Z0mbiv0r
Z0mbiv0r
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I think part of the charm of plating Nurse is learning to play as her, and the fun in playing against her is mind guessing with her, so I would say no. If there was a way to make new nurses play with it for a few games, similar to how new player get tips of the killer they're going to play against, I would accept it.
Regarding Pinhead, while I think he has room for imporvement, he is fun to play as, and I think if a new player got attracted to the game because of it, either he would like the game and keep playing anyway or stop playing either way. Besides, Pinhead can be pretty overwhelming for survivors in low MMR.
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I see now what you mean, and I certainly agree with you to an extent. One of the biggest problems as of right now is that many, many perks are tailored in the way the game plays now, so changing the gameplay dramatically would call for a heavy rework on perks. Not that it can't be done, but I'm pretty sure they won't.
I do think your idea could be doable with a lot of thinking by the devs on how to adress it, but I'm pretty sure eventually we would find ourselves in a similar position as to where we are now. Therefore, I think, as many others have adressed, a good way to fight that would be add new, different modes. One idea that came to me while reading you is to have the fog play a more important role in the matches, and have it flood the map slow and steady, kind of like what happens in many battle royale games, and have the fog effect the survivors -maybe even the killers- in different ways. But it will all come down to the same problem again.
As the game is right now, there are several easily exploitable features of the game that can make a huge difference in how a match will resolve. So in the end, unless BHVR tries and finds a way to actually balance every bit of it, no matter what we do to gameplay the same things we complain about now -or similar ones- will happen.
And even then, coming up with different perks and powers every three months is a very difficult task and having one being a new meta than can break the flow of games is bound to happen. But we all like this, I guess. So... To be honest, I don't really think there's a good solution to this without actually making the game new from scratch. All of this is my opinion, though.
TL,DR, I do like your idea, but it would require heavy testing and polishing, even though it might sound feasible on paper.
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I don't think I, personally, care much for prestiges. As a killer, I am more prone to leave a lobby if I suspect the team is a SWF than having a high prestige. But then again, yeah, I wouldn't mind if they were removed.
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Yeah, might be my bad, but it's not very clear how you say it would be better for killers, you just propose to recreate the endgame to be more equally balanced... You say it's a game heavily focused on doing gens. Survies getting 1 free gen per kill won't change that. At worst, now gens will get done even earlier, because none will bother unhooking a survivor. I don't really see how it would make things better. It's like proposing that for every gen repaired, a random survivor automatically gets hooked. That would actually favor killers more, but... Nah, I just can't see it.
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Same here. A month and a half later, but lately I have been suffering from lag and some disconnections, and I don't really know why. My internet connection seems to be working fine, my PC diagnosis seems to be working as ok as usual, but this have been happening to me in the last three days. I have been playing for some weeks without any kind of problem, though.
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Tbh, I think every character should play with their base skills and allowing only to add 1 extra. That would prevent many of the complaints about perks being broken. It would take away from the game, granted, but it would still end them. That's what I think anyway.
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I guess it's not entirely on their hands? I mean, they got cross progressiong with Switch, so I guess it will also depend on Sony and Microsoft. But yes, it would be awesome to be able to play on PC with the content I already purchased on PS5 without having to pay for it again.
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Someone said 'killers have to be rewarded for leaving a hook'. No, I think you understood wrong. I suggest making a killer vs 8 survivors, who have to repair 12 gens. Once a survivor has been hooked, you must stay guard till they die. Let's see if you enjoy sitting guard for 40 minutes doing nothing. That should be your reward.
Tbh I am tired of people whining and saying they camp/tunnel because they're basically bad at the game (if you cannot win without doing that, that must mean you're awfully terrible and thus unable to do anything without using those tactics). And yes, I do know gen rushing it's a thing and SWF are nasty most of the times.
So what I truly propose is the following:
·First time a survivor is hooked, gen repair speed goes down by 3% for that survivor. Whenever they get to struggling or are hooked for the second time, they go down by an extra 1%. So, if you hook all survivors once, you are effectively reducing their repair speed by 12%, which is quite a lot. That's as far as I can go to grant a 'reward' to killers. Survivors in a short radius around the hooked survivor will scream.
·To compensate, the killers aura will be revealed for 3 seconds when hooking someone. In addition to this, if the killer stays near the recently hooked survivor for 10 seconds without starting a chase or interacting in any other way with other survivors, the remaining unhooked survivors will receive a 15% boost to repairing speed until the camping is ended one way or another. If you don't want this, you better go find other survivors to stop their progress, which is basically what you should be doing anyway.
This is the most balanced way I can think of to address this situation, which is getting tiring. But know this, if you facecamp and tunnel blatanlty, there is something wrong with you. Destroying other people's fun for the sake of standing still doing nothing is quite sad, and speaks for itself of your skill and mental health.
The same goes for survivors who form a bully squad, or ragequit for nothing, or in other ways goes out of their way and the game's purpose to mess with the killer or other fellow survivors.
The problem with the game is not the game, it's some of the people who play it.
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I couldn't say because I play in a peculiar way, but to me, the most fun characters are, in no particular order
·Trapper
·Wraith
·Huntress
·Nurse
·Freddy
·Spirit
·Plague
·Deathslinger
·Twins
·Pyramid Head
·Nemesis
·Cenobite
·Dredge
I do enjoy playing as others as well, just not as much as these ones. Specially, I really like Twins, Trapper, Deathslinger, Huntress and Nemesis. But I do acknowledge some of them could use a few tweaks.
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Personally I don't have a problem with SM character design as such, I do like it, but I would rather it being an unlockable or paid for cosmetic while having something more creepy as base outfit. What I do have a problem with is SM's power. No that its design is bad, but it is certainly, always imo, poorly executed and quite too pasive to my liking.
I love Trapper even more so than I like Hag, but their powers are more interesting and fun to play with, the way the 3 of them are right now, and while playing Trapper, 3 gen protection is a choice I have to take depending on how the match evolves. But with SM I don't feel the same way.
If they find the way to make it more active and interesting, I'll be glad to play as her, no matter the outfit she comes with, but as of now, I'll be glad if someone likes her, but I won't really like enjoy as or against her, at all. And, save for Knight and Demogorgon, who I have had no chance to play as, I've enjoyed playing as every other killer.
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I, personally, would love this. I think it is a very nice way of making people get invested in the game even more so, takes some of the weigh off the devs shoulders and creates a more bidirectional communication between BHVR and the community. Also, people can come up with brilliant concepts that may not occur to them otherwise. On top of that, giving more time to focus on game's balance could lead to an overall more interesting gameplay for all the players.
Even if the licensed characters weren't released that often, which I would argue is not really necessary or profitable, it would still allow for more solid new additions -I'm not saying the ones we have are not solid, just that they could be better. Still, I'm not sure if this is something doable, even if devs wanted to, maybe the producers do want to release 4 chapters a year.
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Basically it's the most fun I've had in ages. This game is awesome, despite its flaws, and if you don't like it I would suggest you move on and find another game. Expecting people to not play the game because you don't like it as it is does sound like you're making your life revolve around the game.
There are plenty other games out there you can enjoy, so why getting bitter over one you clearly hate?
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It's pretty good to be honest. I also have a chapter dedicated to The Quarry -which I haven't 'released' yet- and share some similarities, but yours is actually better, I'd say. The only thing I don't really like in this concept is the frenzied state of Hackett's Curse power, though. Seems potentially broken imo. Anyway, after all, amazing job, thanks for sharing!
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Wow! Thanks a lot, pimin! That's actually really helpful in every way. Thank you for taking your time to go across all that text and giving me much needed insight on both the concept and the... Edition, I guess.
I apologize for my inability to correctly express my thoughts. You clearly gave me something to focus on before going on with the remaining chapters. I'll give it another go and keep next chapters simpler in structure.
Again, thank you, really. I appreciate it.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3129940#Comment_3129940
It’s pretty much 5 seconds how it was originally but it’s built into the base game so you can stun for 3 seconds by default or run the perk and increase it to 5 seconds
Well, it does sound good somehow, but I guess there's a reason why it was nerfed, so maybe I would try and give it a different effect, like maybe haste effect on the survivor who uses DS, or maybe making them not leave any trail for 5 seconds after using DS.
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I agree, but I'm not really sure I would say we're at that point.
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I understand ideally it would be nice to have them, but I don't think it is something we need. There are other issues that have to be prioritized, imo.
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When you say bodyblocking as an aggressive play style you mean when unhooked survivors take a protection hit with endurance for the survivor that unhooked them?
To be honest I never used DS before they nerfed it (never managed to activate it, at least) so I really can't say. Reducing the time it remains activate-able while stoping the timer when agonizing does sound good. But the 2 seconds increase in duration may be too much. Can't really say, though.
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Definitely helpful post, thanks for sharing your thoughts.
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It does sound good, but I'm not sure people camp because of the BP gain.
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Why not have it be like this:
You start the game with 5 tokens. Every minute gone by while not downed or in chase takes away 1 token. Once you've been unhooked once, next time you are being carried by the killer you can spend 1 token to perform DS.
I know it would be pointless as a perk on the long run, but it would certainly address tunneling and be a way to ensure you get to play for a bit even if a tunneler killer finds you at the start of the game. The amount of tokens and the speed at which they consume while still standing could be adjusted so that it doesn't become a broken perk or way too weak.
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It's not whether it's a good or bad idea. Different people will have different oppinions, so let's just say it's something I can like or not. That said, while I think both ideas would actually help solve the problem for survivors, it's not my cup of tea. For me, using perks to solve problems is not cool, because then you are essentially losing said perk (maybe not so, but it does lose some weight). If I had to say yes to one and no to the other I would give the enhanced endurance + haste effect the greenlight. Having a noclipping effect in a survivor while in game doesn't sound good to me.
Good work with these ideasm, though, and thanks for sharing. :)
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I see this apparently didn't interest anyone, so I give it a little bump and also ask, is it not interesting or maybe just a damn brick to go through? I have 13 more chapters I was thinking on sharing (though I've seen already some pretty good concepts around here) so I'm wondering what is it that interest you the most? Characters? Perks? Lore? Killers or survivors?
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I don't know, guys. I understand giving solo survivors extra information is the easiest way to narrow the gap in power between one solo surivor and swf teams, but doing that blatantly kills the purpose of the game on the survivor side, which iirc was to have four people trying to survive a killer with no possibility to be coordinated. I'd say it goes against the lore too. The most I would do is a sort of in-game proximity voice chat. We need to find a different solution for swfs, and I think it's not easy for the devs, so we should go easy on them.
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I actually like this idea of yours a lot. It seems flawless. Very well thought and balanced. Great job! And thanks for sharing.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3127940#Comment_3127940
It indicates that there's a grey area in that regard. Do killers not want to play against swfs because they're unbalanced, because solos are easier to play against, or because of the bully squad boogyman?
I agree that solos need help, and giving them the same level of information a swf has would significantly reduce the gap between solo and swf. Swf doesn't benefit from information they already have via comms.
Both of your suggestions sound fair. I can't really gauge MMR since I'm not sure if it even works in Australia.
To answer your question, I already lobby dodge as a killer when I get into a lobby with already four people that somehow makes me think they're a a team.
Because, despite what other people say making up data with no actual proof, I would say the swf bully squad are way above the 25% of swfs. I would dare say 1 out of 3 matches I play with the same killer is one of those, which is absurdly irritating -same as when I face an extremist tunneler as a survivor.
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En respuesto a Gore_DeWitt:
Creo que tienes bastante razón en tu argumentación, pero también te diré que, en mi opinión, el objetivo inicial del killer es colgar 12 veces a los supervivientes. Luego en función de cómo se desarrolla la partida vas a preferir que no descuelguen a uno o asegurarte de que un superviviente muere cuanto antes, pero por lo general, siempre y cuando tengas conocimiento de que hay un superviviente en algún lugar relativamente cercano, te da igual que descuelguen al instante al que llevas al hombro. Están perdiendo tiempo que podrían aprovechar para estar escondidos haciendo generadores, y encima sabes que uno se tiene que curar, así que es fácil que puedas rastrear a los dos implicados en el descuelgue algo más tarde mientras metes presión a los que están haciendo generadores.
Hay de todo, y creo que un par de efectos de base para tanto survies como killers cuando están cerca de un survie colgado podría equilibrar fácilmente ambas tácticas, pero eso, no siempre tener a dos miembros del equipo revoloteando cerca del gancho del que vas a colgar a tu víctima es sinónimo de perder la partida si te vas.
Editado
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Respondiendo al mensaje original, yo compararía el campeo y el tuneleo con el loopeo, el genrush y en general el bullying que se suele dar en swf (bodyblocking, ceguera intermitente, etc). Ambos son casos de diferencia de habilidad. El problema es que cuando un grupo de supervivientes consigue desesperar a un asesino, el asesino se desconecta y solo se perjudica (en mayor parte) a sí mismo. Sin embargo, debido a la faceta asimétrica, el superviviente que se desespera y hace ragequit está poniendo en desventaja a los compañeros.
Hay de todo, yo he visto y vivido de todo, siendo un jugador de nivel medio que tampoco lleva muchos meses y que juega tanto de superviviente como de asesino. En mi opinión lo necesario para eliminar todos los problemas de raíz y que todos estén contentos implica casi hacer otro juego 😅
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No sé qué decirte. Por lo general me da la sensación de que todo se reduce a una diferencia de habilidad -y de uso de perks- entre un jugador y otro.
He tenido partidas en las que jugando contra la Draga hemos escapado con vida varios supervivientes, otras en las que nos destroza en cuestión de minutos, y otras bastante equilibradas. Sin embargo, mi experiencia usando la Draga -más allá de las primeras partidas en las que fundes a los supervivientes con facilidad- es que es muy difícil llegar a dos o tres supervivientes muertos.
Obviamente lo achaco a que en la mayoría de esas partidas, los supervivientes son mejores que yo, ya sea mediante abuso de perks o SwF o simplemente loopeando o escondiéndose, mientras que cuando juego contra la Draga es el asesino el que tiene más habilidad que yo.
Creo que simplemente toca aceptar que, cuando tienes un nivel medio y no te ves capaz de superarte, como es mi caso, vas a tener muchas partidas en las que te vas a picar o enfadar.
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Al final siempre vas a tener gente que buscará las builds más poderosas para aumentar sus probabilidades de supervivencia, así que el tema de las perks meta es difícil de evitar. Personalmente yo siempre utilizo las tres perks innatas del superviviente con el que estoy jugando más otra que va variando en función de mi estado de ánimo, la sinergia entre perks del personaje o el objeto que llevo equipado.
En cuanto al nerfeo de las perks que mencionas, lo cierto es que estoy de acuerdo, si bien habrá muchas más perks que necesitarán ser ajustadas para que en general la experiencia usando una perk cualquiera u otra no varíe demasiado a nivel de poder.
Pero sí, PTS es bastante potente. Lo malo es que es un modo de compensar builds de asesino que se basan en ralentizar y revertir el progreso de los generadores.
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Awesome. Really cool concept overall. I like the Witch a lot, even though the idea if placing survivors in cauldrons seems weird. Also, perks are interesting while pretty balanced (Hex: Main Course might a bit a bit more powerful, though). Favor from beyond is very original, I like the idea of cleansing totems as a way to grant advantages. Trail of breadcrumps might be the one I like the least, but it's original too and not useless (though maybe make it so survivors can't break them?).
Pretty cool concept, greatly done. Thanks for sharing!
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As a RE / Mr X fan these does seem like very interesting ideas for a killer. But being honest, I'm not sure half of them are good enough as they are or easy to be integrated into the game. Take the boards, as an example.
If survivors use them to block a door, a skilled and intelligent player could use it to their advantage to block survivor escape routes, while allowing survivors to use them or remove them at will would make it extremely powerful and op.
Same with the licker. It is sort of a second, independent killer, which is absolutely broken.
The concept on itself looks fun, though, so you just would need to give it another thought. That's my opinion anyway, and good work nonetheless.
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Hey, sounds pretty cool! Great job!
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The killer itself sounds like fun, I would definitely play as him. The concept of his power being somewhat like Doom in FF games, in which being affected by it means certain death if left unchecked, though no real harm is done to the character is something original and interesting. It does seem a bit confusing to me at first, but surely it can be easily learnt just by playing one round.
Still, I'd like to point out a few things that came to my mind. Though being hit by the power alone doesn't hurt anyone instantly, it does put a lot of pressure on survivors, because they absolutely need to attend to their 'wounds', so if in hands of a skilled player I guess it could potentially be a very OP killer. Does Wicked Blade have a cooldown? Using it consumes 1 token, I presume? What is the width of the projectile? Is it like a Huntress' hatchet, easily evaded? Can it hit more than one character at the same time?
Despite Wicked Blade being his only power and, potentially, easily avoidable, I think it can be a powerful asset, so powerful that having the killer's base speed be 115% of the average, I guess, seems quite a lot. But that is something directly related to the details of the power mentioned before (cooldown, width, etc). Also, Stabilizing is cool but it would complicate things for survivors way too much, so maybe just make it so failed test will simply give away their location?
Regarding the perks, Contagious Malaise sounds great, though maybe I would set a fix radius of 6 meters and a variable duration of 35/50/65%. Having a bigger radius, I think, would put survivors at a severe disadvantage. By reducing it but making it last potentially longer, you can isolate a survivor unless the others are trying to help him, which seems fairer to me than the other way.
I'm torn about Alone in the Dark. It looks cool, original and helpful while note being OP at all, but there's something... I don't know, I think it's just different from many perks so I can't really picture it in-game.
Bleed for Me seems interesting too, but maybe it would need a bit adjusting. That is something veteran players should be able to tell, I don't think I have enough insight on the game to say one way or another.
Overall, I really like your killer! I'd like to see him get in the game somehow. Here's hoping. Thanks for sharing!
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Clairvoyance could be very useful imo, but I would make the duration of the aura viewing effect last 4/6/8 seconds and have a fixed cooldown at maybe, 60.
Quick Escape rings a bell. Maybe Zarina Kassir has a similar perk? Can't tell right now. Anyway, seems good, but does it have a cooldown? I would use a very long cooldown, it would be a broken perk when mixed with other healing/hiding perks. Maybe cooldown: 120.
Again, I think Allied is very similar to other existing perk, but I'm not sure and it really doesn't matter. I think as it is right now, it can be easily wasted or easily broken. Many times, survivors will go to a far corner to heal themselves, so chances are the endurance effect will have run off by the time the survivor meets the killer. On the other side, the effect lasts for long enough to be exploited very easily. So maybe, either
A) Reduce endurance duration for the survivor (maybe 7/10/13, which is already quite a lot imo)
B) Add some other circumstance to make the perk take effect, maybe healing in the killer's terror radius.
C) Add a long cooldown effect, something like 120-150 seconds.
That's my opinion on the matter, anyway, and I have not been playing this game for enough time or know the meta game enough to give proper advice.
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Hi there! It looks very interesting, to be honest. Having a different kind of trap killer sounds good. I am really interested in his active ability. Having a state which only makes survivors injured for a short period of time while giving away their location is a very good and interesting way to shake things up a bit. Although I do have some questions.
For starters, do 'drool pools' have a timer before they disappear? Can I, as the killer, make one disappear so I can place it somewhere else? Do I start with max (10) uses right away? What happens if I 'puke' over a survivor (as in 'any additional effect')?
Also, the passive ability lastinh for only 1 seconds seems too little time to react, imo. Maybe 3 so you can locate the survivor and make use of the lunge bonus distance?
As for killer perks, I really like them, but I do think maybe you should only increase one of the benefits of Unforeseen Consequences and Blinded, while thinking of a way to improve up to 'Very Rare' tier Necrophobia (although it is may be my favorite perk).
Will comment further in some minutes, but very good job! Thanks for sharing!
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I'm back after a lunch break to continue this chapter. I wanted to add that I'm also aiming for synergy between perks, so I tried to design them this way: Do they work well together just the three of them? Do they work together by adding another one? Is there any other perks that does the same? I haven't done research on already existing perks so the answer to the last question may be 'yes' in some cases, but I surely hope not. Anyway, on to...
JENNIFER HOLLOWAY
DESCRIPTION
Jennifer was the daughter of a wealthy man who usually funded doctor Jeremy researches and experiments. Though she herself disliked the doctor, Jeremy became unhealthyly attracted to his sponsor's daughter.
Jennifer was a cheerful young lady who liked to wear formal, elegant, expensive clothes. Alas, she and her father did not see eye to eye. Her way of rebelling against his oppresive, authoritary dad was by refusing to use his money and assets. That usually meant relating to several, different individuals. Some say she was even seen entering the doctor's 'residence' once...
PERKS
Unhealthy Attraction - This perk greatly increases your chances to be the killer's obsession at the start of the trial. Whenever the killer is in chase of a survivor who is not the obsession, but the obsession is within a 10 meter radius of the killer, the killer gets 'Killer Instinct' effect status on the obsession alone for 3 seconds, while the obsession is inflicted with 'exposed' for 10 seconds. Survivor are granted a buff of 8/16/24% base speed to repairing and healing for 15 seconds. Cooldown: 120 seconds.
Quick Recovery - You obtain haste status effect for 5 seconds when inflicted with Hemorrhage, Dizzy or Deep Wound and recover from them 8/12/16% faster.
Quality over Quantity - Held items are 10/15/20% more effective but are depleted 5% faster.
That's Jennifer Holloway for you. On to the new map. Oh, I'd like to mention that english is not my mother tongue, so I guess sometimes it can be hard to understand what I meant. If so, please let me know. Also, I'm awful at describing, which is a pretty random info but it means... just don't expect much from the maps section. I'll try to give a general feeling of how I visualize it, but it will be awful, most likely.
THE CHEMICAL LAB
This would be a map heavily set on a basement. Imagine your ordinary building with a basement which has windows connecting to the pavement. So this would be the place where Dr. Jeremy lives and conducts his researches, all paid by Jennifer's dad. Anyway. I'll try to organize it a bit. I imagine a rectangle. In the southwestern/central area of the map there would be several rooms with scientific tools and chemical ingredients, most of them filled with tables, throwned chairs, documents scattered around. On the west side of the southern wall and most of the eastern wall there would also be some windows shedding some dim, white-ish light coming from the street above, but the western wall would be mostly a pretty dark area. On the mid southern wall there would be some stairs leading outside to a small garden-like area, on a very cloudy day. This garden-like area would be like an L-shape, but the L should be rotated 90º left. There would be another exit to the garden in the southest point of the eastern wall. As we go near the center part of the map there would be more empty or chaotic storage rooms, with long, narrow hallways. To the northwestern part of the map we would find a staircase leading up to the First Floor - the staircase would keep going up, but the path is blocked -, where Dr. Jeremy's residence actually is. Now this would be a 'common' house as to layout, but I imagine it as a very old house with poor lightning and wallpapered. Some holes in the ground would lead to the basement and some windows would be open to let survivors jump to the garden.
Edit: Spelling mistakes.
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introducing...
1 NEW KILLER: THE MADMAN
1 NEW SURVIVOR: JENNIFER HOLLOWAY
1 NEW MAP: THE CHEMICAL LAB
THE MADMAN
DESCRIPTION:
The MadMan is a scientist. A crazy one, at that. Obviously inspired by Dr. Jekyll and Mr. Hyde - almost copy/pasted, save for a few details, to be honest - he has two different looks, depending on which personality he's displaying at the moment. His 'survivor' alias is Dr. Jeremy Cole, a tall, stooped over man. While in this shape, the doctor looks like another survivor: no terror radius, no red light, and he can't attack either (*1), but cvan temper with gens instead. The animation for this would be exactly the same survivors use, but it would only last for 5 seconds. If successfull, good ol' doc will make the generator regress silently. If another survivor would be repairing the same gen at the same moment, oblivious to the fact that he has a killer right next to him, he will be locked from the action - though he can then instantly resume it if so they wish. Doctor's alter-ego, known simply as 'The Mauler', is a deformed, bulky, bigger version of himself.
The MadMan is a sabotageur killer, who will be played in two different phases, which can be somewhat controlled. When a player uses the MadMan, 8 small tables with chemicals will be added and randomly scattered throughout the map. These tables can be interacted with by both killer and survivors. The killer will use a 3-second action to use them, replenishing the charges of his ability (more on that later), by holding the same button used to hook/kick gens. Survivors can interact with them by using an 8-seconds action with 3 hard skill checks. If they pass, they will silently alter the chemicals so that when the killer interacts with it, not only they will not replenish their ability uses, but they will be stun for 3 seconds. If survivors fail any skill check, it will explode, crating a loud noise notification and inflicting the survivor with the new 'dizzy' status effect for 10 seconds. Dizzy status effect makes the player's screen display a blurry filter for them, effectively reducing their vision and halving every action speed.
ABILITY: SHIFTING
Every 40 seconds (*2), the MadMan shifts from his 'survivor' alias to the killer one and viceversa, with a 3 second animation. At the start of the game, they will have 5 uses of his ability. By pressing once the ability button, which starts a 1 second animation in which the character injects themselves with a needle, they can extend the duration of their current alias for 15 seconds, which consumes 1 use. By holding the button pressed and consuming 3 uses, they can force shift to the other alias by using the 1 second injecting animation followed by a faster, 1 second animation of, well, shifting.
While in The Mauler form, they can use the power button to perform three consecutive sweeps (180º in front of him) while slowly advancing (similar to how the Cannibal works), that have slightly higher reach than normal. Cooldown: 50 seconds.
PERKS
Concussive Hit - Lunge attacks on hit survivors inflicts 'dizzy' status effect for 6/8/10 seconds. Cooldown: 90 seconds.
Drive me Mad - Every missed attack while in a 1 meter radius of a chased survivor grants 1 token, up to a maximum of 3/4/5. By pressing X button (or the appropriate for other non PS systems), you can consume 3 tokens to grant you a haste effect for 5 seconds.
Tantrum - Kicking a gen reverts the progress at half the speed, but blocks other generators in a 40 meters radius for 10/15/20 seconds. Blocked gens that were being repaired are showed with a yellow aura. Cooldown: 100 seconds.
That's the killer for you. I've tried to create a killer who plays a mix of sneaky, confusing role, while also allowing some moments of vicious violence. His perks would allow to put pressure on the survivors and make up for some mistakes.
*1: Another option suggested by my friend would be to allow the survivor alias of the MadMan to stab survivors, making it a very small reach attack which could only make them go down to Injured, but not make them agonizing.
* : Also another suggestion would be to eliminate the shifting timer altogether while reducing the number of uses to 2, and making it only possible to force shift at will.
The survivor and map will be added shortly in another post.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/336371/survivors-need-to-get-a-grip
Reward not to camp? They buffed killers hard in this patch and they nerfed the most OP perk in this game dead hard. What else do you want? 1 million bps per every game you don’t camp and tunnel?
I think he was on to something. What, imo, killers need is a penalty to camp/tunnel, most likely by buffing survivors while in some meters radius of the recently hooked survivor. Thing is, at least from my experience, many survivors (I would dare say more than 50%) tend to swarm the recently hooked survivor, thus making it almost imperative for the killer to camp said survivor.
Of course there are just killers who need no reason to camp/tunnel. Maybe they're afraid of losing, maybe they're mean, but there is also a good portion of killer who will camp/tunnel just because they can.
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I am actually enjoying the game so much. I did before the patch and I am continuing to do so even more now. And I do not consider myself a killer main nor a survivor main. I like to enjoy everything a game has to offer. Actually, I have pretty much every survivor lvl 50 while most killers are ranging from 10 to 30, and I started playing like three months ago.
I consider myself an average player. Not very good, but not bad either. Do I find it harder to escape as a survivor now? Yes. Do I think it should be tweaked? No. Most of the times I die is because either the killer is much much better than me -and I admit I get enraged, though I think I have only dc twice in this game- or because my teammates are playing awfully bad. Most of the times it's the latter.
On the other side, when playing as a killer, I struggle when facing good survivor players, but know I am able to crush survivors who act reckless or stupid. I mean, I am a killer, you are supposed to try your best to hide and escape, not to fool around in front of me and expect to survive.
So I think the update was fine. It might need some adjusting, obviously, but it was a step in the right direction.
For all of you fellow solo survivors strugglinc to have fun, try new tactics and learn your opponents. There will obviously be times when you will enrage because one way or the other you will be killed almost at the beggining of the match, or somethimg similar, but try to let it go and find another match. Try different ways to hide. Different approaches. And learn from your matches. Different killers have different tactics. And it also depend on the players.
Usually, when facing Legion, GhostFace or Myers I always give it a few tries and depending on how the match goes I will let myself die on the hook. But that's just me. Also, don't expect your teammates to rush to your aid when on the hook. Those are precious seconds to further repair generators before going to unhook you.
Hope you guys can learn to enjoy it.