Doccy
Doccy
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- Doccy
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A rework of this Chapter Concept is in progress in order to make it fit in better with the updated state of the game. His old Dash ability has been removed and replaced with a new secondary ability, and two of his three Teachable perks, Obsession: Relentless Pursuit and Hex: Nevermore have been reworked. Hex: Nevermore in particular is still unfinished.
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Some of the written parts of The Raven's addons and perks have been changed to better suit his lore.
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It's not exactly the most balanced set of bonuses and drawbacks, but the concept in and of itself is still a good idea. In fact, I think it's something that could work for all characters in the game - Killers as well as Survivors.
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Who cares, really?
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@rantypaid said:
What if using a mori unequips your addons and/or perks?
Perhaps a Mori would only be able to instant kill if the target wasn't close enough to another survivor?
Or maybe when a mori kill is performed the remaining survivors have a chance to revive or the killer's location is revealed for 15-30 seconds?
Sure, if you want Moris to be literally never used ever.
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Legion, man. Even with how garbage he is now, he's still so much fun.
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The Raven has had his Dash ability removed, and a few addons have been removed in turn. He is already a 115% movement speed Killer with perks suited for the chase, he didn't really need it.
Some new addons will be added in the future.
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A new skin description has been added, and another major rework is on its way. The Raven will likely lose his dash ability in favor of something else.
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Oh my god, stop making up rules. Just play the game and do whatever helps you win.
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I was genuinely surprised today to run into Survivors who didn't use Wake Up. I even told them good on them for not abusing a bugged perk, because that's how far we've fallen.
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All Perks have been given a slight touch as to be both more readable - and a minor balance change while we're at it.
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The power in itself is pretty cool, but I think that having four bodies to switch between is too easy for a skilled Killer to just hijack a game completely. I would reccommend reducing the number to three or maybe even two.
No Strings Attached is a design that I really don't agree with. Exposed is a strong buff, but making it that wonky will just make it impossible to really balance. It will either be oppressively strong or weak.
Entity's Creation - it's a cool idea, but as a perk I don't think anyone would really take it. It would be much better served as a generic Offering than a perk.
Hex: Silent Night is in function just Ghostface's Furtive Chase but slightly different. I'd reccommend replacing this perk with something else.
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The Raven's backstory has had some slight wording changes to be less repetitive and more coherent.
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The Raven has received two new addons that grant him added abilities upon using his Dash ability, as well as some slight wording changes here and there.
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Loving this six ways to Sunday - make this live, please, Behavior.
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They're not Myers, so they're by definition not the most evil Killer(s). The whole point of all the Killers are that they used to be human, and Myers is the only exception to this. Myers was never human, he is just evil in a human Shape.
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@Crizpen said:
On the plus side, they suggested making Billy's chainsaw apply Deep Wounds, so people stop complaining that Legion is underpowered.I guess this is the way of their thinking: mend shouldn't be affected by healing perks, so we'll nerf other killers.
Sure, and while they're at it remove the second charge of Nurse's Blink. Jesus crunchy Christ.
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I think a buff of this kind is frankly, unnecessary.
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@Eesane said:
@Doccy said:
These kinds of unwritten rules need to die on both sides. Do whatever you want and what helps you win as long as it's not bannable.So just be a total canoe and don't get upset if the killer you're against camps you or if the other 3 survivors get out because you were camping someone.
Yup. That's how the game works.
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Literally this, yeah. Just giving Legion a flat buff will leave them uninteresting and without identity. Think of them as similar to the Doctor and his stance system, put more emphasis on differences between being normal and being in Frenzy.
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These kinds of unwritten rules need to die on both sides. Do whatever you want and what helps you win as long as it's not bannable.
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That's just gonna ruin the whole idea behind Legion's power in the first place. Give Legion some time to settle, see how they do in the game proper, let people get used to playing them. Giving Legion this kind of buff immediately is just going to muddy the waters.
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Some minor wording changes have been implemented, some addons have been changed and a new Common addon has been created. A sixth Common addon is under consideration, but is still a work in progress.
The Raven's backstory has also been slightly changed as to make more sense.
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I love the idea of Legion on paper. Even if he's only 110ms, I will religiously play him from the moment he comes out officially. Though I do hope Behavior gives him the extra 5% ms in general.
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@Saint_Ukraine said:
Perfectionism sounds like the biggest middle finger to Ruin. Also, it seems to remove the purpose of Stake Out, but then again, at least you get the normal skill check size for that perk.You'd be correct in that assumption - a lot of the criticisms I get from my circle of friends who mainly play Survivor about Ruin isn't the progress debuff, it's just that it feels like it's something you have to trudge through rather than work around. Hence why I made Perfectionism.
Also yes, in fact it's intentional that it makes Stake Out not work in conjunction, because there is no way that Perfectionism would ever be fair if you could combine it with Stake Out.
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A few of the addon descriptions have been changed as to fit more with the new backstory The Raven has - to hopefully help make his general story more coherent, but also add in a few mysteries that may or may not go unanswered...
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Camping is an allowed strategy according to the developers. As much as it's boring to do, sometimes it helps the Killer win.
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Nice, very well done!
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@Twinkletits said:
Damn I really like the survivor perks, freaking sound amazing.Glad you like them. I wanted to give Survivor players who are more skilled a reason to play in a risky manner, rewarding them for playing with Perks that could prove dangerous in the long run to run. Something interesting and unique, rather than just being another Decisive Strike or Self-Care.
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The text of Harrington's perk Dark Bargain has been rewritten slightly, as to so its terminology fits the other Exhaustion perks.
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Nice bait thread.
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All the new Teachable Perks have been reworked once again, in particular with Tear It Down having been hit with the nerf hammer. Plus, the section of the post dedicated to Harrington has been cleaned up to look much sleeker and be a better and easier read.
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@Dreamnomad said:
You obviously put a lot of work into this and there are some great ideas in there. I do have some healthy criticisms though.Perfectionism- I see no reason why the killer should get an audio cue when you successfully complete a skill check. The removal of a normal skill check range is handicap enough.
Dark Bargain- I really like this concept for an exhaustion mechanic. I think it could last a little longer though. Maybe 5/7/9 seconds based on rank. And the exhaustion shouldn't start to wear off until the invisibility is broken.
Perseverance- I think both the highs and lows should be adjusted. I think if you are hooked removing 2 tokens would be enough. Most of the time that would be all tokens anyway. I also think the maximum number of tokens should be adjusted to 2/3/4. 20% bonus action speed is a lot! But if you managed to get hit 4 times w/o being hooked then you deserve it.
The killer seems a bit overpowered to me. 20 seconds of aura reading is a lot. And not being able to use pallets during that time is very troubling. Whether the dash AOE attack is overpowered or not really depends on details. Like how big of a dash are we talking about. As for the killer's perks:
Obsession: Relentless Pursuit is tied too closely to the killer's abilities. Remember, this is a teachable perk. Other killers don't have innate ability to see survivors auras. This might even be completely broken with Freddy.
Tear it Down: This is insanely broken. 10% movement speed is a lot. 15 seconds is way too long for that much movement bonus. Pallets might as well not exist since you would be guaranteed to catch the survivor after breaking one. Especially if paired with Brutal Strength. If it was given the Spirit's Fury treatment where it only happens every 3rd pallet maybe.
Hex: Nevermore: I'm torn on this one. On one hand it doesn't do anything until a survivor is killed. So this intrinsically encourages camping which is not a good thing. 50% penalty for working on gens is too much and the audio notification of working on a regressing gen is just too much. The more I think about it, the less I like what this would do to the game. I think a healthier version would have a different trigger event than sacrificing. Such as after 2 or 3 generators are complete. I'm good with 100% regression penalty, but the progression penalty needs to be lowered substantially.
Holy [BLEEP], actual constructive criticism? The Entity must have rewarded my effort. Give me a day, and I'll give you a good response in return. Cos you've got a lot of good points, and I've got some editing to do.
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The big post itself has had a few errors ironed out, and it should look spotless and much easier to read now.
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The Raven's Charge power has been retooled into a dash power that gives burst mobility like the Nurse, but far weaker and cannot cross terrain.
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Does the Entity have worshippers or cults dedicated to it in reality? I know that the Entity doesn't actually appear unless great tragedy happens, but are there people out there who know of its existence?
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She's considered the most difficult Killer because her power is something you need to really get the hang of to utilize properly. She's the only Killer in the game whose power actually takes skill to use, hence by comparison she's hard to play.
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While it'd be cool, it would also bring about a brand new host of balancing issues. I'd love to see this happen in the future to all characters in the game, honestly.
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Of course it is. Get the heck out of there, man. Don't be an idiot, 'cause that's how Killers like me catch you.
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It's absolutely Myers. Unlike all the other Killers, the Entity didn't need to do anything to get Myers to kill for it.
Myers is just evil on two legs, he might as well be the Entity walking around in the shape of a human being if you will.
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Frederick's first Teachable, Jury-Rigging has been renamed to Perfectionism, as to fit more with the theme of the perk.
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Hope you told her that her cosplay was great, cos it really is! Man, it makes me kinda jealous
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Frederick Harrington has been given his backstory - an ambitious man whose life was diagnosed to soon end thanks to cancer, chose to go out by his own terms only to be taken by the Entity. Now, Harrington fights tooth and nail in the Trials to survive, no matter to the depths he might have to sink to in order to survive.
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There are no rules, play the game however you damn well want to. Anyone who says otherwise can bugger off with their made-up rules. If it's in the game and isn't abusing glitches or something similar, use it.
If you can't handle playing the game and need people to follow "sportsmanship" rules like this then go play another game.
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Frederick Harrington's perks have been given a slight rewrite, so that the description is more clear and easily understandable.
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@alivebydeadight Thank you for the support, my friend.
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The first rough draft of the new Survivor perks have been finished. I might still change them or entirely replace them down the line, but for now they're complete.
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@SpiritWolf Thank you very much for the support. I appreciate your compliment greatly.
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Finally, finally I've got my notes in order. Now it's a Chapter Concept rather than just a Killer Concept - with the addition of the Survivor, Frederick Harrington. Frederick is a Survivor whose perks are meant to be double-edged swords. They give a powerful benefit, but either come with a complication you need to overcome or a potential to backfire on you.
As always, any and all feedback is immensely appreciated and valued.
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Hex: Nevermore, which was probably the weakest Perk has been given a rework to hopefully be a much more viable perk option.
Also, a Survivor concept is in the works. Stay tuned.