Ersh
Ersh
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- Ersh
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Something I would take into account is this survey would only really display forum users, which may be a different gender demographic than the actual ingame gender demographic
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Well, here's some video proof that she does have tells. Just really difficult to notice ones.
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Reverse Myers has been a concept I've wanted to see for a while, I've seen a few extremely good Slenderman killer concepts around them though, but I'm too lazy to link.
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Really good concept. The details of powers and the perks seems pretty good overall and I love the intergration of obsession mechanics into the addons, only other kills doing that being Myers and Freddy. The one thing that stood out to me though is that On Guard with OoO is kinda OP, so maybe make it have a cooldown or not get activated by the survivor revealing their own aura to the killer with other perk interactions like OoO, Mettle or Babysitter.
A couple questions though:
Would sabotaged machines come back after a period or stay perma broken. And can the killer pick up machines to be moved around.
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There are literally 0 downsides to this change. Heck yeah.
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@Mr_K said:
She should get corrupt purge on pallet stun.
Why?
Well she's the 1st killer that talks. There's a good chance she's going to bite her tongue while being hit by a pallet.
Bloody mouth + puke = corrupt purge
Now that's a big brain idea.
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Oh boy, stacking this with Rancor turns this into Cruel Confinement on steroids.
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Or possibly just allow tombstone to allow you to mori downed survivors too
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Clown/Demo
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If you make it apply for every dead surv exclusively, that'll just be budget Dying Light. Keep it the same, just make it include Dead Survs too.
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Other
As long as the survivor hasn't been toxic and the other survivors were playing bad. They get hatch.
Other factors like early DCs, sandbagging and if I walk by the hatch on the way to the hook also come into factor when deciding when to give hatch or not.
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Love everything about this concept, you've done a great job.
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He'd literally just be budget Billy
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Well, Myers already has two. The add-on just needs a disadvantage or situation hard enough to reach that mori to balance it out.
I'd love to see one similar to Tombstone for Ghostface
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I'd place it as
- Trapper
- Hag
- Freddy
- Demogorgon
This is since activating a Trapper trap is basically an insta down while a Hag trap is just a possibility to take a hit. Freddy traps are by default weaker than Hag traps since Hag traps almost guarantee the hit while Freddy traps are only effective if Freddy is pretty close. Demogorgon is kinda different due to the stealth and more strategic teleportation, but Freddy and Hag are kinda just better at this due to their increased area coverage and quicker/lack of a cooldown.
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Where's Lithe!?!?!
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@NickyRamone said:
This poll is a plurium interrogationum fallacy.
Not sure if this is the same thing, but it could also be defined as a loaded question fallacy.
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Shattered Bloodline
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Yeah, if the lighting was dimmed down then Blendettes would reign even more supreme. Just nope to that, keep the lighting the same.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/722597#Comment_722597
You can easily tell if Ghostface is in Night Shroud. He has no red light. If the OP saw a red light the entire time and Ghostface STILL had no terror radius then it would definitely be questionable on why he had no terror radius.
OP Said there wasn't any red stain in their post though
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This may just be ignorance on my part, but how do you know they never used their ability? It could be a bug around revealing them.
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Dev's have already voiced they'll have the resources available to identify intentional DCs when Dedidcated servers arrive, so this perk would already have a countdown timer if it was added.
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@Saitofox said:
1: it would'nt be a stretch or hard to redesign a set thing in game into a permanent feature. expressly one that would reset apon death. another thing they have for this already is Daily Rituals. They work exactly how Hope would keep track.
2:
So BBQ and Chili for Survivors is a no go for you for some reason?
BPS, Cake, chili... And so on. These features already exist. and it would only proc on escape / doors. and would lose all of the stacks every time you die, having to GRIND to build up again.
3: Once a generator is complete, not forever. and its for 25 seconds after. it would'nt be to strong as Sprint burst is a 3 second burst of 175% movement speed burst.
4: i have seen very few people run it in almost 2,000 hours... anecdotal evidence should be thrown out. but i also don't hear people talking about it.
Sprint Burst is 150% speed btw just as a note, not 175%
25 seconds of this idea is the same as 25 seconds of invincibility, since most killers can't actually catch up to you.
I also did the math. Sprint burst or any other exhaustion mobility perk besides Adrenaline gives you 6 m/s for 3 seconds, totaling 18m traveled. Default speed would be 12m traveled. Killer default speed is usually 4.6 m/s which would take you 13.8m in this time. So the distance gained by the surv without vaults during this period is 4.2m
Now let's put this hope suggestion into the picture
5 m/s due to the 125% increase for 25 seconds totaling at 125m traveled. With the default being a total distance of 100m meaning an extra 25m. With the killers distance traveled in this time factored in being 115m traveled, meaning an extra 10m gained.
So, this proves that you'd gain more distance from the killer by over double sprint bursts grant, without any exhaustion effect preventing you from using this twice mid chase.
Basically, against an M1 killer this pretty much proves that this is balanced compared to other speed perks
And 'We're going to live forever' is literally BBQ for surv, 100% bloodpoints in everything for doing a few things, same as BBQ's reward.
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Giving a training wheels perk a cooldown probably wouldn't be the best idea, my suggestion would to get numbers in there by giving it another feature on top of that, for example maybe let it give you more FoV while in chase on top of that.
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Honestly, you've done an amazing job designing this. The Killer does indeed feel balanced and fair, the ultra rare add-ons have a design that really augments the ability in an effective way, but doesn't feel OP. All the perks are interesting and seem also well balanced.
Again, you've done a great job and it's been a pleasure to read this.
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I think this pretty much concludes this debate, Pukka is right and here's the evidence to back it up.
Oblivious is a status effect put on a survivor that limits just them from hearing the Killer's terror radius. It ONLY currently applies to Demogorgon.
Undetectable is when Killer stealth is active, and only currently applies to Freddy and Demogorgon.
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Power - The first thing that comes to mind would be some numbers for the killer's power. Would the slow effect be the same as Clown, or larger? How long would it take to place the trap? Would the gas linger like Clown's or last for even longer for greater area denial? Also, we've already got 2 other killers that function through slow effects primarily, Clown and Freddy, so you may want to think of another feature to add on to the power in addition to whats already been listed.
Hex: Overgrowth - How does it interact with Ruin? Since removal of greats from gen skills checks would make it impossible to succeed in Ruin skill checks. What's the point of the scream? Scream notifications are static meaning you wouldn't be able track the survivor at all with it. The interaction with generator skill-checks and the method of gaining tokens while hooking someone and also being a hex instantly draws too many parallels with Hex: Huntress' Lullaby too, so you may want to differentiate it a bit more. Also, I'm assuming the failed skill-check scream only occurs on generators, so you may want to reword to specify that.
I'd also reword it to something like this.
You get a token each time you get a survivor is hooked up to a maximum of 5 tokens. In addition, whenever a survivor fails a generator skill-check their location is revealed for 4/5/6 seconds.
Divine Power - No feedback
Unseeable Sensation - I'd suggest changing the name of the perk to 'Inaudible Sensation' to better fit the ability it grants, they can't hear you but they can definitely still see you. Wouldn't it be kinda obvious if most killers are running this though unless they're running monitor? If a terror radius starts playing then cuts out instead of just growing more distant it can be assumed that this perk is being run, exceptions would be killers with terror radii below 32m. Monitor and this would be awesome though.
Rush In - Since mori's exist too, I'd suggest rewording the description of the perk to simply 'When a survivor is downed you gain a 4%/8%/12% haste status effect for until they leave the dying state'
Locker Mania - How would this interact with toolboxes as there are 2 variants of both rare and very rare toolboxes, and how would this interact when used with event items which have their own tier.
Getting Ready: Does this effect gens near you that teammates are also working on, and if so does this active perks such as Prove Thyself, Discordance, and Thrilling Tremors (Since its being worked on as its blocked). As another note, would this repair regressing generators and how would this potentially interact with Overcharge?
Overall, the perk concepts are quite creative and you've done a good job. Sorry for maybe being too critical though.
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I still don't see whats wrong with simply making it deactivate again once someone else has been hooked after you were unhooked. At that point its no longer an anti-tunneling perk and instead an immunity perk, meaning it's fixes the major issues being debated from both sides.
Survivors: Being tunneled by killers after unhook as they're injured and closer to death hook
Killers: Survivors use DS to become not just tunnel immune but completely pick up immune for a full minute even if they aren't being tunneled
If I'm missing something, please let me know so I can develop my opinion on this matter further.
