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danielkh300

danielkh300

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danielkh300
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  • @Alionis said:

    I went into a bot match and clocked a Kate at around 66 seconds until she was fully infected after me grabbing her. That doesn't work with your numbers either.

    I don't believe the wiki has the wrong numbers as such, they datamine their stuff. If anything, it's possible that the game considers other factors still when it comes to infection.

    Did you grab her? if so, you applied +20 charges, therefore taking 60 seconds to infect. You also probably started the timer a little bit earlier

  • @Remedicist said:

    If you haven't yet, try using the Iridescent Uroboros Vial so that the survivors start the trial with the infection at 0 charges and determine what the infection rate is that way. I believe hitting a survivor with Virulent Bound automatically adds more infection as the wiki states that survivors will have an initial infection level of 20 charges.

    I did that while using the passive buff add-on. It took 55 seconds

  • @Rulebreaker said:

    Out of curiosity, you factored in the infection from when you get bound correct?

    yes. I counted the seconds after the unhooking, because it goes back to 50% of infection. 40 seconds for 50%, so 80 for total

  • @jesterkind said:

    Even if it did have a ranked and non-ranked mode, the non-ranked mode would almost certainly still use MMR, just like every other game with a ranked mode.

    Quick play modes still use an MMR system, it's just looser and not tied to a progression system.

    It doesn't matter the way they do the matchmaking, the whole point is being less restrict lol. I really miss having some easier matches where I can really have fun, nowadays is just really sweaty survivors doing what is possible to win. And when I get a win, I can't even see what I got from it, so it's kinda a lose/lose situation

  • @Exerath1992 said:

    This is a cool concept, but it seems like fear has far too many killer advantages. I would remove the killer buffs for fear levels, and replace them with additional effects caused by jump scares. Also, he shouldn't have full invisibility, just camo like wraith. But I'd love it to be a bit different, like you look like mist or something inconspicuous.

    I suggest:

    Fear level 1: survivors skill check success zones decreased and jump scares cause aura blindness for 60 seconds

    Fear level 2: survivors recover from negative status effects 20% slower, and jump scares cause 45 seconds of oblivious

    Fear level 3: survivors repair and cleanse speeds reduced by 20% and jump scares cause 5% hindrance staus effect for 30 seconds

    Fear level 4: jump scare puts survivors into the dying state

    Here it is an updated version, I nerfed the fear level and also the fear meter effects.

    some extra info I forgot to add in the original post:

    • Fear Traps and Jump Scare trigger an HUD animation and sound when activated, meant to scare the player in real life too.
    • The Fear Meter's effect that reduces the success zone of skill checks do not stack with Unnerving Presence.
    • Fear Traps increase fear by 40% on ground, 25% on gens and 60% on lockers. They also stay inactive for 10 seconds after placed, to prevent in chase spam.
    • Jump Scare increases fear by 80% for the scared survivor and 20% for the near survivors.

    With these numbers it's better for you guys to imagine if it'll be overpowered or not.

    power.png


  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090812#Comment_2090812

    Tbh saying Dominion is Undying with a twist is like saying Undying is Thrill of the Hunt with a twist. They're twists on different aspects of the same thing, being punishing Survivors for not thinking of when and where they try to cleanse.

    And yeah, the Iridescent Add-ons are kind of ridiculous. I might change that to 125% or 130% instead.

    Thank you for your thoughts!

    I agree with guardian, just remove or change the second ability of dominion and it will be great.

  • @Exerath1992 said:

    On your perks, first of all, they are all really cool!

    I would put a delay on "saving for later" to avoid proxy chase abuse. That's where a killer finds someone, starts chase, but continues to follow while looking backwards or at the floor so that the chase will end even though they are still somewhat chasing. Its a tactic used with play with your food already. So like, add "30 seconds after the chase ends, they become broken"

    Voodoo seems like it would be a bit over powered if combined with make your choice. If you hit the rescuer before the unhooked surv heals, you get to down 2 people at once, and you can do it right after unhooking if you have undetectable. While I would understand your hesitancy to do a 2nd broken perk, it would really make more sense to make the unhooked party become broken for some time instead. Which would be really frustrating to them if they just used medkit charges to heal.

    Stay with me is decent, no comments on that one.

    Love your concepts bud, and the graphic is a really nice touch

    Edit: i just realized saving for later requires them to get hit. My suggested change may not be necessary in that case

    Thanks for your opinion, it means a lot! The voodoo effect is actually the 32 meter distance, not inside the terror radius. But as you said, with MYC it would be really powerful. In my opinion for being a Hex it has to be really good, otherwise it's not worth running, but we can always think of something better and more balanced to replace it. Thank you again!

  • @Exerath1992 said:

    This is a cool concept, but it seems like fear has far too many killer advantages. I would remove the killer buffs for fear levels, and replace them with additional effects caused by jump scares. Also, he shouldn't have full invisibility, just camo like wraith. But I'd love it to be a bit different, like you look like mist or something inconspicuous.

    I suggest:

    Fear level 1: survivors skill check success zones decreased and jump scares cause aura blindness for 60 seconds

    Fear level 2: survivors recover from negative status effects 20% slower, and jump scares cause 45 seconds of oblivious

    Fear level 3: survivors repair and cleanse speeds reduced by 20% and jump scares cause 5% hindrance staus effect for 30 seconds

    Fear level 4: jump scare puts survivors into the dying state

    That's a great idea, to make him more involved with his special ability. Thanks!