Evalion
Evalion
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- Evalion
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@Uistreel said:
Restrained Malice: If this can be used multiple times, this perk is stupidly strong, like unbelievable unfair.
Shared Anguish: Could be good, but once they know you have it you won't be using it again
Predatory Instinct: So like old infectious fright with shorter range?
Illusion Of Hope: So, if you have played poorly, you automatically win, it's not like NOED where you can remove it if you do totems, you just win. Instant 4/3k pretty much
Destructive Tithes: Seems pretty bad and pointless by itself, could probably be pretty good with pop or ruin
Illusion of Hope rewards not camping and not tunneling but you still need to hook each survivor once for it to become active. So no it does not reward bad players. If they are bad they wont be catching and hooking you as is. If they are good they can do that and then give people time to play the game do gens get chaised etc. Survivors feel hope but the Killer is playing the end game. Even then tho the game isnt over its not like literal "end game collapse" is happening and they hafve to deal with it. They can play it slow and work together to get the 2 gates open bit by bit. Id agree it was an auto win if it could be used after survivors have been sacrficed and it was 3/2 or 1 person left. That isn't the case tho, everyone has only been hooked once and there are 4 people alive with all the generators done... its still very winnable for Survivors because 4 are alive. I DO agree tho that the Survivor's hooked are instantly sacrficed part is a bit much. That I added at the end but i think that is the main thing that makes it feel really bad so ill probobly remove that.
Thank you tho for the Feedback. Ill make changes to each if you have any suggestions would love to hear them :D
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@Blazelski said:
Trailblazer: Interesting. Scratch marks lasting longer in a chase can actually make it harder for the killer to track you, so that's something. Also, the perk description makes me think other survivors should be able to see your scratch marks.
Brave Heart: Yes. I like.
Final Girl: Not too bad. Can't think of a good reason to say right now.
People Pleaser: Seems rad! We need some perks that could make protection hits slightly more viable. Also not very annoying for killers, which makes it better than Sprint Burst or Dead Hard.
Solo Artist: Very interesting. Would encourage players to do generators at the very edge of the map for extra speed, but would cause them to increase the prevalence of the "3 gen" problem at the end of games. Not sure how to feel about it, honestly. As a survivor, I'd be upset with people using it.
Sightseer: Again, not terrible but not overly powerful. I approve.
Spit-Fire: I love it. I'd maybe decrease the last tier to 12%, but it's great. It'd probably entirely replace Camaraderie in people's minds, though.
Hideout: Lovely.
Upkeep: You meant charges, not efficiency. Otherwise, it's awesome. Both compliments and potentially competes with Inner Strength.
Birdfeeder: Love the idea, but I feel the execution is far too strong. I'd make it so the killer can swing at fed crows to scare them off and reset them, and it would not trump the killer's stealth abilities. I'd also decrease the maximum aura reading range to 24 meters without Open Handed. It maybe also shouldn't reveal survivor auras.
I appreciate the effort and thought put into these ideas. A shame others don't seem to look at threads that aren't controversial opinion bait. I'd promote you to part of the official perk creator team if I could.
Thanks so much for your feedback! I've been working alot on these and a bunch more that i havent posted. It's nice to get feedback on what can be improved and how to better balance them. Ive had to post this thread a few times because it randomly got deleted but then they all reappeared at the same time so i have alot of changes ive made to based on feedback already that arent updated on this one. Again thanks! Maybe some of these ideas can be stolen by the Dev team because I think some would be great for the game. I hope i can get more feedback from you when i post more because u gave me the most and its nice to get some ideas. :D
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1157344#Comment_1157344
No it is a big deal. You're using an aura revealing perk with infinite range, as long as they are not within bond range. Think about it, if someone is within that range, you can see em with bond. If nobody is within range you can see everyone's aura, insane!!!
Also. As for the Perk that counters camping Spit-fire. This perk is to give you a chance when you are being camped by the killer. It doesnt outright counter camping as a straight but it gives you a chance to potentially free yourself and get a bit of distance. Because if your in that situation ur probably going to get downed again anyways right after. Its more of just giving you any sort of chance and giving your team time. Counter camping and tunneling perks are what this game needs atm.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1157344#Comment_1157344
No it is a big deal. You're using an aura revealing perk with infinite range, as long as they are not within bond range. Think about it, if someone is within that range, you can see em with bond. If nobody is within range you can see everyone's aura, insane!!!
Ah i get what your saying. Well instead it should work like spine chill and just light up if a survivor is within 32 meters. :) Easy change. I didnt think about that when making the perk totally forgot about it.
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@CLAUDETTEINABUSH said:
The only ones I don't like are the camping one, completely violates the point of camping and I think it's too op, final girl is good, but remove the hatch reopening too op. Lastly solo artist is op af since if y have bond, while working on a gen you can see all survivor's auras. Also there is no point for the toolbox speed to be affected, make it general toolbox speed.
Yea the toolbox thing was a typo its decreases all of your repair speeds when near allies not just toolbox and then increases them when they are away. As for bond and stuff that wouldnt really matter that much. the point of the perk isnt about seeing if survivors are near u because ull know if the perk is deactivated that they are
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Yep. Also for Trailblazer the whole idea is that its for people that actually want to have their scratch marks last longer even tho that seems like a downfall it could actually be a good thing with the right build. But it also has to have a benefit for the people that don't see that value. I plan on making a bunch of killer perks next. But thanks again for the feedback. :D
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Thanks ! And yea i was actually not sure on that one. IT would have to be balanced carefully around that aspect to make it fair. So im not sure what a good range would be for it. IT needs to force the person using it to move around if they are within range of other survivors. So if its too low then it could just end up being a hard gen rush perk with everyone taking it.
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This happened to me tonight as well twice by billy. Killers are ######### babies. Survivors take our nerfs like a man repeated nerfs and killers get one nerf to hex ruin and go off the deep end. Its really quite pathetic. There has been a influx of this type of behavior since ruin was rightfully nerfed. Which to be honest hex ruin was a complete and absolute joke and was why i quit the game in the first place i came back because its gone finally. LIKE 1 perk 1 perk and they cry. Survivors have had multiple nerfs repeat over and over patch after patch to our main perks.