KigeAno
KigeAno
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- KigeAno
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It's a really strong perk, arguably the best in the game, but I really like how strong it is, because it's entirely altruistic. There are some slightly dodge combos, e.g. using it while your DS timer is still active, that can leave the killer without a viable target to hit, but if anything changes, I don't think it should be the perk that you use to help out your teammates.
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@CosmicParagon said:
Just do the damn bones and you wont have to worry. NOED is an anti-genrush perk. All BHVR has to do is just implement a damn totem counter so that doing bones in solo-q isnt so awful
I'd agree if the totems were more consistently placed, but unless you KNOW you got all 5, by cleansing you're just making NOED more likely to spawn in the god-forsaken corner of the map that no-one went to the entire game. Unless you get a lot of info about the hexes in play that survivors don't usually (and maybe should) have, it's often better to make a note of the locations and then check back later. It is a good tool when looked at as slowdown but only as a bandaid. None of that really changes the main point though, because the main point is that it's just not FUN to go against.
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What's the advantage of conqueror to billy? Seems like Billy's charge does more with no cooldown right now
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Had a strange desire to flesh out some ideas from a month or two ago, so here's an upgrade of a killer concept to a whole chapter. Do enjoy.
Ideas behind Quiet Deterrent and Disciplinarian were to have the objective busywork of the killer be able to provide some utility with chases and info. Methodical is designed to be like a mini infectious fright to give some early game pressure at the cost of late game redundancy.
I like obsession-switching perks, and interfering with the killer's plans for their
stalking victimspecial person seemed thematically appropriate in transgression. Dire affect is a passive pressure perk that encourages survivors to dedicate themselves to gens/be time-economical to make it redundant, enough said.Interjector is something I've always wanted - a way of linking successful chases to objective progress to reward a bolder playstyle. Lash-up gives the option to cut and run during an interrupted anti-slug manoeuvre, which is a mid-point between the ideal full heal and the very sad abandonment. Chin up is only ever going to be useful in niche situations, but is fairly character-consistent.
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It would be nice to have some adjustment but honestly a lot of skills are transferable so maybe just a bias to existing rank rather than a seperate one
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It's the Cloak and dagger of DbD. It's got a good niche if you play well but by design encourages passivity. I'd like a rebalance where doing gens or something heals you to 99 instead of having to be useless for the duration of a short film.
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I like it!
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I love the idea of titanium slab. It's a real early game boost but would drop off in use after the first 2 or 3 downs. Same for Frightful Surprise. Oblivious is such an underutilised status effect as it would genuinely be quite scary to know you've just alerted the killer to where you are an that you won't see them coming
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Architect is unfortunately weak for the time investment. Pallets are great because there's no time investment needed. Reduce the time to 16/14/12 and it would have some niche cases, but for the most part it seems like you'd be better off spending that time healing or working on gens.
Sturdy wood could be useful, but behaviour tends to avoid survivors being able to debuff killers' base abilities. Maybe give a small speed boost to the survivor (like +5% speed for 10 secs) after throwing a pallet to get the same kind of distance. Could also change how safe some pallets are which would be interesting.
Engineer would be awesome as is.
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NGL, I totally forgot that there was already a perk called diversion. Can you blame me.
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@HatCreature said:
I didn't mention the Bloodlust aspect of QD because it seems decent, the speed boost from Bloodlust is 0.2 m/s which isn't really a whole lot, sure it can catch someone off guard but I think the Haste effect is actually more powerful, I could be wrong though. To me personally the main part of that perk is the hook Aura and the speed boost is a nice bonus that can be paired with other perks.
Fair enough. The flat speed increase is underwhelming, but the speed differential between survivors and killers is arguably more relevant in chases. 0.6 -> 0.8 means that a survivor can only cover 3/4ths of the distance before the killer catches up, making lots of loops significantly less safe. This would be even stronger on slower killers e.g. Hag, Spirit, Treatment Doc - they could catch up to lost children in 2/3rds of the time. Nurse could straight up chase survivors for memes - enough said.
The idea was to make hooking survivors less of a trade-off for map pressure and potentially a positive pressure tool with the right situations / setups. Turns out the haste effect from 2-token Devour Hope is also only 0.2 m/s and wouldn't be maintained in a chase, same with the persistent but situational PWYF. NOED is even less, at 0.16, so it could well be that 0.2 m/s is better than it looks on paper
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@HatCreature said:
Holy ######### dude, I've seen similar abilities but it all revolved around a Fireman and a trail of flames, yours is actually good.
Activate this in a loop just before the pallet and if you time it right you can backtrack literally behind the Survivor almost if not instantly and smack them. This guy would also be a beast in the Basement, leave a trail going down and get a hit, teleport back up and smack then again. Surveillance would make this man a god not to be screwed with, kick a Gen and then just walk for 15 seconds and if anyone touches that Gen BAM slide right on back and smack them upside the head.
Because this ability will rival Spirit in a small scale he would need to have a slower movement speed. Sure Spirit's ability is completely different but this ability can basically do the same thing at loops, travel behind the Survivor without them noticing at an intense speed, and that is powerful.
But looking past that at your perks, they're decent. Quiet Deterrent is interesting, it is basically a different version of Blindness, kind of like a reverse Knockout. This wouldn't have any effect on Survivors who run towards you when you hook them though as everyone assumes all Killers have BBQ and Chili.
Tormentor needs some tiers but I will say I came up with this same idea for base totems and everyone fried me, but making it a perk is probably more balanced. Maybe it Injures them across all tiers but it has a 2nd effect that gets stronger. Or maybe Tier 1 effects Dull totems, Tier 2 also effects Hex totems, and Tier 3 brings back a destroyed Hex totem 30 seconds later.
Disciplinarian sounds like his most powerful perk, like a super charged version of Surveillance, I don't have any qualms about this lol. I see nothing that makes it overpowered, maybe decrease the times but that's about it, this isn't too strong at all.
Cheers for the comment. 110% seems more reasonable on reflection - and definitely opens up routes for survivors to escape him with pallet stuns.
Quiet deterrent's first effect might be worth reexamining - a standard terror radius is still fairly large. I'm now thinking the radius should be 24/20/16m, otherwise it is fairly useless. Interesting that the bloodlust aspect went unmentioned - IMO the 5% speed increase that is maintained into a chase is the stronger half of it.
Tormentor has some key differences from Haunted Ground, but the interesting interactions with other perks still feel underwhelming compared with the plays you could make with HG. I think this could be fixed with the following:
"Survivors cleansing totems whilst injured will have their aura revealed to the killer upon completion for 2/2.5/3 seconds if they are more than 36/30/24m metres awayfrom the killer."