thelegion_fan
thelegion_fan
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@KingFrost said:
It Begins
The thrill of hunting your prey fills you with determination. See the Aura of All Survivors for 3/5/7 seconds at the beginning of the trial.
You can run, but you can't hide.
Is that a undertale reference? Also i think this was seem by devs becuase one of nemises perks is this but little different
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@Haddix said:
Nemesis -
Tyrant's Trenchcoat (Ultra Rare)
- Removes 1 Zombie from the trial
- Contaminated Survivors damaged by a Zombie are put in the Dying State.
- Increases Zombie movement speed by 2.75m/s
- Increases Zombie respawn time by 15 seconds.
- Increases the visual height of Zombies by 1 meter (because why not)
The idea would be to dedicate all of your zombie strength to one zombie to make a "tyrant" zombie. I think it'd be funny.
Hillbilly -
Mysterious Serum (Ultra Rare)
A glowing orange serum that seems to originate from the Entity's Realm itself. When used as fuel for the Chainsaw, it grants the Hillbilly abilities mastered by a beast of the fog who shares his strength in speed.
- During the cool-down time after hitting an obstacle while Chainsaw Sprinting, press the Power Button to initiate another Chainsaw Sprint in the direction that you're facing.
- This effect goes on cooldown for 15 seconds.
This is literally Blight in an addon.
Trickster -
Musical Blades (Common) - Replaces Memento Blades
- Grants 200% Bonus Bloodpoints for Showstopper Score Events post-trial.
- Increasing a Survivor's Laceration Meter with a Blade will play musical notes.
The notes would make up an entire song, too :). Replaces the regular Blade hit sound.
Michael Myers -
Child's Clown Mask (Ultra Rare)
- There is no cooldown between attacks when downing a Survivor who is not your Obsession in Evil Within III.
- Downing your Obsession in Evil Within III will result in an increased Successful Attack Cooldown of 5 seconds.
- Downing a Survivor who is not your Obsession in Evil Within III will decrease the duration of Evil Within III by 3 seconds.
and then run infectious fright :)
I like your idea for hillbilly mostly becuase it crosses two killers so it opens more ideas
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@Sonzaishinai said:
Legion
Discarted mix tape (common)
Frenzy fatigue is now silent
Stab wound studies (rare)
Hitting a Survivor highlighted by Killer Instinct while in Feral Frenzy reduces their deep wound timer by 35% and increases the reduction by an aditional 35% for the next survivor hit highlighted by killer instinct hit.
After the 4th hit feral frenzy ends
So bassically if you can stab 4 survivors in a single frenzy the 4th one will be downed
Frank's mixtape (rare)
Feral Frenzy also applies oblivious untill mended
I dont really like your ideas that much but the franks mix tape is a cool idea
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Just a idea but instead of calling it ransack call it like phantom slash or mark so it makes it sound more reliable to the killer you know what im trying to say? But it is just a idea for the name of the perk
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@Set said:
https://forum.deadbydaylight.com/en/discussion/comment/2536939#Comment_2536939
Definitely interesting ideas for addons and did think about the concept of the dash injuring survivors while creating this. In terms of its viability though I think it'd be really difficult to implement without it being frustrating to play against. I honestly don't think that it would make the killer that much more powerful but I think survivors would be annoyed by the concept of the chase basically being shortened significantly by an add-on. It's kind of like engineers tooth pinhead right now, which is an iridescent add-on. What ends up happening is that you hit the first survivor with the chain and they just DC immediately from the game lol. It's like it doesn't make the killer really that much more viable in terms of winning the game but I think to a lot of people it just feels like an unearned injure. So I think you could probably have some kind of add-ons that would have the effect of injuring survivors upon being hit with the dash but you would probably have to have some other side effects and changes to do with other parts of the killer's power to compensate.
What I would do to make the most interesting add-ons would be to make several add-ons that have substantial effects on the killer. Like let's say maybe a cool iridescent would be something like with 50% soul energy the killer can just set the Armor free and it wanders around for 60 seconds.
Oh yeah guess it whould be a little annoying but i was just giving ideas
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@Set said:
I made this because I honestly just would want to see a Knight in dead by daylight, and rationalizing how that would actually work was fun.
Haunted Knight - Possessed suit of Knights armor. The Lore would be a Crusader/Knight who was cursed after fighting in countless battles.
115% speed 32 meter terror radius
Power - Cursed Armor
Beaten Shield
Hold M2 to activate shield (3 seconds to charge at 100% movement speed, if you cancel the activation move it 100% speed for 1 second) With a fully charged shield (110% movement speed) the Knight is immune to being stunned by pallets or lockers and instead braces for the attack and gains soul energy from the survivor (10% meter and taking 2 seconds - is possible as soon as you begin activating). Additionally the Knight is immune to blinding while holding the shield but a large portion of the Knight's vision is obscured while a survivor attempts a blind.
Shield Dash
Once fully charged the Knight can activate Shield dash. During a dash the Knight sprints forward (200% speed for 1 second) with reduced maneuverability, then taking a short recovery (1 second cool down). During a dash the Knight will break any pallets he runs through and continues the dash. If the Knight hits the environment before his dash ends he will be stunned for a short time (2.5 seconds). If the Knight collides with a survivor during the dash they become pinned to the shield and the Knight instantly gain a large amount of soul energy (20% meter), once the dash ends the survivor is thrown from the shield in front of the Knight. If the Knight collides with the environment with a pinned survivor, the survivor is stunned (1 seconds) and then suffers the incapacitated and hindered (-3% speed) status effects for a brief period (10 seconds). Pinning the survivor does not release additional soul energy for time after pinning them recently (25 seconds).
Twisted Accolade
Once the Knight has fully charged soul energy he can perform a Twisted Accolade on a downed survivor with the active ability button. This will cause the Knight to dub the survivor with the burden of the curse. The suit encloses the survivor within, temporarily freeing the phantom from armor.
The Phantom
Once the phantom has been freed from the armor, he gains newfound powers unburdened by it's weight. The phantom moves at great speeds when no one is near and is almost impossible to detect. (150% when outside 24m of survivors, 115% when inside 24m, 15m "lullaby" with no terror radius). Upon reaching a survivor the phantom can possess the survivor inflicting them with the haunted status effect. Haunted survivors are periodically attacked by grim visions of the phantom's past during a chase.(With a 75% chance to spawn every 5 seconds randomly around the survivor, Apparitions slow survivors 5% and force them to scream after successfully landing an attack, they would be like a zombie that spawns next to you that can be dodged easily by a small movement and disappears after an attack). Possession is removed 5 seconds after a chase ends or when the survivor is downed by the phantom. Only 1 survivor can be possessed at a time.
Trapped survivors
Once the survivor is enclosed inside the Armor a hook state is consumed and the sacrifice meter ticks down normally and the survivor must struggle from inside (counts as hook for all scoring purposes but is not a hook related action for perks). The Armor will begin to randomly patrol the map (after 5 seconds) searching for survivors and the phantom (100% speed). If the Armor detects a survivor it will immediately begin pursuing them (15 m detection range with a 95° detection angle in front of the Armor, will stop pursuing if survivor is out of sight for 5 seconds or is outside 20m) and will attack with slow and weakened attacks (Slowly swings sword with a 4 second cool down moving at 105%). If the Armor detects the phantom (priority over survivors) it will begin pursuing him and if touched by the Armor the survivor is gently released as the phantom is painfully returned to the Armor (6 second stun). The survivor can be saved from the Armor in several ways. If the Armor lands an attack on a survivor the survivor is saved. The survivor is saved if the Armor is stunned by a pallet. If a survivor can sneak up behind the Armor without being detected they can attempt a remove helmet interaction, if successful the survivor is saved (2 seconds to complete). Once a survivor is saved from the Armor it falls apart off the survivor and reforms back into an almost complete state (5 seconds to reform). Once reformed the Armor sprints to the phantom and upon reaching him pulls him back in (Moves 150% and 2 seconds to pull the phantom back in). If a survivor dies inside the armor it will immediately Sprint back to the phantom without needing to reform.
Perks:
Scourge Hook: Ghostly Withdrawal
After placing a survivor on a scourge hook, become undetectable and your aura is hidden from survivors for 14/17/20 seconds.
Ransack
Breaking a pallet causes all injured survivors inside inside a 16/18/20m radius to be struck by deep wound.
Irrational Avidity
Whenever a generator completes inside the terror radius gain 5% haste for 10 seconds and survivors who repaired any percent of the completed generator suffer a 6% speed penalty to repairing/healing/sabotaging/unhooking/vaulting/cleansing/opening/unlocking for 40/50/60 seconds.
What do you guys think of my ideas?
Just thought of a quick little add on idea here it is. Dull spike tip (yellow/green) when sheald dashing if a survivor gets pinned and you hit a object/environment they go to the injured state (not injured to downed because it is dull) down side sheald dash is slightly shorter / ok theres the first one now the iridescent one. Sharpened spike tip (red) when sheald dashing if a survivor gets pinned they go from healthy to injured (after dash ends) if you hit a object/environment they get insta down no matter what. Ok what do you think about them? The reason they effect dash is because it is added to the shield. I think it whould fit pretty good but what about you?
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This is awesome i hope they put this in the game or at least consider using most of your ideas here
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I chose trapper because before i got dlc killers i played him and when i play against one it is fun having to look down unlike the others
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2535881#Comment_2535881
Your idea is a map that has a lot of closed doors that open up as gens get done right?
Or did I misunderstand something, lemme know!
You got it right on
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@Seiko300 said:
Although I would like to see more maps that have moving parts to them, and just in general unique aspects that create an original atmosphere, I've heard the idea of a mazelike map before which consists of a myriad of square rooms, (which this sounds very similar to just with the addition of opening doors / walls) and honestly it sounds risky / scary enough balance and gameplay wise that I don't think I'd go for it.
Sounds like it would be a nightmare to design such a map, on top of the feedback they already get for poor map designs that already exist in the first place.
J
I guess you are right but the first part i completely agree more unique things in maps
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I dont think so i think you got it a little confused but i think i kinda see what you thought
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@TacitusKilgore said:
Absolutely. Being able to coordinate perks with your teammates without having to rapidly type your builds in 60 seconds would be a massive QOL change. My only issue would be that it would encourage lobby dodging by more toxic survs who can't handle teammates who don't run full meta.
Just reading this now my way might fix your problem you think might happen my way is "I think if this was added it should be revealed during loading screen / offering screen"
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I think if this was added it should be revealed during loading screen / offering screen
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2356938#Comment_2356938
Many characters can go fast, it all just depends on what you want to do while going fast
fastest carry speed is from clown due to his afterpiece antidote
fastest speed for the longest duration is wraith with windstorm since he can be fast forever
fastest speed while still being able to attack either during or after goes to blight with double speed
many characters can go fast but most just do it in different ways depending on the tools they have
Oh ok
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@bjorksnas said:
There is more speed
Be clown
Repeat most steps above
throw speed bottle
pick up survivor
become more speed
Oh mabye? But try mine or did you? Becuase legion also has speed ability kinda
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Most of the 60% of people that choose #1 are killer mains probably change my mind (this is a guess and kinda a joke)
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@CheeseAnton said:
Where's the "It'd be nice for Custom Games" option? This shouldn't be in the actual game itself, but up to around 8 perks in Kill Your Friends would be a nice and fun time I imagine.
I didnt see this but basically this but you can choose the amount like 4 - 8
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Mabye in like custums you can make it so you have 4 or 5 that whould make customs more fun and customizable kinda
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@Blue_Archer33 said:
Always will be PH or Spirit. There's so much to love about PH - the mindgames, the special hook, the special mini mori, drawing hazards... I could go on 👌👌
Nicoe
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@EQWashu said:
Slugging yes, but I would not call that tunneling. I have done that because I 100% didn't mean to hit the survivor off hook (was aiming for the rescuer, or the survivor immediately rounded a blind corner and I swung out of instinct), and I wanted the teammates to come and get them... and one or two times the team left them slugged, which I was really upset about, so I let em back up and looked for someone else.
Yeah this happened to me and i let them get exit gate because they all escaped
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@hi_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2180807#Comment_2180807
What they said ☝
Thanks
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I think not because if you leave them then your being nice if you hook then then your tunneling
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@MadLordJack said:
Nice, simple, and effective. Not mechanically demanding, but there are some things to learn, especially about the info aspect of their power and how it helps you isolate weak survivors.
Yeah i kind of know what you mean kind of like a neutral killer so then new and pro players can be good at him
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I like legion but i just played a kyf with demogoden and killed everyone and just got him to day and he is fun
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I like legion but i just played a kyf with demogoden and killed all of them and just got him to day
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I think that while she is phasing if you run into her it will unphase her
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Legion is fun for me but every one says he's the worst but i like playing him and im not to good with him but im getting better but if you play with like 4 new players you can kill them pretty easily
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I think that mad grit is kind of underrated because if your going after swf players then it can counter body blocking the killer becuase the wiggle timer pause and if you miss just swing again right after
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I make the connection all the time so i wholud love to see it
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Get over here!
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I want the old decisive back becuase you chould use it 3 times and not have a time "window" to use it and not have a like 15 second time "window" to use it and only be able to use it 2 times. And by time "windows" i mean like the time you have to use it :)
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Both
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Um most likely die (im a noob) if not Hide and move carefuly until you know who the killer is or that he/she is far away then gens or idk
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My friend was the shape and hit me and my heart was like what happen and just scared me to death
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Ok im two of them so my first is The saboteur im a jake main soooo yeah (my friends made fun of me :( ) second is medic this is me in customs or kyf's so yeah but there both fun to play as :)
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My second favorite is Dwight and my jake looks like wrench from watch dogs 2 but with out the mask
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A fun mori i had as survivor was in "the game" in the bath room in the dead person my legs gave him pants lol :)
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My idea is like a perk or something that makes it so you cant be hooked for lvl 1 10 seconds lvl 2 20 seconds lvl 3 30 seconds or something like this or just reportable
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Yes the normal looks good
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I like ghost face and the legion though i have not played the legion :)