ImmersedPootisBird
ImmersedPootisBird
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- ImmersedPootisBird
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This is a really cool interpretation of fiddlesticks for DBD, the power is certainly unique and the perks (save for "afraid?") are as well. However, I'm a little confused and concerned about the additional 45 meter voice radius. Does it mean that he emits voices up to 45 meters away from himself, or does it mean that it extends 45 meters from the edge of the terror radius, leading to the ridiculous 77 meter radius when combined?
On a different note, I plan on making my own interpretation of fiddlesticks for DBD, making his power and perks based off of his abilities in league.
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Bumping this back up to the top, and I might just copy it over into the suggestions and feedback portion of the forums, as it probably fits there better and might get more attention.
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@Yung_Slug said:
Leatherface already has good chase potential (particularly with PWYF + Nemesis), but much like Clown that doesn't always translate to being a good killer. He has no good mobility in a game where many maps are absolutely massive.
Honestly, the maps getting fixed would help a lot of killers. Most top-tier killers are high-mobility because some maps are so big. If map size was more consistent, the weaker killers would also be more consistent.
All valid points, but this wasn't meant to necessarily improve his chase potential, but rather further solidify his identity of "slower hillbilly who is much better at downing groups of survivors and playing a bit more defensively" and bring him out of being, as Otzderva put it, being "Soo booring" by actually making his iconic chainsaw tantrum an interesting feature other than a five second stun with a nearly pointless hitbox. And in order to use the meltdown, you have to intentionally mess up during the chase, making a risk/reward system to using the chainsaw to scare survivors versus using it to actually down them.
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Bumping this back up to the top. I put quite a bit of thought into this idea, but it's not perfect as I am in low ranks where playing killer has become very hard due to long loading times. That, and my knowledge lies mostly in stealth killers, not loud killers with high lethality.
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Boosting back up to the top, probably the last time I am doing this
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The upstairs needs to be bigger
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@GamingHulk123 said:
Hag:
An Ultra-Rare add-on: All 10 traps are placed in random locations across the map at the start of the match.
Nurse:
An Ultra-Rare add-on: When blinking, you lose your red stain and the particle effect (The stream particle when blinking).
Wraith:
An Ultra-Rare add-on: When cloaking/uncloaking, you lose the "wooshing" sound effect.
Huntress:
An Ultra-Rare add-on: The Huntress now has the ability to throw 2 hatchets at a time. (Press secondary button to add/remove a hatchet)
An Ultra-Rare add-on: The Huntress is now the only person to hear her humming.
The Pig:
An Ultra-Rare add-on: The Pig's Dash range is doubled, she also can cancel this ability at will. (Press secondary power button)
Tell me what you think. Too overpowered/underpowered?
One of the huntress ultra rares you mentioned here reminded me of an ultra rare I thought of with very similar effects. It was called the old antler, and it gave the huntress an obsession, preventing all but the huntress and the obsession from hearing the lullaby, and giving the obsession oblivious.
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@Karaage said:
Hey there, I checked out Your chapter. As I see it, our perks' relation would be similar to relation between Calm Spirit and Doctor's Power, so in Devs eyes it would be acceptable. Druid also has many other powers to use, and Raven's power is used mainly for locating Survivors, similar to Doctor. If You think it'd be a problem, maybe change it so that instead of having only 6 Ravens, You can deploy maximum of 6 Ravens at a time? Similar to Hag's trap count.
With the maximum amount of ravens deployed thing, that's what I meant with both the ivy and ravens when I said that he has only six ravens. Sorry if my wording was confusing
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This survivor presents some really unique and interesting concepts, I like this. You could have copycat gradually show you the perks of the other survivor (let's say, it reveals a perk from the other survivor every two thirds of a second) so you know if it's a good idea to commit to using copycat, or just to get a general idea of what your teammates are planning if you go solo queue.
The only minor thing that I don't really like is heavy steps/ nature's calling. Not because of the concept, role, and themes of the perk, it would be a great addition to the game as far as DBD currently stands. The only minor problem with the perk stems from a chapter concept I posted called Legends Most Grimm, and how it can hard counter one of the parts of the killer's power by wiping crows from massive parts of the map. Not that this gripe really matters, as these are two entirely different ideas that don't have to mix.
Really do like this though, keep up the awesome work!
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@[Deleted User] said:
Well you sure as hell put a lot of work into the concept! I like it.
Thanks! Although, the ivy part of the power still needs to be fleshed out a bit, I just don't know how long it should catch and block things
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Bumping this back up to the top, because I rather like this idea.
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After some formatting, minor tweaks, and remembering to include a Mori animation, Legends Most Grimm is finally complete! (For now, because if anyone is willing to make art for this, I will include it, along with credit to the artist)
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This is a lot better than when I attempted to make springtrap for DBD years ago. However, his design could mix both his fnaf 3 appearance and his pizza simulator appearance, having his weapon be a sharp, rusted endoskeleton arm rod.
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@thefallenloser said:
Dumb friend messed around with my computer and erased what I was typing, but basically, I really like the concept, and have a few ideas that'd make some of the perks/abilities a bit better.
The Druid's Terror Radius is oddly large for someone barely faster than survivors. Maybe a reduction to 20 meters would be ideal, seeing as The Wolf's Radius is 30. A 2 meter difference is pretty negligible.
The Ravens are a bit confusing. Other than on Backwater Swamp's main structures, there are no flocks of crows, so unless The Ravens have areas of influence that are like 15-20 meters, they won't get much use, though it might be fine, as that'd be near constant notifications. Crows do tend to spawn fairly wide apart.
The Druid should definitely be able to see the auras of the The Wolf and the captured survivor w/o any add-ons, otherwise, how's he supposed to find them?
Dusty Horn seems a bit powerful. A startled raven for 30 entire seconds of deafness is a bit too much.
Battered Crest is kinda a meme add-on lol. It should probably increase the effectiveness of their effect as well.
Will-O-The-Wisp is something I mentioned should be changed earlier. The Druid should be able to see the aura of The Wolf and the captured w/o the add-on, just like The Trapper can see the aura of survivors caught by his traps.
Complementing you on the amazingly created Stone Cube.
For Wolf's Head, there should probably be an additional reduction in link time, as The Wolf moves at an insane 5.2 m/s. It'd be impossible to not down a survivor unless the link time is dramatically reduced.
Nature's Wrath is pretty weak. You'd only be able to down and hook two survivors before the perk is completely gone. Tokens should only be lost when hooking a survivor.
Hex: Wisps' Will sounds AWESOME!
Subtle Presence would be a lot better just making the Killer Undetectable for 90 seconds at the beginning of the match.
Unveil The Wicked is a bit confusing. What does "duration relative to the Hex Totem mean? It should just proc Blindness and reveal their aura to the team for 10 seconds for a Hex Totem and 5 seconds for a Dull Totem.
Wrathful Smite sounds hilarious LMAO. Just imagining the pallet instantly smacking down on The Huntress' head and her mad screeching while the pallet broke over her lol.
I love your ideas @ImmersedPootisBird ! Keep up the great work!
Thanks for the info! I might as well clarify a few things, especially how the Ravens work. The terror radius of the druid was put at 28 meters mainly to make him more distinct, and to not make it too obvious when the druid is sending out the wolf, as the wolf is absurdly weak to lockers, as a dog obviously can't open a door. Also, as I forgot to mention, the wolf has its own separate terror radius music, somewhat different from the druid's.
What I mean by flocks of crows is any spot where crows appear. On every map, crows naturally appear in various locations in small groups (usually 2-3 crows if I remember correctly). The druid can interact with these naturally occurring groups of crows and place a raven in their midst, which then give off a notification if disturbed. The crows and raven will eventually return to the spot if it's left alone. Once all six ravens are placed, placing a new one will cause the oldest placement to disappear. You probably want to use this to set up a perimeter around an area, alerting you to if survivors enter said area. Yes this is hard countered by calm spirit, therefore an add-on to counteract that. Maybe as a part of the Ravens, they startle from further than normal, or maybe have a naturally occurring "link" between two ravens, where if a survivor moves at a rate that would startle crows over this "link," it works like a sort of tripwire alarm.
You are probably right concerning will-o'-the-wisp, as that was made with me running out of ideas. However, it could be an aura notification (think infectious fright) at base, and will-o'-the-wisp lasts for the entire struggle as an aura.
Might tone dusty horn down to 15/20 seconds. It was originally a very rare, so I understand how it is powerful for the tier.
Battered crest, like moonstone, is meant to be a meme bloodpoint add-on. However, battered crest (like BBQ & Chili) rewards bonus bloodpoints after the trial, making it much more valuable for bloodpoint farming than moonstone.
While I agree in that wolf's head should have an additional downside, it already has the flaw that the down won't help much if you are too far away from the druid when you down someone as the wolf, as you only have a loud noise notification to give you general direction of the downed survivor, nothing else.
You are probably right on nature's wrath, but it's designed to allow killers such as druid, hag, trapper, and Myers the extra time to set up, and not much else.
One reason I am against making subtle presence use the undetectable status is so it doesn't fully counter the main purpose of unveil the Wicked.
Speaking of unveil the Wicked, your idea of how it should work sums up what I mean by "duration relative to the hex totem." It was always meant to say that the perk's effect lasts longer. It was also meant to only show the perk holder the killer's aura, as it was designed to reveal the killer to you so you can run right up to them and force a chase (something that the druid doesn't want in the early game).
Wrathful smite was specifically designed to counter the ever-present enduring/spirit fury combo by potentially negating the decrease in stun time from enduring.
Hope this all helps!
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This idea is fairly interesting! With a bit of remapping the controls to better fit the current control scheme of DBD, I could see this being added in a chapter around the same time as ace getting a story within the archives, like Oni being released close to the second archives, where spirit had a story
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The chapter, save for specifics relating to the killer's power, is now complete! I don't currently feel comfortable giving specific numbers for the power, as that is where all the balance sits in, and can make all the difference from an overpowered killer and a balanced/weak killer.
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@Peanits although add-ons aren't quite done and none of the specific timings have been decided for the power, what do you think about this chapter concept as a whole? Is it something that, as a part of the team over at behavior, you see as having potential? It would be an honor to hear your opinion, and I am willing to provide any clarification if need be.
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Brilliant ideas, I approve. If this were to make it in to the game, it could be amazing. If my chapter concept (legends most Grimm) made it in as well, the broken would be a sore spot for Eric, as one of those he is adamant about protecting whenever possible became corrupt, joining the monsters he intends to destroy, if possible.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1065852#Comment_1065852
Maybe nature's wrath could start with a large slowdown but decrease with the killer's offensive actions, say 21% at 7% intervals.
Do you have any ideas on what could be done with add-ons? Other than an even divide between wolf focused add-ons and raven & ivy focused add-ons, I don't know how to make add-ons that are balanced for their rarity.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1065852#Comment_1065852
Maybe nature's wrath could start with a large slowdown but decrease with the killer's offensive actions, say 21% at 7% intervals.
I like this idea! Perhaps the different tiers of the perk could increase the initial slowdown, or decrease the penalty for offensive actions? As for the druid having mobility, I honestly don't see the wolf as such. It works much like a scouting tool, allowing the druid to either force survivors closer, or catch distant survivors in order to get closer to them. So while it doesn't give the druid any mobility, it gives him a pressure tool which has no comparison within dead by daylight.
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This is brilliant! I want to see more of this, where the killers and survivors swap roles, having powers and perks based on what we know about them. Although, if wailing bell were a perk, it should be an exhaustion perk, with a ringing movement speed closer to 3.4 m/s, a slightly shorter ring time and the 5/7/8 seconds should be 4/6/8, to be double the cloak time from the perk.
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@Waffleyumboy said:
Wrathful smite max increased stun should cap below .75 second bonus. Maybe reduce breaking risk to 10% and only break once per trial.
Nature's Wrath should require interactivity, maybe a token each time you kick a gen, 3% slowed speed per token to a maximum of 6 tokens.
The other perks look awesome and creative.
The killer's power has everything it needs, mobility detection and anti-loop. Add some add ons and this chapter is golden.
I agree on the change to wrathful smite, and have made a similar change. However, I don't know how to best make nature's wrath interactable, yet still stick to its original purpose of a little bit of slowdown that doesn't require to do much, if anything (this is just enough slowdown to allow killers who need to set up to set up without putting themselves at a major disadvantage). Might make it a hex that starts with a set amount of tokens, where the tokens (more gained by breaking generators) increase the time it takes a single, itemless survivor to repair a generator, capping out at x/y/z tokens. On an unrelated note, Hex: Wisps' Will should throw off conic detection perks, such as small game and premonition, by a few degrees, for added disorientation.
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This chapter provides some amazing ideas all around. Sadly, the perk "senses" would be less practical against stealth killers who don't startle crows, such as a cloaked wraith (or the killer from my chapter, Legends Most Grimm, who just doesn't disturb crows).
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If you want a rich business man type killer, then why not make his power revolve around chest looting. For example, his power could allow him to loot chests and carry survivor items. Why can he do this? To take the items to a "store" run by the rich, where survivors can pick up the items without immediate consequences. Items within the store generally appear to be of a higher quality than they actually are, but sometimes you get the genuine article, so as a survivor, it can be worthwhile to visit the store. If a survivor decides to plunder a chest, it will notify the rich of someone "stealing stock." The Rich's power would revolve around enticing survivors to make foolish purchases at his stores, afflicting survivors with the "debt" status, which makes the survivors incredibly easy to find, among other things dependent on the add-ons run by the rich, until they pay off their debt by stocking the store for the rich with items equivalent to the item that got them in debt in the first place.
Just spitballing here though.
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okay, after a little bit of fiddling, the perks are done. not certain what all shall be done for add-ons, but the one I included I intend to have in the final product. I am open to suggestions for various add-ons, so make sure to leave input!
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@Waffleyumboy said:
Wrathful smite max increased stun should cap below .75 second bonus. Maybe reduce breaking risk to 10% and only break once per trial.
Nature's Wrath should require interactivity, maybe a token each time you kick a gen, 3% slowed speed per token to a maximum of 6 tokens.
The other perks look awesome and creative.
The killer's power has everything it needs, mobility detection and anti-loop. Add some add ons and this chapter is golden.
Okay then, considering that I'm new to the official forums, how do I edit posts?
EDIT: thanks for telling me where to find it. I will probably provide descriptions of the characters and add-ons soon