ItsDigDuck
ItsDigDuck
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- ItsDigDuck
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@Kaethela said:
Please do not remove the tomes! I'm enjoying working through the backlog of challenges, they keep me coming back.
tomes are the only reason I havent quit the game fully tbh
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Well if it takes them the same amount of time to fix this as they did the locker achievements after dredge was released, we can expect this challenge to be fixed in 4-6 months.
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@Emeal said:
If bHVR ever wanted something for POV angle askers.
They could take all the POV angles that perks already deal with, and create that as a slider
and then make an option that says ignore perk POV changes, basicly keeps the POV the same regardless of game
ofc bHVR would need a new to redesign shadowborn, but its a great exchange.
I would gladly just run it as an empty perk slot essentially, rather than having to deal with this.
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Will update for backstories and achievement ideas at a later date (It will be soon, I just wanted to get this all typed out and up before I forgot it)
All constructive thought-out criticism is happily welcomed and always considered
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@ItsDigDuck said:
OMGOMGOMG IM SO EXCITED
Both tome 4&6 challenges completed. FINALLY. My inner completionist can rest
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OMGOMGOMG IM SO EXCITED
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@kingcarl2012 said:
Ok first off
https://deadbydaylight.fandom.com/wiki/Emblems?so=search
Emblem points needed to pip, bronze emblem worth 1 point, silver 2 points, gold 3 points, Iridescent 4 points.
Bronze/silver 10
Gold 11
Iridescent 12
Based on info at hand
Lightbringer should have been Iridescent
Unbroken would have been less than gold because you died. Depending on survival time you get bronze at 5 min and silver at 9 min.
Benevolent should have been Iridescent
Evader is very hard to calculate without seeing the match
So the info you provided shows what should be 8 of 10 emblem points needed to pip
thank you. going to be studying this chart so I can hopefully reach iri 4 much faster than I have been
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I mean, thats what I did and then some. But didn't pip in bronze.
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@The_Scarlet_Witch said:
I would disagree as that eve has no powers whereas eve in supernatural can create life.
fair point. I was thinking more personality wise. Lucifers Eve was psychotic
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@The_Scarlet_Witch said:
I would prefer Eve as a killer tbh.
Honestly, I feel like the Eve from the show Lucifer would be a better killer of the Eves
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Cleaned up the add-ons and back stories a bit. Made the concept easier to follow. Would appreciate any other constructive feedback people may have to offer
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306769#Comment_3306769
I honestly think they should just add prestige for challenges
I just want the challenges fixed. It is driving me insane having 2 things not completed that are literally impossible to complete
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Also I was unsure about how I felt in the Widower's Song with the chase if it should be an automatic chase, or the Teacher could have to activate it, like turn and hit ctrl like hag does for her traps, and that way only one would activate at a time
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Changes made as of 1/4/23
Added the forgotten special ability. Widow's Song (Think Doctors Illusions mixed with the Knight's Guards. Chase and reveal but no damage)
With the aide of redditor Goofyfoot: Adjusted the following addons
Rusty Slide, Math Textbook, Language Textbook, Science Textbook, History Textbook, Strap and Cane, Slipper and Birch, Detention, Widower's Revenge
With the aide of @Chordyceps Made the following Perk adjustments
Hex: Attention : Made the perk a hex, removed the great skill check zone from the secondary skill check
Hex: Slap on the Wrist : Made this perk a hex
No child Left Behind : Met in the middle with what I want and Chordy's changes. Perk token gain is now gained for causing a survivor to enter a hook state that was not the last survivor hook state gained, instead of last 3. Token increase is 1.5% instead of 1%, and 8 tokens instead of 11. Deaths cause you to lose 3 tokens
Blackmail: Changed location reveal to 4 seconds across all perk qualities, made the perk user only.
Snitch - Changed aura to location, increased duration across all perk qualities
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@Chordyceps said:
To be entirely honest, this killer feels like a noobstomper, but wouldn't be able to be viable at all against more experienced players. Also, having your power gauge be filled by survivor's mistakes and nothing else sounds really unengaging from the killer side. There's no power to master here, you just kinda play the match and hope survivors screw up enough to give you your power, which they can only succumb to once? Killer powers should always be something that the killer is using something actively, that they have control over. Additionally, addons should always be related to the power in some way instead of just creating miscellaneous effects. Also, standard killer movement speed is 4.6 m/s. For a killer to go any lower than that, their power needs to noticeably change the flow of chases (ie. huntress's ranged attacks, spirit robs survs of visual info, nurse straight up ignores obstacles), and this power does not do that.
As far as killer perks go, them doing more passive things is more acceptable, but the more passive they are, the more appropriate it would be that they're tied to a hex totem, so survivors have some sort of way to counter them, especially if it's something that happens often throughout the map, like encountering skill checks.
At their core I think they're pretty decent perks that could use a little alteration.
For Attention, I think it would be good if the consecutive skill check had no great skill check zone, so that it doesnt have the potential to accidentally help survivors do gens faster. Also if its going to apply to every single skill check, it should also probably be a hex perk.
Slap on The Wrist I think should also be a hex perk, but besides that I like that one a lot actually.
For No Child Left Behind, that whole "if you hook a survivor that you already hooked in the last two hook states" is way too harsh of a condition. In most matches you'll find yourself whether you meant to or not, and while not tunneling a survivor. I see what you're trying to do there though, and I'd like to suggest the following alternative: "When a survivor dies by any means, this perk loses 3 tokens". That would discourage tunneling a survivor out of the match without being overly punishing, and you lose all the effort you put into that one survivor instead of all of your progress. The "dying by any means" would also account for the powers of Pig, Sadako and Pyramidhead, who can kill survivors without hooking them under certain circumstances.
Now the survivor perks
Blackmail is honestly a really interesting idea for a perk. Making failures harsher, but giving you some intel out of them. I like the core idea there. Although it should probably apply only to the user. You might be fine with losing a little extra progress, but your teammates might get frustrated with you if their penalties become harsher because someone else is running a certain perk. Also the aura reveal time could definitely stand to be a little longer, somewhere between 4-6 seconds is typically reasonable for an aura revealing perk.
Cover-Up sort of exists already in Off the Record, Zarina's perk. Although Off The Record applies to the person running it, instead of giving the effect to someone else. Although that difference alone might be enough to make Cover Up distinguishable from Off The Record. I'm a little unsure to be entirely honest.
Snitch, I also like at it's core, but can use a small change. Instead of having it show the killer's aura, have it show their location. Hiding the killer's aura is kind of a major part of how undetectable works. Location would be fair game though. It may not give constant intel, but where the killer was when they gained undetectable can still be very valuable intel.
Hope my feedback is helpful, keep it up with the chapter concepts! 👍️
Thank you for your in-depth feedback. I posted on reddit as well and have been working on re-working the killer power, Ill post when I update and tag you if you like.
Again, thank you for taking the time to read and give a ton of great constructive feedback
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Still broken, but hey who cares right? Not like we paid money for this game, and not like I have spent hundreds of dollars on cosmetics. Why would I care about a broken challenge when I have every challenge in the game complete besides two broken ones.
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Added backstories, re-worded some descriptions to make more sense, and added achievement ideas.
Would love feedback on this
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Still waiting for this to be fixed. This and the other locker challenge in tome 6 are the only 2 keeping me from 100% game completion. (Steam is already 100%).
PLEASE. I am literally losing sleep over this. (I have anxiety issues, I am aware)
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@Chance726 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217303#Comment_3217303
It's on the first page as of right now, but you can click on my name and go to discussions and you'll see it.
Thanks! Learned something new :D
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Still bugged for me. This is one of the last 2 challenges I have. Please fix this
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Im not sure how to check other users posts. do you know what page of the bug forum its on?
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Working on the stories for the characters and will update soon!
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@Dahtin said:
This concept is exceptionally made, especially for someone who has only played for a month! Unfortunately, I’m in a bit of a rush (15 minute break only gets me so far), so I won’t go over add-ons and perks just yet.
The power is very simple, yet effective. I think the only major changes I’d consider would be tweaks to balancing. Cocoon with Leap is already quite effective, but it must also be considered for indoor maps. Leap alone is a worse Hillbilly chainsaw on, say, Lery’s, but can be borderline uncounterable on Blood Lodge. Instead, I’d make the primary power focus on buffing Leap’s versatility. One way to do it is to have Cobwebs grant you additional speed and range with the Leap, but I’m not sure how best to do it. I do think that Cobwebs should be able to be applied multiple times to structures, but especially windows.
Also, having Cobwebs randomly placed around the map makes The Weaver highly RNG-reliant, almost as much as The Dredge. Instead, I feel it could be applied like how Nightmare applies Dream Pallets. This gives more autonomy to the player, and makes concocting a web of traps all the more easier.
I’ll likely revisit this when I have the time, but it looks great so far!
I honestly didn't even consider indoor maps when making this concept. Maybe having the power just start with all vaults and doors having cobwebs, and then Weaver can apply them to pallets, gens, lockers, etc.?
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@SekiSeki said:
Oo, sounds fun. Love the idea of having a killer utilize the trees within the map. That would require a lot of work on the dev end because of all the weird collisions up there but awesome idea.
The cocoon makes me think of a different way to sacrifice which is kind of cool but the majority of the time you would want to just hook them. Kind of similar to Sadako and condemning, niche value but still value.
Perks
- Hubris of Arachne – Cool idea and a fun way to mix up the game a little bit.
"If this generator is one of the last three repaired, the exit gates will require one additional generator to power up."
I do not think that should be a thing. Kind of busted even with the counterplay.
- Web of Lies – Kind of confused. Is this like retribution mixed with undying?
- Along Came a Spider – Scary on Wraith but why not, sounds fun. Hopefully that does not work with Nurse blink, I don't think it would.
Advocacy – This is a pretty strong perk. I can see it being a way to counter a tunnel but a perk shouldn't save a team like this one could. I'm not too sure about that one.
Set Boundaries – This is a cool perk but it is kind of strange that the entity is helping the survivor escape. I think it needs to be tweaked where when activated, that person is exposed and stuns the killer. It should also be disabled during end game.
Unselfish Bounty – Idk about that one chief.
Hubris point - I see that an extra gen could be devastating in most cases (trust me, I play solo queue) but this gen is nearly complete to start with. The term hubris is boastful/I am the GOAT/however you want to put it, so it is high risk high reward kind of thing. Maybe just have the gen always start at 90% and then 10 seconds after the trial starts (say the entity is blocking it the first 10 seconds) it regresses at X/X/X speed?
Web of lies - honestly I was just trying to come up with something different. This way if your other totems get cleansed super fast, you can still potentially get some value, but since they would be visible to survivors you have to choose to either play around them or gain an advantage elsewhere while they return to the totem. Maybe have rekindled totems take 50% longer to cleanse?
Along came a spider - I am literally a wraith main and thought it would be fun xD
Advocacy - Counterpoint - if someone has gotten hooked twice, that means the killer has caught them twice. This, likely, means that the killer can catch them two more times. And then when it is your turn, you can only get caught once or you are donezo. I think it is fairly balanced
Set Boundaries - I like your changes, I will update it.
Unselfish - I thought I re-worded it here, I will do it shortly. I posted this on reddit as well in the fan made comments. It is more balanced and worded better.
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Added map concepts, steam achievements, reworked Hubris of Arachne perk and completely changed Web of Lies (was rotten pallets and doors, is now totems)
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3042705#Comment_3042705
You bleed out in only a few minutes and you can wiggle out pretty fast. I can't fathom how that story works.
Like I said, watch the vod. I am not a good survivor, I do not claim to be, but games like this make me want to never play it. You don't have to 'fathom' it, you can watch it happen.
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@drsoontm said:
As a survivor, you should always thrive to stay alive the longest possible time.
In a four-slug without survival option, it could be considered to give an instant-hook to everyone so nobody has to wait (in case the killer decides to let everybody cool down). It would discard any hope for hatch though.
In any other case, I don't see how it can work without being abused one way or another.
I just spent 35ish minutes in a game. Our 3 stack had a random rage dc on first hook. Our 3rd got tunneled out of the game (was the next 3 hooks) freddy then hooked me twice, and proceeded to slug me, over and over because he wanted to mori my last teammate. My last teammate is MUCH better at surv than me. I was slugged NINE times that game. I would get up , he would run after my friend, he would lose the killer, freddy would come back, slug me again. Finally I bled out after being slugged, NINE times. You know how frustrating that is? We had no chance of gens, we had 2 done when our 3rd teammate went down (the random dc'd in the first 60 seconds of the game) so 'thriving to stay alive as long as possible' doesn't really make sense in this scenario. Let me bleed out so I can get out of this game and go next. 10 minutes on the ground/in freddys arms does nothing for game experience.
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@Darkest_Night said:
I think the majority of slug fests often come as a cumulative effort of several previous games. All it really takes after a few bad rounds is that one survivor who clicks that flashlight to be obnoxious and that switch is flipped.
"Eff it! Time to screw their day up for that one"
Think of it as a kinda toxic penalty. The toxic ones usually get the rest of their team screwed for it.
I literally just got out of a game where I was slugged 9 times, as one of 2 survivors left. My friend is MUCH better than me (no one had flashlights, the 3 of us were doing our best to win). We were running a 3 stack, and our random rage quit on first hook. Freddy kept slugging me and leaving me on the ground, my friend would do a drive be res, run the freddy, lose him, freddy would find me, slugged again. NINE times.
This game lasted 35 minutes. The two of us were alive for the last 25 of it. If you think I am exaggerating, you are more than welcome to check the vod out for my stream that ended 10 minutes ago.
Why should I have to suffer because freddy wants his 3k so bad (we all brought flan, he didn't) that he is willing to play like that? Maybe not just when you are slugged, but maybe a threshold of like, 33%? Like, you've been on the ground, you can give up if you want now.
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Added backstories, any comments/criticism on the stories/perks/abilities/add-ons are welcome (as long as it is constructive - don't say you just don't like something. tell me why!)
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I will say, I had this made up before I saw the patch notes today, but I wanted to share it with some close friends first xD.
As someone that is newer to the game (1month ish) face camping-tunneling is rampant and absolutely rolls survivor solo-queue at low mmr. Also I am terrified of spiders, so a Spider-esque killer would be fun to face.