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Ber_the_Red

Ber_the_Red

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Ber_the_Red
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  • Great ideas!

    In my opinion, these changes are more... fair, for both sides! In my opinion by the way i would change the mori by just grant the ability to kill survivors after second stage on hook, instead just 1 hook. Cypress mori is quite fair already :D

  • This is a very alternative Slenderman concept for DBD. If I understood right, the killer take controll of survivors and use them for normal killer's operations. Funny, yet unlikely.

    Talking about the perks:

    1. Hex: eight pages: The most randomic, i see no synergies with other perks or add-ons, but above all I don't see how it can penalize or benefit different gameplay for both survivors or killer. It looks like an endgame perk, but it is also an Hex so it is unlikely to reach the endgame.
    2. Something awful: A casual name for a casual perk, the 2 seconds effect is just... randomic. The only thing i can see work with this could be Thrilling Tremors. Do not also afflict flashlights because a survivor would try to use it for blind the killer before he hook any survivor (so it would make more sense if the perk activate when you pick a survivor, preventing the window for being flashlight stunned)
    3. You can run: another casual name for a casual perk, but i can give it a reason to exist if i put it on the ghostface.


  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1605658#Comment_1605658

    I first wish to say that I once again like the idea and would like to see something like it in dbd but now I guess I need you to explain some things. One, if the warrior can’t reach 130% then how? I’m assuming that the +5% at tier 2 will add with tier 3 for +10? If not then I got confused of that, also he will still be faster than almost all other killers except maybe blight, spirit, and possibly wraith (of which are known for their fast speed when using their abilities) currently in the game at tier 4 (120% speed=110% base speed plus the 10% of tier 4). Two, I know that the javelin needs to be charged like huntress’s axes but once again he is faster than her and he will not need to account for distance (a big part of huntress’s difficulty curve) since the javelin by your words will travel “quickly” in a straight line and will not stop until it collides with something. Both meaning that aiming for the warrior is easier unless he is chasing in an area full of obstacles and walls, which I mean is fair, but it also comes back on its own so there not much of a penalty for missing like when huntress needs to restock at lockers. But I’m going to accept that since he only has one javelin to throw, right? Anyways, I have no qualms with javelin unless what I theorized is true. Third, honor doesn’t lose all its stacks after hitting someone, I read it’s description. It says that if he were to hit a marked survivor he would lose 3/2/1 coin(s). I’m pretty sure that isn’t even half of the coins possible. Then again it’s very hard to get all 8 tokens so I guess lose one is very damaging. Also, do you think that we should basically nerf a perk that is functioning fine and has very little problems to accommodate for a new perk instead of changing the new perk so that it accommodates for the existing one? If you say that nerfing thananophobia is better than changing your perk to balance thing idk what to say back cuz this is just preferences but I think if something works don’t change it for the newer guy. Finally, you have address how there is no real counter to labyrinth. Using the it’s a hex so it’s counterable excuse is plausible here because it adds in lit totems that makes it so that you need relay on pure luck instead of skill to find it. Is the only way to get by is always staying healthy? Anyways, sorry if I’m wrong or seem harsh. Btw saying I did read carefully should be a valid excuse for poor writing, it takes time to decipher what you’re saying though the numbers and confusing layout.

    Thank's again for your interest. It makes me very happy to confront my idea, like we are taking it seriously.

    • So, yes, top speed for The Warrior is supposed to be 120% only on Tier 4 Rage (requires 3 generators to be completed in a row) and it is a tier that basically gives you the noed status effect.
    • The JAVELIN would be a bit faster than a fully cherged axe from huntress, for make an example, and you guessed right: the Warrior has only 1 javelin that can be throw, recalled back and throw again (like the arpoon of Deathslinger). In my mind, i made the Javelin a bit faster that a fully charged axe, yet not immediate as the arpoons. The cooldown between shots is a bit less than the deathslinger arpoon. The range is infinite. Can only be throwed after being charged. Charge the shot is almost as long as fully charge a Huntress Axe. So, useless in loops but potentially lethal on open maps.
    • "do you think that we should basically nerf a perk that is functioning fine and has very little problems to accommodate for a new perk instead of changing the new perk so that it accommodates for the existing one?" It is an interesting, yet clever, point. In my mind, by the way, I was considering some facts about thanatophobia: Whenever we talk about this perk we have 3 killers in mind: The Plague, The Legion, The Nurse:
    1. For the plague is one of her most precious perk that often force the survivors to seek healing and buff her ability. If thanatophobia would change (not nerf) in just slow healing speed she wont need it anylonger.
    2. For the legion is, as well, one of them most precious perk. But if If thanatophobia would change (not nerf) in just slow healing speed (instead of 4% let's say... between 6 and 8%) than it is quite a buff for them, because The Legion are very good on injury survivors but not so good on close a chase and kill them. This change would realy force the survivors to play injured because healing would take too much time, speeding the game but also making it risky.
    3. For the nurse, If thanatophobia would change (not nerf) in just slow healing speed (instead of 4% let's say... between 6 and 8%) it would fit better with "Nurse calling".
    4. Plus, combo this perk with Sloppy Butcher -25% healing speed would have a strong effect
    5. At this point we would arrive to the perk Honor: Why would honor exist? 2 major reasons for a more fair gameplay: Avoid the "tunneling" on survivors and slow generators progress. The 2 reasons would give beneficts to both sides penalizing the unfair gameplay (the "tunneling" and "gen rushing" are the 2 major complain about gameplay for the players)
    • The hex totem: Labyrint is ment to punish the tryharders, force the survivors to stay away a little from the generators and seek heal by other survivors or medikits. Offhand, I see it a strong perk for killers as The Plague and The Legion that injury a lot. Yet, being a totem, the counter would be Being healty and destroy it. Not much more to say about if not considering a "token" system for aura ability for anyone who fall in a hallucination or just adjust the aura ability range.
  • I spend some time to make some hypothesis on how this killer perks, add-ons and ability synergize with other perks:

    Fire Great sword + any perk that gives Insidious for some seconds such Tinkerer, Dark devotion, Trail of torment and in minor part Hex: Retrebution and Nemesis. Possibly, sneak on generators, surprise 2 or more survivors work togheter and hit them all. Hard stuff to get but could be funny.

    Astronomy book add-on + Iridescent jail key add-on + bitter murmur. incentrate your build on sneak on survivors who complete a generator and punish them hard for this.

    Little plant in a pot add-on + Franx's dagger add-on. The best combo for benefict of your passive ability.

    Jess head + strong genrushers survivors premade. "I dare you now"

    Diamond blade add-on + bloodhund + sloppybutcher (or Volcano metal add-on) + Stridor. Incentrate your build on seek and kill the injuried or/and the sneaky survivors.

  • Nice work! If you don't mind, i have some critics:

    Vampiric aura looks very strong if we consider that it may activate when standing next to blood pools. Combined with any emoragie status effect add-ons or perks, the killer (any killer because it is a perk) becomes considerably fast (up to 122% speed) and extremly dangerous on loops and chases with injured survivors. Maybe deactivate the perk when in a chase?

    Calamity sounds interesting but also very strong, on any killer, because it gives a big map controll also with the 15 seconds aura that is an insanely long time. Calamity has also a cooldown, but doesnt specifiy if it activates when a survivor screams or when you are in the perk range of any survivor. In other words, an overpowered Whispers.

    Count Dracula specify about "bites" the other survivors. How can it work with other killers? I think it needs a massive rework.

  • Thanks Shymare_11 for your questions.

    First, the killer doesnt reach 130% and i would prefere to answer the questions about the killer, not correct whom don't read carefully.

    Is the killer too fast?

    On first level, the one he would probably spend more time, he's as fast as an huntress. On other levels he's as fast as any killer with the exception of the last level, that he has the benefict of the No One Escape Death (+5% speed and one shot). Considering the survivors can easly avoid to get him to level 4 if they just what it, it is totaly not overpower.

    Could the killer stand still and wait for the generators for easly reach level 4 rage?

    Yes, of course he could, but it is a risky tactic that will penalize the start of the match. Similar to "The Shape" that pretends to be afk and stalks the curious survivors waiting for them to get close enough for use the "tomb add-on" for insta-kill them. Not realy effective, in my opinion.

    Could the killer hide with Insidious and let the survivors pop the generator unaware of his presence?

    No because, similar to The Shape, the killer produce a singolar noise when reaches different levels of Rage. The intensity and brutality of the noise will determinate the level of Rage. With the "little plant in a pot" add-on, the noise is produced at the beginning of the match.

    Does the Rage afflict the special weapons ability?

    just a little that sometimes can be influent, but it is a minor change.

    Is the killer overpower?

    We should try it before say. Just an in-game test could define it, but i ensure we worked hard to create and balance him. Also, consider that on rage 1 he is slow as an huntress but the JAVELIN does not work as the hatchets: It need to be charged and that throwed (quite similar to a fully charged huntress hatchet). This is why he has many startegies for "looping", depending on the loop.

    Is the perk "Honor" a strong one?

    It could, as alredy wrote above, but we need to consider many facts: The first one, if we accept Honor as a perk in game, we would also accept to change Thanatophobia for make them fit togheter. Similar to daying light, this perk become stronger each time a survivor get hooked, but here why is "Weaker" than Daying Light:

    • A survivor must be unhooked first. (no bonus if he dies. Max 8 tokens) while Dying Light requires to hook the survivor (every hook count. max 12 tokens)
    • The survivor unhooked must not have the mark on him.
    • The perk can lose power by just downing a survivor. This in particular is the major weakness: The survivor marked can push on the generators and force the killer to put the survivor to dying state or ignore him. If The Killer put the marked survivor to injury state, the perk lose stacks. If the killer ignore the survivor, the survivor can complete the generators and complete the game.
    • The killer should not "Tunnel" the survivors. This of course is the killer choice that now would give beneficts with this perk. (and of course benefict to the survivors)

    This is why this perk is "Stronger" than dying light:

    • +1% bonus than Dying Light 3 on slow generators progress. Bigger pressure on generators
    • If the obsession dies, you wont lose your points.
    How the perk Honor synergize with other killer's perks (and add-ons)?

    The stronger and bigger impact on generators repair speed is given by 1: Thanatophobia 2: Dying Light. A mximun of 16% of Thanatophobia + 18/24% of Dying Light + 32% Honor = a max of -72% on repair speed. If we would accept to rework thanatophobia, than it is a max of -56%. Than, at its worst, it is possible to do a "generators build" adding whatever else you like to slow generators, for example: Pop goes the Weasel. This way sounds like easier generators controll for the killer but harder controll on "loops" and catch survivors. Personally i see nothing wrong on it, also because these Perk Build already exists.