CLB198
CLB198
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Never mind its just the challenge in its entirety
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On Ormond as well
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Playing singularity is like playing chess
Every move is difficult to master, taking more and more precision and skill, taking hours to work and more to master.
Why do that when you can place 3 drones and get the same results?
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Sluzzy 2
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Make Your Choice
- when the survivor is unhooked start counting to 20
- Try and get the unhooker for extra pressure
- if you get body blocked by the hooked survivor wait till your done counting before hitting them
If you get the Unhooker you can
- slug and try for the unhooked
- immediately pickup and hook
If you get the Hooked survivor, you can't be body blocked by the first unhooker
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@Yippiekiyah said:
I like the furtive chase idea but make it 1% instead of 2% as thats sounds crazy op. Here are some other ideas i have
Hex : Huntress Lullaby- In addition to current effects each token also makes skill check move 4% faster.
Unnerving presence- In addition to current effects it will also remove the skillcheck audio notification when within killer's terror radius
Overwhelming Presence- Increases item consumption rate by 100% when within killer's terror radius and effect lingers for 20 seconds afterwards
Coulrophobia - Also open exit gates 50% slower
Dragon's Grip- 80 second cooldown will start when when you kick the gen
Deathbound- Duration increased to 80 seconds and in addition to current effects survivor will suffer from 3% hindered
Oppression- Remove cooldown
Dying Light- Remove obsession healing bonus at start and obsession now gets 3% healing, unhooking bonus per non obsession healed
Beast Of Prey- When blood lust activates lets you see the aura of the survivor your chasing
Call Of Brine- Increase regression to 150% but now goes on cooldown for 1 minute after kicking a gen
Fire Up - Increase to 5% per token
You forgot all of the wraiths teachables
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Start in T2
Full addon refresh
Make scratched mirror a yellow
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@brokedownpalace said:
What is Singularity's third health state?
the biopod
His power cant work without it
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@FreddyVoorhees said:
He is not really Freddy.
Freddy is a nightmare demon. The master of horror. Yet this game fails to depict him right. He is not scary in this game and is not trying to be scary at all. He should be able to do all sorts of things. He is almighty in his dreamworld , yet here it only gives him some lame powers. Also he should not be present outside of the dreamworld. Maybe only during the end game collapse the entity can pull him into reality if all survivors are awake.
But he needs a total visual and powers overhaul.
Should he be a chase killer similar in strength to Blight/Spirit/Wesker but only when asleep?
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7/16/23 v4
- Changed the power slightly to emphasize the identity of the killer.
- Added a foreword to help describe the killer's niche.
- Changed the effects of addons to emphasize the identity of the killer.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473351#Comment_3473351
So just No Mither, but with faster recovery from dying state and no built in Iron Will and you still leave blood. No killer is going to leave the permanently broken survivor on the ground long enough for them to pick themselves up unless they have no other choice.
You're just recreating the existing perk.
I wanted to keep the feel of the perk without most of the 26 second heal requirement.
Should I re-add the Iron Will and the Blood Pool removal?
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473351#Comment_3473351
So just No Mither, but with faster recovery from dying state and no built in Iron Will and you still leave blood. No killer is going to leave the permanently broken survivor on the ground long enough for them to pick themselves up unless they have no other choice.
You're just recreating the existing perk.
I wanted to keep the feel of the perk without most of the 26 second heal requirment.
Should I re-add the Iron Will and the Blood Pool removal?
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@Crowman said:
So you just want infinite unbreakable with no downside?
- Made ramp up more punishing.
Permanently Broken
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*v3 released
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@bjorksnas said:
Alright heres a power to make addons for its effectively death slinger in an idea world but cooler,
Dual hookshot, shoot the environment to retract yourself to where you shot you can cancel the retraction by attacking out of it, you can shoot ledges to pull yourself up them, and you will automatically vault over windows in your path. Hitting a survivor with it allows you to fire again in a chain window to attach them to the environment for 1.5 seconds hindering their movement in all but the attached direction
range 24 meters, wind up 1 second, wind down 0.5 second, cooldown 5 seconds, winding speed 8m/s, slowdown 50%, chain shot window 2 seconds (on hitting a survivor)
I imagined this killer as being robotic with chains as its arms and claw machine like hands.
4.4m/s move speed
Power
Chained Latch Within 24 meters you can grab any solid surface and pull yourself towards it at 8 m/s. If a window is grabbed it is vaulted 30% faster. This has a wind up time of 1 second and a wind down time of 0.5 seconds. Chained Latch has a cooldown of 15 seconds. This can be canceled by attacking.
Chained Grasp Hitting a survivor with Chained Latch allows you to fire again in a 2 second window to attach them to the environment for 1.5 seconds, restricting the movement by 50% in all directions but toward the chain.
Common
- Dry Oil Chained Latch’s range is increased by 6 meters.
- Cast Iron Chain Chained Grasp’s attachment is extended by 0.5 seconds. Movement restriction is reduced by 10%.
- Rusted Spring Movement restriction is increased by 8%.
- Painted Mark Shows location Chained Latch and Chained Grasp.
Uncommon
- Barbed Claw Survivors are blinded and deafened when affected by Chained Grasp.
- Old Oil Chained Latch’s range is increased by 9 meters.
- Steel Chain Chained Grasp’s attachment is extended by 1 second. Movement restriction is reduced by 10%.
- Aluminum Spring Movement restriction is increased by 12%.
- Heavy Coil Pallets, gens, and breakable walls can be grabbed and will be broken when reached.
Rare
- Heavy Claw Survivors are left with a 5% hindered status effect for 1 second after escaping Chained Grasp.
- Premium Oil Chained Latch’s range is increased by 12 meters.
- Reinforced Chain Chained Grasp’s attachment is extended by 0.5 seconds.
- Steel spring Movement restriction is increased by 16%.
- Heated Coil Immediately refills Chained Latch after vaulting with it.
Very Rare
- Tightening Claw Survivors can only look at the location of Chained Grasp.
- Glass Chain Chained Grasp’s attachment is extended by 1 second.
- Tightened Coil Pallets can be grabbed and vaulted over with Chained Latch.
- Stuck Latch Survivors are automatically attached to the killer’s location with Chained Grasp.
Ultra Rare
- Simplified Latch Removes Chained Grasp. 4.5 m/s added to Chained Latch wind speed.
- Duel Chain Retractor Move speed reduced by 0.4 m/s. Removes cooldown of Chained Latch. Cannot cancel Chained Latch retraction.
Any criticisms or suggestions are welcome.
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@bjorksnas said:
Alright heres a power to make addons for its effectively death slinger in an idea world but cooler,
Dual hookshot, shoot the environment to retract yourself to where you shot you can cancel the retraction by attacking out of it, you can shoot ledges to pull yourself up them, and you will automatically vault over windows in your path. Hitting a survivor with it allows you to fire again in a chain window to attach them to the environment for 1.5 seconds hindering their movement in all but the attached direction
range 24 meters, wind up 1 second, wind down 0.5 second, cooldown 5 seconds, winding speed 8m/s, slowdown 50%, chain shot window 2 seconds (on hitting a survivor)
Question: Is the 'retract yourself to where you shot' supposed to be your main movement or a supplementary movement? (eg Nurse blinks or HillBilly Chainsaw)
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@CashelP14 said:
If you mean design as in draw then I'd appreciate it if you designed a few perks and a power.
I have no drawing talent whatsoever 😂 I'll credit you at the bottom of my fan chapter as a thanks
I meant design as in numbers and theming.
I also have no drawing talent.
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New Killer: Flying Gorilla from Flying Gorilla on the app store
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I'd make it so that when they search the right box they then have to struggle to get the trap off, like when shewing the crows from the artist. During that ~20 second animation the survivor could run away, but the killer has killer instinct on them and if they were stopped or interrupted in any way they would have to restart the process.
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If we do this we should add a mini scourge hook effect.
Not anything big but something to make it useful without scourge hook perks.
Something like "when a survivor is hooked on a scourge hook all unworked on generators are blocked for 15 seconds"
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I like the idea of this killer if it is a bit weak. It is a good mix of slow and methodical information gathering that immediately switches off for a high octane dash for a survivor. With it being a 4.2 m/s at base it would have terrible map pressure so it would end up encouraging it to 3 gen to win and it would have a dead lock on the area causing stalemates at best and losses at worst. I suggest increasing base move speed to 4.4 m/s, standardizing the TR to ether 24 or 32 m, and giving survivors the ability to remove cameras.
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perk idea:
Chill of Death:
When a survivor is unhooks another survivor they are slowed by 3/5/7% for 8 seconds.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2761987#Comment_2761987
It shouldn't be matching them together in the first place (in a world where MMR actually works well).
Currently, SBMM tries to match people of a similar MMR but is designed to increase the range of values depending on the time they were in que. It is a flawed but necessary system made to stop excessive que times. I agree that it is currently failing to accomplish its task, but this suggestion is supposed to mitigate these issues.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2761966#Comment_2761966
Instead of basing it off matchmaking, it needs to be fixed in general via tile weighting logic. For example, a shack can never ever spawn connected into an LT tile or a jungle gym. LT walls can never ever spawn connected to more than one LT in a row. LT walls can never ever spawn connected to a jungle gym. Jungle gyms can never ever spawn connected to a jungle gym. For a certain multi-tile zone, the maximum "point" distribution is A, and the minimum point distribution is B, and the maximum possible for the entire map is C. So on and so forth. This would stop things like there being only 4 pallets on the entire map, things like there being 29 pallets on the entire map, there being way too big of dead zones from the start of the game, and there being overpowered tile setups.
My suggestion would take your well designed system and change numbers only when the matchmaking realizes it made a mistake. If it realizes it matched 4 700 MMR survivors with a 2500 MMR Spirit it would increase the A, B, and C to compensate.
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Shadowborn
No Mither
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@SuzuKR said:
There is no way this would not cause massive issues.
Current map generation goes for balance, yet still spawns LT walls three in a row or 4 pallets on the map.
This would most definitely cause massive, yet fixable, issues.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/306084/match-making-idea-map-forgiveness
And....who does it apply these changes too? Not the Same Survivors AND Killers, since they won't run into each other again. So...The next Killer? But he's coming from a match he WON, so why would he get the boost form a Killer who LOST? Same with Survivors.
It would apply as the match is being loaded. As the map is spawned in it would have these changes.
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for Wretched Scar do you mean that everything in a 12 m radius is made dark red like the ground and loops?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2617992#Comment_2617992
Please explain POP, Undying, Ruin, Tinkerer. Solos can't overcome that. It's broken.
Pop can't work when ruin is active just like how dh can't be used with Sprint burst and the other two are a hex defender and a info perk respectfully.
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@Clowning said:
Because they cannot be held accountable if there's no proof regarding how good or bad the current matchmaking is.
But by going to the code we can see it
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Killer Perk: Hex: Fortress - Hex: Fortress triples all cleansing time for all other totems and hides the light from other hexes. Hex: Fortress aura is shown to all survivors after 24/32/40 seconds.
Survivor Perk: Explosive Results - When you drop a pallet on a killer the killer will become blinded and stunned for 6 seconds. This will break the pallet. Cool down of 120/105/90 seconds.
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No, it's currently eating hits instead of letting them pass though.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2602193#Comment_2602193
But the killer isnt left with cleaning off the blood, they hear the scream but still have the same cooldown as if they missed. Ive yet to see any footage of a hit thats been validated doing a blade wipe
But then you have that it just eats the attack. With old DH if chainsaw sprinted into a survivor you would go through them and hit a different one, but now it stops you completely. It's like if a survivor DH through a bear trap and it gets disarmed.
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Love the idea of getting a massive bonus that when removed the magical whiplash cases damage.
Maybe an infinite endurance status effect would work for it or maybe a brand new parts effect that would also break the totem on use, thus causing the loss of a health state.
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I would remove the ability to interact during a dh ,ie ready a window valt, and make it stop momentum.
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I built one like this with renames on the power, characters, addons, and lore back when this was anounced. A common thing I've seen from all reskin ideas is a werewolf. I guess great minds think alike.
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I would suggest having magic voids be recyclable like hag traps and the wand void be tide to the other power button
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What if there is more than 1 survivor running Never Alone
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Hillbilly - Open Engine
- When entering a chainsaw sprint the chainsaw will automatically overheat
- +30% turn rate when in a chainsaw sprint
- +25% move speed when in a chainsaw sprint
- +15% charge rate when activating a chainsaw sprint
- If you hit a chainsaw sprint it refreshes all overheat charges
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I also saw an idea that was called a bloodrite where the killer would have to injure a survivor to make a new totem that for example would block all windows within 24 meters, but as a tradeoff it could be destroyed as fast as Victor
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I believe that hex perks the summon hexes like plaything should treat them like dull totems, the 24 seconds should be universal for blessing totems, survivors should not be able to bless hex totems, and that it should break when kicked. Then I wouldn't care even if they stacked and covered the entire map
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This was the concept of old Hex: Undying
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What were the complications?
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@Murgleïs said:
As a nurse main, I can tell you that infinite blink would be a very bad idea, completely OP even for short distance.
Also, what people like about nurse is the ability to tp long range too and kill players off guard with nurse calling or grab them off a gen.
The plaid by default is OK and is imho the only change that would help new players.
What about the part about survivors also seeing the plaid flannel effect?
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Deathslinger's blighted skin should probably focus on his broken leg and jaw. He also seems like one to incorporate pustula plants into his weapon willingly.
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I had one where I was Wraith and my weapon kept going through survivors dealing no damage.
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@QwQw said:
https://us.v-cdn.net/6030815/uploads/L9HSV8CWZFMF/unnamed-2812-29.png
Potato by Daylight.
(Yes, the graphics were like this the entire match.)
Please tell me your secret. Mine is refusing to go below the low setting and the resulting stuttering is giving me headaches.
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https://youtu.be/eUXtaI0_oFs
3:54
+/- 4, 6, and 8 meters from lowest to highest
And I believe the true Terror Radius overides the fake one
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@Alphasoul05 said:
I don't think Legion requires any skill at all, actually. He injures people with his power and then simply becomes a weak M1 killer. Completely useless, bottom tier. Hillybilly doesn't take much skill unless you're curving, but you can do well without it. The power of having an insta-down completely trumps a comparison to Legion. Pig doesn't require skill, you put traps on people's heads, try to sneak up on someone to get a free hit, and use your power at short loops with a fake left + go right with your dash to hit. Twins? Twins, well, I'd probably say there's an argument to be made there.
I think it's kind of weird that you're implying not taking a stun, or missing a swing, or reading clear notifications to the location of survivors, or even losing scratchmarks on players you're not comitting to a chase with, are somehow in the category of ridiculous skill.
Legion: Goes slightly faster to injure multiple survivors and encourages not healing. Done easier by Plague
Hillbilly: requires skill to down in loop, map traversal. Done easier by Leatherface and Oni.
Pig: RNG based game slowdown, and small antiloop. Done easier by Wraith, Doctor, and Deathslinger
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What about victors Mori?
