídeo en el que 1 solo superviviente era capaz de reparar un generador en 30-35 segundos, si no recuerdo mal. Eso es lo que hay que arreglar. PTS no veo que esté excesivamente rota porque requiere que los supervivientes se junten a reparar el mismo motor para sacar el beneficio. Quizá reducir ligeramente (muy ligeramente) la bonificación que otorga por superviviente, pero me parece justo que si se pueden coordinar para encontrarse en un motor tengan esa bonificación (otra cosa es que los SWFs puedan abusar fácilmente de esto, pero ahí ya entramos en el tema 'deberían existir los SWFs?').

    Lo que sí puedo secundar es el añadir más objetivos a los survies. Pero ¿qué? A mí en su día se me ocurrieron un par de opciones pero una es muy complicada y otra añade un componente de sigilo y estrategia que sería muy fácilmente countereable con perks de visionado de auras o campeo.

    De lo demás poco puedo decir más que estoy bastante de acuerdo con tu opinión. Como anécdota respecto al tema cheaters, ayer jugué una partida contra un Blight, que tiró a un Leon y se fue, y pude ver cómo ese Leon se desplazaba herido por el suelo a una velocidad para nada natural ni con Tenacidad. Sin embargo no hizo nada más allá de eso. El Killer ni se enteró. Tras acabar la partida con relativa normalidad (escapamos) reporté al jugador, pero no creo que sirva de nada, siendo sinceros.

  • I've been getting matched with a lot of DC'ers and people giving up lately, yes. But that's nothing new, sadly.

  • Yep, I've been suffering mostly rubber banding for the past few weeks. Lagging, not so much. Though, I must say, the last couple days it's been working ok for me.

  • Yeah, overall the design it's very cool. I like it. Tbh it amazes me the amount of enjoyable creations the community is sharing lately. Many of them have so much potential and look original and interesting. Great job!

  • The killer seems fun, although maybe I'd limit ammo to 2 instead of 3, because I guess shooting will be a much faster way of knocking down enemies than say, throwing hatchets. Giving a slight cooldown between shots and having a much larger reload time when replenishing ammo. Maybe limit the shooting ability to injure survivors only and applying Deep Wound. This would make it so if, say, shooting the 2 bullets could be done in 3 seconds, you can't down a survivor with them, but instead being an 'easy' way to apply pressure. Then make it so reloading ammo once you've run out of it takes 5 seconds in which you move at a very low speed.

    War ruse sounds good but the cooldown needs to be way higher. Like maybe 100/90/80. Also, I wouldn't allow it to down a survivor and instead only damage healthy survivors while applying Broken whether healthy or injured.

    Other perks for the killer could be the following:

    Divide and conquer - Hitting two different survivors within 10/15/20 seconds makes them suffer the Incapacitated status effect for 20 seconds.

    Court-martial - Upon being pallet stunned, the survivor who stunned you suffers Hindered status effect and have their aure visible to the killer for 3 seconds. Cooldown: 100/90/80 seconds.


    Teamwork: Unity is nice, but I would say 'for each token you get a 4/6/8% boost'. I know having all 4 survivors keep the max stacks is highly unlikely, but with Tier 3 and all survivors running this perk, a 10%/token would mean an overall 120% boost, which seems a lot.

    I'm not sold on last chance tbh. It's something similar to Unbreakable but worse, and besides, chances are if you're already on death hook and the killer downs you, he's going to pick you up or remain close, so being able to get up won't do much good, specially if you die the moment killer downs you again. It could be reworked to something different, but all I come up with rn are things too similar to Adrenaline and Dead Hard. I think it needs more thought to find something more original and unique.

    What about this for Red Herring: Press the active ability button while being healthy in the killer Terror Radius to grunt and moan like if injured for 10/15/20 seconds. Cooldown: 60 seconds.

    I changed Red Herring, not because I think your idea was bad (if a bit confusing) but because I thought of this effect more appropiate for the name.

  • Edited: Seriously, I don't know what's happening here. I posted an aswer at the time showed in the previous post and nothing showed up. I figured it might have needed some time to be uploaded and posted so I went check other threads in the forums. I came back 30 minutes later to find the text I had sent earlier wasn't published, so I thought 'ok, no problem, I'll write it again'. I come back now only to find two similar copies of the same post with 40 minutes in-between.

    Not a real problem, though, but justifying the double post.

  • I did back in the day a Chapter concept with the killer being basically a Dr Jekyll / Mr Hyde, in which you could shift from the DR ego to sabotage gens and inadvertedly get close to survivors to the Hyde ego in which you could do some sweeps with a pipe to damage survivors in an AoE. But I don't think that will ever be possible due to the coding. It's not the same you're proposing, but it's close.

  • I didn't even think about the code supporting the Shadow Walkers. Such a shame because I would enjoy this chapter a lot.

    As for Blind Sighted. Disregarding the technical issues, the wall I guess would be fine, though it would have to go through testing to know for sure. I do have a problem with measuring distance in-game, tbh, so that's why I raised the OP flag, but I'm trusting your guidance. Nonetheless, and this is just an expression of my tastes and thus not to be taken as actual advice/criticism, I would find it cooler if the wall appeared upon snuffing the totem. It would work like an insurance perk for using boons and the synergies between Boon perks makes me drool.

    Still, If the 4 survivors run this perk and spammed it, it could be OP or at least extremely annoying. It would have to be tested and balanced if necessary.

    Anyway, I do really like your concepts and would love to see more if you keep going. So far I think I would buy your creations, they are original, interesting and look like fun. Great job!

  • I agree with you. So far it's the killer I dislike playing as or against him the most (or at least in a different way of how I dislike SM). And if the solution to playing against him is 'sacrifice the first downed survivor and do gens' I definitely see a flaw in design. Most bubbas I see use the Insidious + camping tactic. Unless you're playing in a SWFs, chances are you're going to take the bait. And if you're not, I really don't enjoy having another player waste all their time on hook just so I can do gens and leave. I don't usually DC, but playing against an Insidious Bubba does make me want to. Which I don't, usually, but it really makes me want to DC and give them less BP. Or just do nothing so they can't gain chase BP / whatever.

    It is true that his power, playing fairly without addons, is not that simple to use, but nonetheless... In addition, Bubba has a very damaged reputation so that even if I play fairly as him and only hook 2/3 times people will constantly tbag and annoy me.

    Nah, I really have issues with Bubba in a lot of ways and wish he was reworked. But I don't think he will ever be.

  • Hmmm... Having 3/4 of the previous shadow's timer add up each time sounds like too much of a hassle, and also add up to almost 15 seconds for the 9 of them, which is not bad, really, but the last 3 additions are barely meaningful. How about 4 seconds the first, 3 the second one, 2 the third and then 1 second each afterwards? For a total of 15 seconds too, but each one would be more impactful, I think. In regards to despwaning the Shadows if the survivor esacapes, I entirely agree. If not, I guess it could be very powerful.

    The thing with Blind Sighted is that I'm not sure if they could just do a moveable barrier for the killer, I mean, I don't know if the coding, engine, whatever it is that affects this things would allow for it. I guess placing a barrier on interactable items from a tile set or the exit doors is one thing, but the limit of a boon radius might be difficult or impossible. I am not sure, though, maybe it is very easily doable, but that would be my main concern.

    As an alternative way of achieving something similar, how about this:

    Boon: Blind Sighted

    A Boon that traps the Killer.

    Press and hold the Active Ability Button on a Dull or Hex Totem to bless it and create a Boon Totem.

    Soft chimes ring out in a radius of 24 meters.

    The Killer suffers from the following effects when inside the Boon Totem's radius:

    • Reduces the action speed of breaking pallets and breakable walls, and damaging generators by 40%.
      • When the Killer snuffs this Totem, the Killer is stunned for 2/3/4 seconds.

    Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem.

    "HA! Look at this idiot!"


    I used the stun option because I'm not sure if a killer can be affected by something like the Hindered status effect. If they could, maybe swich 'stunned for 2/3/4 seconds' for 'suffers a 5/10/15% Hindered status for 5 seconds'?

  • Oh, I see now. It does look really cool. Critical_Fish's constructive criticism seems spot-on, too, but nonetheless looks like a very original and interesting killer. I wish BHVR would take a look at these forums to take inspiration, there are awesome ideas here. Not sayin they don't or that they're work is bad, but I've seen so many good concepts I wish we could see made here...

  • Seriously, I love your designs. I'll be short, and leave insightful commentary to more experienced players.

    The power of the Glare seems very cool and interesting, though complex. I don't really get the action required to escape Shadow's grasps. I mean, what if several of them are on you? Does the time required increases?

    Ashes to Ashes looks a bit overpowered imo. What about limiting the range at which healing survivors scream at the killer's TR?

    Boon: Blight Sighted also seems a bit too OP imo. Besides, I'm not sure it could be feasible to block the path for the killer to exit the boon's range.

    Very cool concept overall.

1 2 3 4 5 6