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  • no. I haven't played Twins enough to experience this kind of thing. The Streamer doesn't have a forum account and I did so I came here.

  • Bug happened again the next match. Backwater Swamp, Pale Rose. This time Victor was already out and switching to him fixed the issue. Victor was not connected to a survivor when it occurred.

    More notable is that Charlotte was on a sloped surface when the bug occurred. further testing required to make a full idea of the bug

  • @TurboTOne said:

    im not entirely sure, but a Speed bonus does not help with less charges as far as i know. so if a Medkit doesnt have 16 Charges, you won't be able to fully heal with it. No matter how fast you heal, you just burn through the charges faster.

    Wich would mean the Emergency Medkit could heal you half, really fast. But thats about it.

    and healing others works even without a Medkit, so using it on someone else just doesnt make much sense.

    Im agreeing with taking down the Speed at wich you can heal yourself, but taking away your ability to self heal with them is just gonna make SoloQ more Painfull as you cant rely on your Teammates to heal you, God Forgive use theri own Medkit on you.

    I would suggest that the Brown Medkit takes 20 seconds to heal one self

    The Yellow Medkit gives you 2 Heals at 22 Seconds per heal

    the Green One gives you 1 Heal that only takes 16 seconds

    and the Purple Medkit gives you 2 Heals at 18 seconds

    And then just change the Addons so they dont increase the healing speed too much.

    image.png

    This is taken from the Med-kits page of the wiki and is how I got their current numbers. (https://deadbydaylight.fandom.com/wiki/Med-Kits)

    I made sure to cross reference things but so far it seems like I'm on the right track. the only issue is that the math doesn't fully add up cleanly even when it would make sense to have. it also doesn't account for the item's drain rate as I don't know how that calculates when speed is increased. So you're probably right and is an overarching change I need to specify later.

    "and healing others works even without a Medkit, so using it on someone else just doesnt make much sense." right so. the point of using a medkit on another person is so that it doesn't take as long. Which in some scenarios is better than hiding and healing alone.

    As for your thing relating to the teamwork aspect of this game, that's kind of the point of this change make the altruism of it be rewarded better rather than make it purely a selfish tool. In fact the purely selfish use of med-kits is the problem with them. yes it helps the team to be able to heal with only one person but it also promotes a number of bad habits that the community has and exploits.

    So far from the balance patches that touch Self-Care (The perk), it seems the Devs want survivors to seek out others to heal more often than not and make it take extremely long without help. SC and CoH do promote the same bad habits as well. and if the killer know how to exploit those habits they become mostly nonissues. Not many killers can exploit those habits even if they have the knowledge. Med-kits combined with them make them worse.

    I want to buff survivors and solo-queue as a whole, but that can't happen when the state of survivor builds is relegated to a few perks and bringing Items that act as 5th. I don't want to play with and fight 5 perks.

  • I looked at basically all of the killer concepts you've posted.

    this one catches my eye because the Power is well made and feasibly possible (I've made and seen a very good number that push a few boundaries on the design team) regardless. I don't want to rag but your perk design for this could use some work.

    you said these perks are meant to be used receptively but all of them, sans Voice, have a use limit by technicalities. (Map design and Survivor Skill)

    Orchestrated Ideals: This is a complicated perk.... it works... but only 5 activations per match (if even) it's like a combinations of Pain Resonance and Eruption, and while that isn't a bad thing on it's own it feels like it's shoehorned in....

    The Voice of Fate: This one reads like 3 unrelated perks stacked on top of each other. I know they technically have a connection by all being at least somewhat chase related... but it just doesn't work. The first effect feels like a Hex (and very strong one at that) how long is the pallet blocked for(?), the second is underwhelming at best the hindered effect is really small, and the third is where this perk currently shines.

    Yellow Curfew: This one... feels like it could be something much better and worse than it is. I can see where this would work. I don't know how to explain a vision for this perk but I can show you a fair-ish description for it. besides the actual effect though it being an activated ability kinda spits in the face of a Killer Perk if that makes sense. Usually activated abilities sit firmly in Killer powers but I'm not against it inherently (the only one I've seen or kinda consider one is Hex: Pentimento). it needs to be done right though and this perk is almost there. the vision I see for this perk is below:

    "Gain a token every time you break a Pallet. Press the Action button (E) to consume 2 tokens and block all objects within 16/20/24 meters for 16 seconds."

  • If I actually want to choose one Jojo Character as a Killer? Pucci from part 6. Since that part is still going for anime only watchers, I can't spoil anything more but there's a good amount to his stand in particular that would be able to have a good translation. the only reason I did Dio from Part 1 instead is because I was asked to by a friend, and it was a fun limiter.

    As for the Power thing: the only real part of this power that "encourages slugging" is the Fully Drained part. Since that calls for a specific amount of the bleed out timer to be left (10% or less). When designing it I used percentages for the numbers originally, and switched to defined seconds when the math was able to be done. The current Bleed-out Timer is 4 minutes long, or 240 seconds. 48 seconds is around 20% of that timer, a large amount to be sure but is because the power has something to use that large amount as a means to an end. And the action of Draining Picks them up to put on your shoulder and carry. This is also around the amount of time it takes for a survivor to pick themselves up in the PTB (without recovery speedup) so that would mean that 48 seconds is a whole pickup for the survivor and allows for a unique level of control to a resource in this upcoming update. Also note that I said you can only do this 1 timer per survivor. It's meant to be a quick pick me up for the power since it has ammo that relies on having survivors to hit. If you waste your shots on an injured person and cannot hit them you can pick them up using that drain and get back 3 after you do this to all 4 survivors you're stuck with basic attacks for getting more uses out of the power.

    Oddly enough I could double down on this further as I am very meticulous when it comes to wording in these concepts to make sure they don't end up overpowered and I want to stick to the ideas I made... I'm very attached to them. but since this game is really wide spread and I like seeing how others perceive the balance of this game, how would you improve this power in your eyes?

  • I don't dislike this idea. (formatting could be far better but I'll try to ignore it as it helps in differentiating parts of things) and may as well give my two cents to this.

    Power:

    Vineweaver

    The Chase power is tripwire vines that make survivors stumble these effectively have the same use a Dream Snare. I wanna pitch an addition, "The Reclaimed can spend (2 or 3) more power tokens while near a Pallet or Vault Location to call Vines to block that Object until either removed by a survivor (about a 3 second interaction by the survivor) or another location is called to. only one Pallet and one Window can be blocked at any given time."

    Verdant Domain

    I did the math...

    Stage 1: Growth Speed of 0.191666666667 m/s. as this is the first stage it works fine. Grows 11.5 meters meters in all directions over the course of 60 seconds (technically 12 but the trial starts with it at 1 meter wide).

    Stage 2: Growth Speed: 0.088888888889 m/s. "accelerated" huh. Grows 4 meters meters in all directions over the course of 45 seconds Vine Weaver Hindered effect +2%

    Stage 3: Growth Speed: 0.2 m/s. also introduces effects that help in Tracking. Grows 12 meters meters in all directions over the course of 60 seconds. Vine Weaver Hindered effect +4%

    Stage 4: Growth Speed: 0.116666666667 m/s. loss of killer's location for survivors. Grows 14 meters meters in all directions over the course of 120 seconds. Vine Weaver Hindered effect +6%

    Stage 5: Growth Speed: irrelevant but 1.288888888889 m/s. Survivors encounter environmental hazards that slow traversal of the map. Vine Weaver Hindered effect +10% Grows 58 meters in all directions over the course of 45 seconds.

    so what to change about it. well for one standardized growth speed among all stages before 5 is a good idea (Use Stage 3 as the base and adjust the distances accordingly) most maps in the game are measured in 8x8 meter squares of playable surface since the power covers those it would matter to check in on them. secondly I would suggest better options for the Killer within the Forest. don't exactly know what at this point but if I think of something later I may bring it up.

    Molotov Cocktails

    The items work fine as is. The Rage is fine maybe increase the speed to Feral Frenzy speed (5.2 m/s).

    Perks:

    Sharables:

    No Safe Haven:

    Very survivor Dependent Perk. While not necessarily a bad perk it's meh. This would basically be something to run with Shattered Hope and not much else unless you know where a survivor is. If I had to suggest a change maybe include another effect that targets the survivor that brought the boon to further play to the name. like Locking the perk for 30 seconds.

    Silenced Industry:

    Personally believe this would be a Hex if implemented as is written. so good job on making a very strong perk. I don't know what to change to "weaken" (in quotes cause I don't think it should be) it to make it not a hex worthy effect.

    Decay:

    A nice perk overall. no change.

    General Perks:

    Survivor:

    Teardown:

    A simple perk that is nice. I made a similar concept to it during a more oddball chapter concept. While making it I noticed that reducing the time taken of the action might be a bit heavy on the coding aspect so I changed it to be a more activated effect. Most Survivors have no reason to Break a Breakable Wall for themselves. overall nice perk though.

    Surge Protector:

    I don't know about this one.... it's a thing that makes it easier to recover progress lost to a kicked Generator not a bad Idea but a very awkward concept to pitch here. Regression is .25% of progression (meaning 100% regression is very slow). and as much as I wanna say that lowering that speed to 50% for 30 seconds is fine something in me doesn't like that for the balance of the game.

    Improvisation:

    This is funny. the only thing I'm worried about is using them to stop a survivor being carried which will cause a longer stun than the perk describes. it's a nice idea to make a depleted object more useful. I would up the duration spent hiding to 16 seconds (to account for Built to Last)

    Boon: Totem Guardian:

    The Cavate for the protection of a survivor in the dying state is nice... but Boon:Exponential on another survivor becomes a horrible Bane for the Killer in this situation. Change it to Hooked and this perk becomes a bit lighter on the lose lose situation from coordination a survivor team could have.

    Come Back Swinging:

    This perk is good. it's somewhat reliant on the Killer's playstyle but that's a risk you take when you want to be slugged.

    Skittish:

    The amount of short durations (less than 10 seconds) that auras are read at by the killer these days makes this very blah when it comes to mid game use. I would be a nice tool for figuring out perks though... though again that depends on the perks/ addons the Killer brings so it could be very situational.

    Killer:

    Hex: Fatigue:

    A friend of mine wanted this too. it's not bad. survivors will be on the lookout for it.

    Hex: Burnout:

    The Limit is nice but ultimately survivors would just cleanse this to get over the effect unless it really doesn't impact their use or the solve is immediately available.

    Whiplash:

    stunning a survivor is a fun concept. not sure entirely how it would work though. so no real comment.

    I don't comment on addons as the Basekit is what should be judged for viability and I personally believe addons should be for expanding the playstyle.

  • Someone did it. Someone figured out a way to properly explain how there could technically be two of the same person in the same area.

    I'm in love with this. And interactions on these help the Devs see them. I'm gonna look and nitpick but don't take anything harshly.

    Power:

    Bit of an awkward start but each power is actually usually only called one thing (Hag's Power being named "Blackened Catalyst" but colloquially everyone calls it based one the Phantasm Traps, and Doctor's Power actually being "Carter's Spark" but players refer to it as Shock Therapy or Static Blast) and then the names you've given are sub categories which are usually referred to as "Special Abilities". though I have no clue what to name this so that's up to you.

    Steal Form

    60 seconds is a both very short and very long it's such an awkward number for something like this I know that in practice most Killers can get something done in 60 seconds but 60 seconds of 4.2 is brutal I know she gains speed when vaulting but I think adding a pause to that timer on vault actions (Like Legion) may improve some overall things. I didn't even notice until the last line but... what's her base Speed, Terror Radius and Lullaby Size? I know her Height would be Average since that's Survivor height.

    Next questions: Will She always Fast Vault when disguised? and I'm still a little lost on the Token Mechanic. I understand their effects but obtaining and losing them is confusing to me when I just read it. (The math works out well) though speaking of the effects of the Tokens the gain rate of speed is off... not in a bad way these speeds are fine for killers to have for short times but +.6 (using the disguised speed since her base is unknown to me but based on this growth pattern 4.4 would be a nice round one.), +.4, +.4 will certainly mess with some people.

    Isolation

    Everything in this section reads well to me and works well. but since I'm nitpicking why not provide a nice counter balance somewhere for the Isolated one. Like being able to see noise notifications for the Killer when she vaults.

    I think that's enough on the Power and remember these are me completely nitpicking things to look at again. I know you're very proud of the idea so I don't want to mess your vision too much.

    Perks: this is where I'm gonna be Scathing since these matter to other Killers too.

    Hex: Supervision:

    This is a situation in which I think that it being a Hex is only because people would abuse it otherwise as Nurse, which is sad. where it is currently it's not on par with other hexes, and to further Build on Friendly_Blendette's gripe this hex should do something a little more to improve consistency on killer side if the Survivors don't bring their own Aura reading. This change may sound controversial but "survivors working together on generators outside your terror radius can see each other for 5 seconds after the action ends" may improve this perk to a point. I just noticed the Tier up effects being a -8 meters, -4 meters... that probably won't happen and the numbers for a perk like this would probably be 32/24/16...

    the next part is me going through each aura reading perk possible.

    Bond: This perk would be a complicated mess in the code... since the perk specifies "each other" in it maybe it's not as bad for it...

    Kindred: This perk doesn't work with this as Kindred requires being hooked.

    Blood Pact: This will work as this perk intends to but there is a number of things we can limit. since this perk specifies a distance that the sharing survivors must be at, even one of the sharing survivors being in range would make this bearable.

    Aftercare: This would be hell for the survivors especially with the right set up but again that range may subtly fix the issues this could leave.

    Buckle Up: No. nobody runs this. and requires a survivor in the dying state. wasn't really worth mentioning but hey I'm covering Bases.

    Empathy & Empathic Connection: this is really only a problem if both are in the game.... but just one and this perk falls apart with it.

    Distortion: so how would this function? Survivor Aura reading pierces this perk. I'll leave the thinking on this to you.

    Don't Go Anywhere:

    Oh the amount of Karmas this perk could bring. This perk is fine no issue from me though anyone caught by it will be angry as ######### and all will be right.

    Still Out There:

    I think the time on this is a little too short. don't get me wrong the Perk is a great idea, but even 12 seconds is really short.

    Thinking on it most survivors gain the Exhausted effect in chase, (with only start of the game accidental Sprint Bursts being the exception but I wanna keep this it's funny puts more Terror in the game) so moving the time to be upwards of 60 seconds is not out of the question. though that is most certainly on you to decide.

    That should be all for perks. To other concept makers keep in mind the language used in your perks, Hex:Supervision is sort of saved from complete abusability by both the cavate and "see each other's auras"

    I don't want to comment on addons as the base power is meant to be changed so what changes should be made can really only really be called in practice. and while I'm actually very sure your addons are great there's just something that I don't feel right about when critiquing addons.

    Thank you for this wonderful concept and I honestly hope to see more out of you.

  • all right... let's see here. going part by part.

    The Power: I'm sorry this is just hard to understand for me on how it works. this power is so open ended with very little specifics I can latch onto to understand.

    Overall not a wholly bad Idea. There's just something somewhat wrong with the premise that doesn't translate to gameplay correctly. I can say with a fair amount of certainty that the Devs have tried and looked into a Killer that disguises as a survivor as a possibility as far back as Legion. It did not work out well for them. Your idea could work with it being a stance change system like it's reading to be, but it requires the work to put into the outfit to read as either side. this idea has actually been around the block a few times and this presents really nothing new to the equation. This can be changed and experimented with.

    there's also a slight thing about terminology here. because dbd is very term heavy in how it works defining and using new terms becomes a must.

    Dizzy is... frankly useless at short durations. Generally speaking a good survivor knows the pathways of the map they're in without really needing to see perfectly clearly, so the only real remaining effect of halved action speeds is not going to matter in the circumstances that it's applied in so far. why not have this Killer focus around it. selling a General Debuff to this group is better done if the Killer or survivor it's introduced with has ways to show it's uses. whether through Perks or the Power.


    I'd Say that is enough about that. The Perks for Both sides here. a lot more of this is specifications than anything as some parts are missing. and you seem to have a small habit of stepping on other perks a bit too much.

    Concussive Hit: The Numbers for the cooldown are too short. put it up to min 20 max 30 and it's much better and useable by the other killers

    Drive me Mad: this is probably the best designed one seen so far but I think it should immediately activate after getting the 3 tokens and play around that. letting you change the tier up effect for better effects. 1 meter is too small. 3 meters is what you want (Pallets sit at about 2 ish meters wide)

    Tantrum: this works fine maybe reduced cooldown to 60 seconds so it can be used more with other perks.

    Unhealthy Attraction: This is not a Perk any person would run in their life if it was in the game as it is now. there is too much unnecessary risk for so little of a reward. the wording here is also extremely awkward. who gets the buff and why is it so short? why is there a cool down?

    Quick Recovery: Remove that recovery speed thing (Vigil already does this better) and instead say all debuffs and this perk works so much better as a synergy based ability.

    Quality over Quantity: I'm not averse to it but it's meh. Streetwise is better than it (by a whole 5% with no downsides). since this one is personal give it bigger effects and it should work out.


    just to preface. I like looking at concepts and making them even, but sometimes the things I see here end up misunderstanding the power of selling your ideas. I'm frankly not sold on a lot of the ideas I see here if they don't wow me with the power. The Power is where you sell the Killer's Identity the most, whereas the Perks are the part that's more general. Meanwhile the Survivor's perks are what has to sell them. you need to be out there with your ideas. sure keep the perks balanced but let the Killer do a lot more than swing their weapon with their power if you can help it. I'll review the rest. if anything in the game changes, be prepared to understand how that effects our viewing of what is balanced. The Dev of the game decide what's balanced.

    sorry about any harsh words. there's about to be a huge shift and we need to prepare which is stressful.

  • I can see where you are going with this. there are a couple of things that I would personally change though I have never played the source so I'm not sure of how.

    The Power is too passive on the Killer side in the effects. I know that I and a few other players prefer to see the effects of our powers and perks (See Nemesis's Zombies being seen as unreliable). While the Paranoia I would feel as a survivor definitely works, eh, if its not fun to play I don't see a point. Maybe include extra tracking options for survivors with Polluted, make the ways to become Polluted a bit more active, Give Polluted an effect that activates when it wears off (this one could be done with Add-ons).

    The Perks, these are generally something to see. Overall the changes I suggest here don't need to happen.

    Hex: Paranoia: Firstly the choice of tiering up how many skill checks occur is a little odd to me. maybe streamline this to 2 difficult skill checks and then mess with the Incapacitated effect numbers. I'd also say the scream isn't entirely necessary as failing a skill check causes a location marker to appear.

    Inner Demons: very synergistic very few survivors these days fail the skill checks these days though.

    Toxic Atmosphere: 2% hindered feels weird to say is too little but i am going to suggest 5% because of some nice counterbalancing with Yui Kimura's Breakout. in the same vein maybe adjust the distances to 4/5/6.

    Reverse Psychology: the math here adds up to only a .5 increase on kick with regression getting you very little reserved progress to handle regression. I don't know if this was intentional. It's a good idea though. maybe you could afford to increase the time the perk works with to maximum 10.

    Moving On & Working Through It. you can afford to increase the numbers on both of these. Though which numbers are up to you.

    One thing I will say is. If you want to see something like this in the game get your ideas to not be totally balanced. balance for gameplay where you can but with the Power go hog wild and include ideas you think wouldn't really fly in places. (Gaseous State is an amazing thing but you could have really sold some on the idea with a slightly faster reappearance timer or more effects from being Polluted)

  • Nice work. Very well made. I like this and if it shipped as is It would work well. just because I like it and how it is handled doesn't mean I don't have criticisms for it.

    Power:

    This is a nice power on paper but feels like it would be the same as Old Doctor (Switching between Shock and Punishment modes). mode switching for no reason when the spread shot would be a better power button ability. any good Killer would be able to run gun only without any problem because they can track survivors very well (This is very exploitable you could use this for addon Ideas beyond lowering the reload/cleaning speed). but the opposite isn't true, playing without the gun would be handicapping yourself to the equivalent of No Traps Trapper.

    There doesn't feel like a reason to switch to the Cutlass. Maybe instead, switch between them with CTRL and make the cutlass have a thrust dash to let him close gaps that little bit faster. As much as I'd love to have a Killer with a passive ability of Basic Attacks it does not work unless the status is Killer Specific (ie. Freddy's Sleeping).

    I like the idea of no basic attacks with the blunderbuss but if you're mode switching just to have a general feature of a killer in dead by daylight it sort of makes that part of the power off especially if you have no reason to switch back. overall about this part though it is fine.

    looks up at power section I had a lot more to say about that than I thought.... these are actually very Minor complaints and I'd get over them quickly.

    Perks: When thinking of perks you have to think of them on every Killer, not just the one they came with.

    Death By Greed: Buff those numbers. The Hindered Effect feels a little too safe you could reliably push harder. most current hindered effects (that usually matter to the killer when used) average around 10-15% with couple outliers. I can personally Attest to most survivors being able to loop with prolonged Hindered at 15%. The duration is fine. Though small question: Does the trap remain on the same object after a survivor interacts with it and can go off again or does it allow you another object to trap?

    Hex: Madman's Curse: Add more conditions to the activation. not being able to do co-op actions is a harsh blow but it rarely occurs that people travel in groups. (usually it just ends up that way or the survivors are too in the killer's face to do anything else). Cleansing or Blessing a Totem is one you can add without affecting too much. and even have it effect the one who cleanses the Hex.

    Keen Eyes: Overall fine, though what specifically counts as "Visible" may need to be defined better. why does the range get smaller as it tiers?

    That should be all I have to say/ask. You can take these things however you wish it's your killer.

  • Oh that's Pinhead. His official Killer Name is "The Cenobite" I'm guessing German translates that way then.

    @Trimhead said:

    Hey I just wanted to say, I love the concept, and it might be indeed the new Killer.

    let me explain: I did the "Player Satisfaction Survey" from Dead by Daylight yesterday. And all seemed normal until i had to choose a Killer i´d like more cosmetics for. A list popped up and in it was A Killer i´ve never heard about. I will attach a screenshot, but my servay was in german, just to warn you.

    So for short there is "The convent monk" (freely translated, I´m no native speaker). And after that I stumbeld across this feat. Hope it will come true.

    https://us.v-cdn.net/6030815/uploads/0UPRTXPDCV5C/20220630220216-1.jpg


  • I'd say everything here is pretty up to board with current design philosophies.

    doesn't mean I don't have ideas for things to change but if they came as is, this would be a good killer and survivor combo. though lots of this stuff could use in-game testing to see full effects and viabilities in practice.

    The Power is fine as is. maybe specify some things like: the size of the bramble walls, the speed the thorns meter works with (just in case).

    Extended Grasp: I like the concept I'm just scared of it. This is a Build Defining Perk. it's really well designed but I feel like it would go off too often to be fair in some circumstances, though I'm not sure.

    SH:Crown of Thorns: odd Jesus Imagery you have here. Deep wounds is a set timer now so maybe have it increase the mend time for the unhooked survivor.

    Hex: Herbicide: the only effect that kinda doesn't make full sense to me here is Hindered for Dull Totems. there are scenarios in which this turns out well but there could be something better (Hemorrhage's new effect might work here).

    Laugh at Danger: this perk is fine. I think allowing Special Attacks to add a token works here. though that would need testing.

    Adventurous Spirit: an actual basement camping counter. Just to reward use of it, give it a bonus to Boldness category bloodpoints gained while in the Basement.

    X Marks the Spot: comparing this to the other perks of similar types this one takes longer overall though this is because it doesn't deactivate. (Flashbang The current highest Time to activation perk 56 seconds (with no bonuses) at tier 1) the pillar of light is a powerful tool that no one uses that often, so I'm okay with this perk being like this. The main issue would be how often in practice this perk would activate. The time it takes for 1 survivor to do 1 Generator is 80 seconds. 300 seconds is far too long to reliably do in one game (the survivor is forced to do basically 4 generators alone). 200 isn't much better as that's a full game timer if the survivors are good enough not completely the worst but long enough to be too niche. 100 is actually where this should be (1 and a quarter generators which is the average for most survivors in a good game). 150/125/100 seconds is a better tier set numbers here if you want the activation to be seconds on Generators just so that it can activate more often than not. if you switch to generator progress though, 100/95/90% to account for co-op actions.

    hope you don't mind the harsh wording on any of these if there is any. this it your concept you can do what you want.

  • So when discussing Survivor perks you have to understand their power is meant to be weaker on average as there is a higher likelihood of encountering the perks in a match than with killer perks.

    I'll suggest changed descriptions below and see how you think.

    Sturdy, No. Needs conditions for activation. this is too many odd passive effects stacked on top of each other to create an amalgam perk that does basically nothing against most killers. Removing the ability to be moried is interesting but ultimately worthless as when a mori is achievable most of the time it's due to the offerings which state directly that only those on death hook are allowed to be moried (or in Cypresses case when there's only one survivor left). Other methods for this require similar effects and are more tied to the power of the killer (Myers which requires an addon and Pyramid Head which requires a person to be tormented and on death hook). the only remaining method that this counters is Devour Hope, Which can be bricked (made worthless) by finding the totem.

    Sturdy

    Sturdy starts with 2/3/4 tokens. Any time you would take Double Damage, Sturdy loses one token and you are instead put into the Injured State and become broken for 60/50/40 seconds.

    Last Hope, No. needs less conditions for activation. getting up from the dying state on your own is an effect that needs to be heavily regulated. Unbreakable, No Mither, Soul Guard and Boon: Exponential are nice balances on the effect. Unbreakable is one time use, No Mither forces the survivor to be injured when not dying, Soul Guard requires a Hex to be standing, and Boon: Exponential is able to be removed very fast and only works within its range. Last Hope has to be one of the choices it offers, not both. Then the recovery speed bonus, it's too strong to be passive through the whole Trial. and it's too strong of an increase in general for something that just exists.

    Last Hope

    When no other Survivors are remaining in the Trial, you can recover from the Dying State.

    When the Exit Gates are Powered, your recovery speed is increased by 40/45/50 %

    Dying Breath, Interesting but I'd want to see it in gameplay first before this concept is changed. I will say Turn Rate reduction might make more players mad than we might think but I don't really know.

    No Change

    Yet

    Prowler, overshadowed by other perks. (Iron Will, Calm Spirit, Urban Evasion) and being second best at everything under a condition is not enough to justify its use. this needs to be something unique and I'm not someone who has enough experience with Survivor Perks to make them properly.

    Prowler

    Starting an action while crouched reduces the odds to trigger a Skill Check by 10/15/20 %

    While crouching, other survivors within 12 meters of you can see your aura.

    Scream!, why ever use it. this perk has no merit. you can use it when completely safe which makes all the other effects not matter. I'm led to believe this is just a meme and while I fully support the idea of things like this I want them to have at least some use. Pebble is Fun and this will just create a stigma like Object of Obsession. a killer that's doing something will just ignore it and you'll have wasted the effect.

    Scream

    While Standing Still, press the Active Ability Button to create a noise notification at your location. After Screaming you don't leave any scratch marks for 3 seconds and for the next 10/15/20 seconds all other noise notifications from you are suppressed.

    Scream has a cool down of 50 seconds.

    For the Struggling!, this is a yes. there enough stuff here to not overlap with other perks and synergizes with others immensely.

    No Change

    Keep in mind my criticisms usually rely on the current game balance so a lot of this may become null if the game shifts unexpectedly in the next few chapters.

  • I love this. it's rare to see a concept this good and balanced from the outset. your wording is a little awkward but for the most part everything checks out to be understandable. There are tiny numbers things you can do to push this to a stronger form but for the most part they're unnecessary imo. excellent work.

  • I only just now realized that I left out an explanation for the Tokens on Only One Chance. I'mma Real quick rewrite it's description


    ONLY ONE CHANCE:

    Placing a foundation has to be done correctly the first time

    While working on a Generator without any other survivors, Only One Chance gains a Token every 10 seconds up to a maximum of 8/12/16 tokens.

    While you have any amount of Tokens, any time a generator would explode for reasons other than missing a skill check or being kicked, it instead doesn’t. If it would lose progress, it still does. 

    All lost progress to any generator is increased by 50%. This effect does not stack with other instances of Itself.

    (Lost Progress is a defined term by the Devs referring to the base regression applied to generator by an effect. Jolt applies an 8% loss when it goes off. When this perk is active Jolt would instead apply 12% lost progression.)

  • Not gonna lie, I love the idea.

    Small things from this bother me like missing numbers but you wrote these like a Spotlight video so I can forgive it. The little details I'm seeing just make me love it more. But as trying to give fair shakes to these concepts, I'm gonna say these small criticisms. Don't let them change anything if you don't want them to. This is awesome and I want to see more from you.

    Power Breakdown:

    Curse Orbs:

    Fires projectiles that inflict status effects depending on the health-state of a survivor. (Excellent Idea and a thing I kind of want to hear more about.)

    If you hit a healthy survivor: Blindness, Exhausted, Mangled, and rare chance to get Exposed.

    First would be removing Mangled from this list and adding it to injured. Healthy survivors don't get affected by it at all and it disappears instantly once applied in this situation only really getting a location on them. which is fine but maybe switch this with Hindering in the other list.

    If you hit an Injured Survivor: Broken, Deep Wound, Hindered (for a short amount of time), Hemorrhage, and Oblivious.

    all of this works fine but....

    All applied effects disappear on the survivor being hit. (Now here's a blatant contradiction why does the hindered effect have a stipulation for time but nothing else does.) If they disappear from damage, there's no point in making hindered last a short time. along with that Deep Wounds. while yes that effect is there and is fine for what this is maybe remove it.

    Overall, though, this part of the power is fine. a few tweaks here and there will make all the effects work as they should.

    Second Orb:

    The Numbers on this are missing entirely but let's work this out.

    While in chase after an amount of time, a second orb will appear and follow the survivor and home in on them for a short time eventually hitting something (whether it's a wall or survivor is irrelevant).

    okay so I like this but maybe make it follow Scratch marks specifically. Grunty's a witch she could figure it out. it would also help serve more options to Grunty.

    If the Orb hits a survivor, they take damage.

    If it hits a Wall, the aura of the survivor being chased is revealed for a short time. (Usually this means about 3-5 seconds)

    Defining how big this thing is, changes my thoughts on this. If the orb is large enough to do this, then fine yeah, I get it. if it's a small orb that travels over small objects then maybe see how it would do in another way.

    trivia:

    okay so... this is something that is very unique and there's a lot to unpack.

    When the Exit Gates are powered Survivors must try and solve a Trivia question before they can attempt to open the exit gates. The answer's result determines the effect. (What types of questions... and do the players have to solve them?)

    Correct answers are a buff to the survivors: Haste, Increased opening speed, Endurance

    Incorrect answers are a buff to Grunty: Unstoppable Orb (as I call it), Haste, Undetectable.

    Incorrect answer could also Nerf Survivors: Exposed, Hindering, reveal their auras, decreased opening speed, or block switches for some time.

    Okay now, if the survivors let go, do they have to solve another? all the effects here are fine except a mislabel on Exposed. This is fun, but to keep it fair, make the Questions about the current trial in particular if the Players are the ones answering the questions.

    That's it for the power. To help in making these questions and other things I imagine a game with the killer power in question. For Grunty here, I did a Coal Tower game. anyhow.

    Perks:

    This is where the criticism will be a bit harsher as perks are the easier of the two major parts of a killer to make and have to be applicable to all killers in some way.

    Beauty:

    Putting a Survivor into the Dying State (by any means?) causes all Boon Totems to become Hex Totems that cannot be blessed again for 60/70/80 seconds.

    okay so first what do you mean by Hex Totems here. if it means inverting the effects of the boon okay. The only thing I want to say is maybe have the entity block the turned Totems for less time than currently stated. And only the Boons associate with that survivor.

    (Suggested Changed Description) Putting survivor into the Dying State by any means causes Totems blessed by that survivor to become Hex Totems with the inverse effects of the original blessing. This totem becomes blocked by the Entity for the next 40/50/60 seconds. Converted Totems still count as Active Boon Perks for a survivor meaning a survivor cannot boon another totem while Beauty is affecting them.

    Scourge Hook: Witch Inversion:

     After hooking a Survivor on a Scourge Hook All Survivors suffer from blurry vision, and their movement is inverted for 20/22/25 seconds.

    Fun, but please no. This is a weird one to work with. By Blurry Vision I assume you mean similar to Clown's Intoxication effect. Where I, sadly, draw the line is inverting movement controls for that long. Personally I'd limit the Movement inversion to at most (tier 3) 10 seconds. but really there's very little wrong with this perk just a personal preference.


    WitchCraft:

    After Sacrificing a Survivor, the Killer's power is fully charged and activated however, will not combo with they've brought in addons.

    Hi yes... what does this mean? more specifically what about those weird Combo things. Like Trapper, (does it generate a new trap?) or Hillbilly (recover all Overheat build up?) There's also a Teir up effect missing but for this it's a little hard to quantify. This perk is witchcraft and by that logic. let's try this.

    (Suggested Change Log):

    Make this a Hex and make it appear once a survivor is Sacrificed to the Entity.

    Increase the effects of addons by 10/20/30%

    The aura of the Totem is shown to survivors for 3 seconds after 20 seconds. (Fairness change, trust me it's needed)

    Instantly recharge the Power every time a survivor is Hooked after the Totem activates.

    For all Kilers this means:

    Trapper: All Unset Traps become Active

    Wraith: Instantly becomes cloaked

    Hillbilly/ Cannibal: All overheat is removed and charge time for the next use of the ability is increased by 50%

    Nurse: Charge time for Blinks is increased by 25%

    Shape: Makes the Shape Teir up from its current (with Scratched and Vanity Mirrors this does not work)

    Hag: The next Trap becomes 10% faster to place.

    Doctor: Static Blast becomes Available.

    Huntress: Instantly reloads all Hatchets.

    Nightmare: All survivors immediately become asleep.

    Pig: Active Traps lose 2 seconds on their timer.

    Clown: Instantly Reloads all Bottles

    Spirit: Yamaoka's Haunting becomes available

    Legion: Feral Frenzy becomes available

    Plague: The Next Vile Purge charges 50% faster

    Ghostface: Night Shroud becomes available

    Demogorgon: The Next Portal interaction happens 25% faster

    Oni: Blood Fury Charges completely

    Death Slinger: Instantly Reloads the Redeemer

    Pyramid head: Completely Charges the Torment Trail Gauge

    Blight: Next fatigue from rushes is 25% faster

    Twins: Victor's Idle Timer is completely refilled.

    Trickster: Reloads all Trick Blades

    Nemesis: Tiers up from current Stage

    Cenobite: Next Chain used applies 4 chains

    Artist: Birds of Torment becomes completely charged.

    (Grunty) Witch: Second Orb becomes able to be used.

    looks up at this list Dear lord that's a lot. Sorry this one needed so much. Without defined effects this perk is scary in how it could function so it's better to define it now, what do you think?

    (Suggested Perk Description):

    Hex: Witchcraft:

    After Sacrificing a Survivor, if there is at least one Dull totem remaining in the Trial Hex: Witchcraft activates on a random totem.

    While Hex: Witchcraft is active:

    • Addon effects are increased by 10/20/30%
    • {Killer Specific Ability} every time a survivor becomes hooked.

    After being active for 20 seconds the aura of the Totem with Hex: Witchcraft applied to it is revealed to all Living Survivors for 3 seconds.


    Sorry if these changes seem to be a lot. I have a lot of respect for the Balance of Perks and powers in the game, so these kinds of things often become projects in and of themselves. Take all of these changes however you please and don't overthink anything I've said. Good luck in your future endeavors and I hope to see more of this.

  • I've done a Major Rework of this killer and provided it on a different post.

    The Horde (Left 4 Dead Licensed Paragraph Killer) Rework — Dead By Daylight

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749462#Comment_2749462

    So, to start off with, I apologize for how long the power was. A lot of values had to be kept in check given I was making practically 3 separate projectiles in addition to a tier up mechanic.

    Anyhow, The numbers you're proposing are interesting however I'd have to say I prefer mine. 25 -> 30 -> 40 messes with my OCD significantly. I wouldn't mind dropping it to 25 -> 30 -> 35, however.

    Could you go into more detail about the addition to gain charge while under 35%? It seems pretty interesting as a way to keep your ability if the values don't quite work getting up to Stage II or III, though your idea for it is missing quite a few values.

    The main differentiating factor with Burnout is that it also blocks the generator afterwards, preventing progress for an additional 30 seconds.

    I didn't notice I had missed the perk tiers of SH: Promises, thanks for reminding me. And, the point of Promises is that it doesn't disappear over time. Though, I could make it so its effect disappears if you heal a Survivor.

    I'd be fine buffing Hellfire to 10%.

    Making Immortal Mark take 3 seconds to use would likely be fine, still keeping it as a longer to use styptic with a better effect while boosting it in viability.

    I've had a habit of giving Survivors I make meme perks cuz I think they're funny. Angel's Rend is one of those. Though, the muffling effect would be a nice addition. What do you suggest I change the method to acquire it to though?

    Don't feel bad about the length, Doctor's Power barely fits on screen in game. Most of my changes come from imagining playing them in game through a bunch of scenarios. So, a passive gain would help allow some of the worse skilled players (no offense to anyone reading this) cope with a well-formed team. to sort of demonstrate the passive gain Look at The Oni.

    image.png

    Oni being a 4.6 killer by default has a lot more wiggle room and his power is an activated effect, so a couple of things don't add up exactly.

    The change presented is 2.5% per second not using the power with the charging capping off at 35% (a threshold for allowing charge level 3) so it would take:

    4+ seconds to passively gain enough to perform level 1

    ~9 seconds to passively gain enough to perform level 2

    14 seconds to passively gain enough to perform level 3

    all three of those is an ample amount of time to sneak in a basic attack which would (in some cases) push you over the passive charge threshold. the power applies an active drain to make higher gains (ie. drain 11% to try and earn 22%) so this passive charge does not apply when charging the power.

    the scenarios it comes in use are two-fold:

    In stage 1 when for some reason you are unable to get a basic attack in.

    recovering from going up a stage by thin margins

    this change was made with changing her to not get a base speed increase. In all honesty you could raise or lower the threshold or charge speed to anything, it's your killer.

    onto your next question: I have no idea. Your idea works fine for what you believe the game needs. (I read though some of your other posts and noticed that you want chests to become more than side objectives. for that we need more perks like this.)

  • Okay... this honestly took me a second to make as I had to read through the power a bit and then see what I'd change about it If any of this is wrong go ahead and correct me. You're creating a Killer that is designed to close gaps by affecting both her and the survivors' movement speeds. this is a very fine line that is hard to balance around. Haste is very powerful on killers and is thusly a very restrained touch. You don't need to make her a 115 killer with this dynamic in mind, she would not be underpowered in any way without it. projectile speed is also a very fine line the slowest moving projectiles in-game are clown's bottles 8.5 with the fastest being a fully charged hatchet or the spear from Death Slinger at 40. this is a wide range but with how you worded things The Artist came as best inspirations. if you want to hard limit the power with range, I'd say reduce them drastically and remove the limit at her "strongest".

    Default

    Stage 1: 4.4 m/s

    Stage 2: 4.6 m/s (Remove this effect)

    Holding power button

    Stage 1: 3.3

    Stage 2: 3.5 (increase to 3.7)

    Stage 3: 4.1 (remove this effect)

    To Start with

    70% 

    (Added effect recover 5%/2 seconds when below 35%)

    + 11% on basic attack hit

    Charge level 1: 11%

    Charge time

    Stage 1: .5 seconds

    Stage 2: .4 seconds

    Projectile Speed

    15 m/s (Stated)

    25 m/s (Change to)

    Projectile Range

    32 meters

    Effects on Hit

    Survivor is Hindered by 10% for 3 seconds. (Change to 15%)

    Killer receives 10% Haste for 3 seconds. (Change to 5%)

    Asha's Wing also gains 22% of its charge back.

    Charge level 2: 22%

    Charge time

    Stage 1: 1 second

    Stage 2: .8 seconds

    Projectile Speed

    30 m/s

    Projectile Range

    64 meters (Stated)

    48 meters (Change to)

    Effects on Hit

    Survivor is Hindered by 10% for 6 seconds. (Change to 18% for 4 seconds)

    Killer receives 10% Haste for 6 seconds. (Change to 7% for 4 seconds)

    Asha's Wing also gains 44% of its charge back.

    Charge level 3: 33%

    Charge time

    Stage 1: 1.5 seconds

    Stage 2: 1.2 seconds

    Projectile Speed

    45 m/s (Stated)

    40 m/s (Change to)

    Projectile Range

    96 meters (Stated)

    No limit (Change to)

    Effects on Hit

    Survivor is Hindered by 10% for 9 seconds. (Change to 20% for 5 seconds)

    Killer receives 10% Haste for 9 seconds. (Lower time to 5 seconds)

    Asha's Wing also gains 66% of its charge back.

    Cooldown: 1 second reduced speed (3/3.2) + 2 seconds "I'm Confused by this one the reduced speed for a second is fine, but I don't get why"

    This is all I'd say for the power and If I'm wrong about anything correct me.

    As for Killer Perks:

    Burnout

    you can increase the percentage without any consequence a killer has to waste a lot of time to get an effect similar to Pop Goes the Weasel with its current state but other than that it's good. the fact you mentioned it doesn't stack makes this an even higher requirement.

    Scourge Hook: Promises

    Add an expire condition to the effect maybe after the first or second time it happens

    You're missing a tier up thing so seconds blocked should build up 20/25/30.

    Hex: Hellfire

    boost the effect. 15% minimum. 5% is too small an effect that can be bricked super quickly and suddenly.

    Survivor Perks:

    Immortal Mark

    5 seconds to use for such a short endurance effect is a little too slow for what survivors are going through. either increase the time you have endurance or lower it's time to use.

    Desecration

    Brilliant Perk I see no issue

    Angel's Rend

    Why? Why would anyone ever use this? there is little point aside from escaping from chase and that's a hard maybe if the killer is good enough with audio tracking.

    Change the method of obtaining the needle.

    Make audio muffled slightly for the killer for 3 seconds.

    Allow a survivor to use it from a slightly longer range (make a larger drawback here) maybe force the survivor to have a health state to even attempt this blind.

    increase that time on the aura reading max it out at 7.

    That should be it.... I care about balance, and this is an amazing concept don't let my harsh words fool you. there's just a fine line between practical and thematic.

  • You have a knack for this. Keep going.

  • I like this.

    I have some ideas for minor improvements and questions to the power but in the end, this is yours and you have final say.

    Because your power is based on your weapon, with the spear when thrown does it disable your basic attack for the cool down?

    Spear: If the answer to my question is yes then, have the spear lodge itself into the ground and reveal its aura to you. approaching the spear at any point during your cool down ends the cooldown. Up to 2 spears can be in the ground at any time.

    Next is how certain things work in combination with other perks and how the interaction plays out.

    Fire with Fire: If you have Franklins Demise what happens first?

    The Net: can you explain this one in greater detail for me. I got lost reading it. I'm assuming you use the same button as the shield to throw it.

    The Addons have some improvements that should be made. The Iridescent addons should have multiple effects depending on the equipment/weapon they're paired with. he boasts complete flexibility with his power but his "Strongest" addons only apply to his no change kit.

  • Okay I love this concept and good on you for doing so well with the power.

    Small Criticisms:

    The Perk Balance is too far in the killer's favor with Stalker and Hex: Paparazzi

    I'm going to outline a couple changes I'd make just to make it fairer for survivors and explain why. You can take these with a grain of sand.

    Stalker:

    • Aura reading is more powerful on a killer than you realize. As such I suggest lowering the time it shows auras and putting a limit on the range of the reading. 6/8/10 for the aura reading, and roughly 16 meters for the limit.
    • The Effect cool down is nice but unneeded, in general if your chasing/ injuring the obsession you won't again unless you let them escape heal up and return to annoy you.
    • The exposed effect doesn't need to be there. according to what the perk does you have to injure the Obsession to make it activate in which case the exposed effect wouldn't matter unless they get a last second adrenaline.
    • you have too many things that tier up. generally speaking, you should keep a minimum of 1-2 things tiering up and the rest should be constants.

    Hex: Paparazzi:

    • So, I would again say Aura reading is a little too powerful but as this is a Hex, I can let this slide though. Maybe replace Aura with Killer instinct for the non-Obsession survivors, as the Obsession is the one that activates it.
    • Again, this cool down is very unneeded. Hexes don't need cool downs due to a sense of the fact they can be bricked in under 30 seconds if the survivors are lucky enough.
    • A little wordy and i had to read it like 4 times to fully understand the effect. (No slight against you)

    Fly on the Wall:

    • Oblivious and Undetectable are pointless to be run together. just a small thing.
    • Maybe give a short (very short) aura reading when the survivor is unhooked centering on the hook. 3 seconds with a range of 12/16/20 meters


  • Change because my QA found it to be unfair:

    Calm Demeanor now provides an 8% speed boost instead of 10%

    The perk also Deactivates if the survivor becomes injured.

  • Why didn't I just use the music cues for each Zombie for their on control sound?

    I DON'T KNOW! I didn't know those existed when I made this. It might, probably not though, come as a small surprise that I've never even played L4D. What I did in the making of this killer was use the wiki and cross referenced everything so often that I'm sick of looking their shapes.

    (Made before Aesthetic change)

  • @Orycteropus_afer said:

    Wow this is awesome. It's a balancing nightmare of course with so many things going on but i think you've done a really good job to make it fair, especially how all killer's are good at things but then can't do other things, a lot like playing the twins but on steroids. My favourite part is how you've incorporated all of the L4D infected with all their abilities too. I was thinking of doing a L4D killer but was only thinking of one, i.e. the tank, witch or boomer.

    Only one question though - Does the boomer also use his vomit via right click? or is his only ability to explode? if that's the case no one would stun the boomer and he'd be useless.

    The Short answer: No he can't.

    Long answer: I designed this killer to work as a full unit and frankly The Boomer is the Weakest Zombie, but just as a threat it is much more useful. the ability to use many Zombies at once in a chase is what makes him at least slightly more manageable to be this weak. as an example: what would a survivor do if there was The Boomer on one side of a tile and another of the Units close by. because the Killer is designed to be many at once, all of them have strengths in different places. The Boomer just so happens to have a power that functions as a threat when in a chase and you just arrive on him. Sure you can play around each unit individually but what happens if a survivor is alone and surrounded.

    image.png


  • @Orycteropus_afer said:

    Wow this is awesome. It's a balancing nightmare of course with so many things going on but i think you've done a really good job to make it fair, especially how all killer's are good at things but then can't do other things, a lot like playing the twins but on steroids. My favourite part is how you've incorporated all of the L4D infected with all their abilities too. I was thinking of doing a L4D killer but was only thinking of one, i.e. the tank, witch or boomer.

    Only one question though - Does the boomer also use his vomit via right click? or is his only ability to explode? if that's the case no one would stun the boomer and he'd be useless.

    Ah... yeah... he doesn't really do much.... The best I can say is like in actual L4D The boomer is better used as an obstacle more than an actual threat. he's used to separate people and then have the rest of the horde take take of the weakened people. For each Zombie I took their general descriptions of teamwork from the Wiki and made that the defining trait in how you could make use of it.