Cell_Purple
Cell_Purple
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Comments
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1260322#Comment_1260322
Okay you got me there, Myers has reduced or increased range depending on his tier.
And no seriously everyone has the same lunge "in their basic states". It might sometimes look wonky but it's mostly because of latency.
I can assure you it’s not because of latency. I play against countless Freddy players and this issue arises incredibly often.
I see some people saying that it just appears longer than it is because of his character model. If this is true, his character model should be adjusted so that his lunge is just as convincing as that of other killers, it is much more difficult to juke a Freddy lunge than a lunge from other killers since his character model makes it look like he has Mr Tickle arms that reach 20 yards.
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@Munkey_Mush_1000 said:
https://forum.deadbydaylight.com/en/discussion/116503/killer-perk-hex-misery-loves-company
Hello I would like to ask for permission to add this perk to a killer idea I have. You will receive credit for the idea as you came up with it. Please let me know.
Of course mate, go for it, I look forward to reading your concept.
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@B_Random said:
https://forum.deadbydaylight.com/en/discussion/comment/982891#Comment_982891
But I mean at the same time how often is that going to be used? I mean it suffers the same thing all Hex perks do, when the totem is cleansed the perk is basically an empty slot. Not to mention it doesn't exactly benefit a lot for the killer. I mean maybe add like a 15% increase to bloodpoints for brutality while the people are affected by the perk.
Well given that the new Ruin is now more of a tracking perk than a slowing perk, it would be very useful for using up survivors’ time, and the argument that it suffers the same penalties as other hexes is sort of invalid, since many ‘one time use’ hexes get used a lot, for example Haunted grounds. I feel like it would be very useful for killers since it both slows the game down and allows for stealthy approaches.
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@B_Random said:
I'm going to say... EH? Because it's not good but neither is it awful.
It would be good, but not overpowered. As affected survivors would need to consume time looking for the second hex so that they don’t get jumped by the killer while on a gen. Also, the oblivious status effect is very useful for the killer since it allows them to be stealthy in their approach.
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@BadMrFrosty said:
Slinky Arm: Whenever using a basic attack within 10m of a survivor, you may randomly hit them from an unexpected range and angle (this effect can go through anything). Slinky arm's cooldown is reduced by 1 second per 10 ping on dedicated servers.
I genuinely can’t tell if this is a serious suggestion or not.
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@BadMrFrosty said:
Slinky Arm: Whenever using a basic attack within 10m of a survivor, you may randomly hit them from an unexpected range and angle (this effect can go through anything). Slinky arm's cooldown is reduced by 1 second per 10 ping on dedicated servers.
Hmm, a perk that allows you to hit a survivor with a basic attack from 10m away and through walls? That relies heavily on RNG? Which has mechanics that are determined by ping?
Is this a serious suggestion?
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@And1 said:
Chucky as killer
Advantages:
- Small (can hide in grasses or behind walls)
- no heart beat ( only when using sprint boost)
- maybe chucky can be only played on maps with grass?
- if you get chucky as killer the map has rats instead of birds. Rats cause rustling in the grassss and the survs do not know if its chucky or the rats
- quick sprint boost for attacking with cool down
Disadvantges:
- Slower than survs (you have to play smart and you have to use the sprint boost wisely)
- the Hooking of survs takes a bit more time because its not a hook, its a mechanic / electric pulley. Chucky can not shoulder the survs and he moves the survs over to the pulley by grabbing one leg. Then he loops one leg and has to push a Button and the surv is hanging overhead.
What do you think? :)
”Can only play chucky on maps with grass”, given that you pick a killer before knowing what the map is, this seems incredibly messy and limiting, disallowing a portion of the game to be experienced should not be a mechanic to a killer.
”Small with no heart beat”, this is just a worse version of Ghostface, given that Ghostface actually has an ability that isnt just a glorified lunge.
”Rats cause rustling in the grass that survivors dont know if its rats or chucky”. Okay? But what about the purpose served by crows in favour of the killer? Disturbed crows give the killer an idea as to where survivors are. Also, how tall do you think the grass is? You would still be able to see Chucky incredibly easily even if he is standing in grass.
Sorry dude but this will never make it into the game. Firstly, this concept is way too undeveloped and the parts that actually have detail would not fit the game at all. Also, even if someone came up with a good concept for Chucky, there would just be too many mechanic changes needed to warrant actually putting him in the game.
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@Thomasthetrain said:
Mh, sounds ok
The status lasts until the second totem is cleansed.
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@Demogorgon84 said:
This is a very cool idea! Very interesting concept 😁
Thanks for the feedback 😁
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@Zenbe10 said:
I really like the idea of a killer who is actually directly tied to the entity, that concept for the Acolyte is awesome! I think it makes a lot of sense that there would be a cult for the entity in the "real world". However, I'm not sure about the part where he previously escaped the entity... in my understanding, no one has been confirmed to have ever done that. Perhaps its as simple as he witnessed the survivor for the chapter being taken by the entity and then became obsessed with being taken as well, leading him to do all sorts of heinous things that eventually got him noticed.
I think the main power is a good loop-breaking power, but perhaps even too good. Maybe leave out pallets: pallets are your one safety from the Acolyte, whereas going for vaults is often a very bad idea. That changes the way survivors have to play considerably. I also don't think it needs charges if it's on a 40 second cooldown, as you should get at least one charge every 40 seconds and then what's the point of having more?
Here's an idea: the Acolyte can block a hook. So when a survivor goes to unhook another survivor, if the Acoltye is in range they can block the unhook from happening. Might be a bit too camp-y, but the long cooldown should help and it'll incentivize safe unhooks.
Atichyphobia: I'm always wary of things that will stack with brutal strength to make pallet breaking just insanely fast.
Aura Paranoia: I like terror radius perks. I think this is interesting, but the numbers might be a bit too high. 15% reduction is a LOT, considering that thanatophobia only gets there after all four survivors are injured (a lot of intentional work by the killer, whereas this is unintentional). 40 seconds is a LOT as well. Killers that have mobility such as Spirit, Demagorgon, Freddy, Billy, etc. will pretty easily get this effect constantly on almost every survivor. Also, should this effect end when a survivor re-enters the terror radius?
Maim: I'm not sure about the scratch marks part of this, because it encourages tunneling a survivor after they're unhooked. Also, I think mangled and hemorrhaged is a little overrated personally... maybe simply give the survivor the broken status effect for 60 seconds. That way they can't use insta heals and there's some poetic justice because they can't use lockers for Inner Strength.
Overall some great ideas, I like the flavor of this a lot and could totally see them adding this idea to the game as one of the unlicensed killers!
Thank you for the feedback! I’m a little rusty at conceptualising abilities and perks, but I mainly intend to present the concept of a killer that devotes himself to the entity and interacts with it differently. I really appreciate your comment though, it’s helped a lot with the statistics of the concept, thank you!