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Magnus13

Magnus13

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Magnus13
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  • Sinful action would just be coupled with NOED.

  • Ash’s Mettle Of Man + Dead Hard...

  • Are you saying that healing yourself isn’t worth It? For one, you make noise when injured and leave blood. Besides, doesn’t solidarity work with self care?

  • Self-Care is a useful perk, no matter what you say. Being able to take an extra hit is good. If people didn’t care about being healed, everyone would run No Mithr instead of Unbreakable”

  • Werewolf addons:

    Silver Arrow - (common) you are stunned for a slightly shorter time.

    Clean Sweep - (common) the transformation from Human to Wolf takes slightly less time.

    Leap Of Fate - (uncommon) while human you break obstacles moderately faster.

    Moon - (uncommon) prevent the appearance of 2 Silver knives.

    Night - (uncommon) call on the Entity to summon 2 extra Silver Knives.

    Lycanthropy - (rare) When hiding in lockers as a human, if you lunge out at players you will deal double damage.

    (more coming)

  • @TheNamedStranger said:

    First of all, great concept! A werewolf killer would be sweet! Some suggestions: one, for the scent thing, I think 60 seconds is a huge a window for where a survivor was. That's a lot of time to move completely on the other side of the map or something, you know? It feels a little pointless at that circumstance. Unless of course if was meant to be confusing for the killer! Just my thoughts! Two, for Sore Eyes, I think it could track exclusively moving Survivors if one was concerned about environmental interference. Unless, once again, it was fully intentional to have room for such confusion. With Desperation, if it's only accessible when the hatch is available, doesn't that mean there'd only be one player left? I love this perk I just think it should be able to be activated sooner, with more players. Perhaps after the exit gates are ready to be opened, they could opt for the hatch! Again, great work! That Moonlight perk and the knife element sounds really cool!

    The scent was designed so it wouldn’t be OP, but if it‘s near a Generator you could use it to determine. Also, although I didn’t specify, music would play to the killer, the louder the more recent the survivor was there.

    Sore Eyes is perhaps a bad perk, but the environmental disturbance was there intentionally. Maybe I’ll make it so at Lvl3 it tracks survivors exclusively.

    Desperation is not able to be used once there is one survivor. It can be used as soon as the hatch becomes visible.

  • Actually, i was thinking of a lycanthrope @Hoodedfengm1n

  • I really like this killer idea... it’s unique in a way no other killer is. Even if the Devs don’t implemente this directly into the game,they may put a killer like this into the game.

    News: the devs have put a Killer that can phase through solid objects! Omg!

    i have a question though: can this killer phase through _survivors?_

  • @Magnus13 said:

    Andrew Christopher’s Perks are about helping his team, even at his own cost.
    Personal Perks
    1) Risky Move - When a survivor is injured, for 5 seconds Andrew can transfer the damage to himself. Doing this when in Dying State will remove 45/30/15 seconds from his bleedout timer. He cannot use this perk when hooked or being carried. Helpful to keep a player running, not so good for yourself. I keep imagining everyone using this perk lol
    2) Leave Me - When hooked, Survivors do all actions apart from walking or running 5%/10%/15% faster. This actually includes vaulting as well
    3) No time to lose - When injured, all survivors repairing the generator you are on repair 1%/2%/3% per survivor on the generator. The numbers on this are ridiculously strong. Let’s say this: Andy is injured and repairing a generator. He repairs 3%. A second player joins and suddenly the number jumps to 12%. If both were using this perk...

    Will write up a killer for this if i receive 15 comments.

  • @Snikers said:
    Blinding the killer when completing a generator is an innovative idea for a perk. I like it! The ranges might have to be adjusted, and of course, it should only work if the perk holder is the one to complete the generator. Faster flashlight blinding is probably too much; at rank three and a decent flashlight, flashlight saves would be almost impossible not to get. I’ll nerf the ranges and flashes, although a Good killer knows to look away. Also flashlights work very quickly, so this is basically like a portal firecracker :-1: yeah needs To be nerfed.

    How long would the speed burst from Let It Burn last? Are we talking along the lines of Dead Hard?definitely not! DeadHard is good because you can get away from the killer without Lithe or sprint burst! If you could just get tokens and go forth, it would be very strong indeed. It would be maybe half/3 quarters speed of DeadHard. So not that strong.

    How would Light interact with Pharmacy? I had pharmacy in mind when I made this perk. Pharmacy and light would most likely be incompatible and choose one or the other, consuming both perks. But if it would work maybe have So 1 or the other will appear and will contain the other in the next box?

  • But the fact of the matter is that WIndows and pallets won’t faze Her, and it’s impossible to get away from her. She’s faster than the survivor.

    @SofaKingSpecial said:
    the fact that she's in first person view means that she has to guess correctly when passing through something solid as to where the survivor might be on the other side.

    Maybe one her add ons would be to see through phsical objects when phasing.

  • @SofaKingSpecial said:

    EULA (passive): It's your network, so your rules. Skill checks will now appear in random locations on a survivor's screen. Additionally, you frown on end users sharing resources. Anytime 2 or more survivors are involved in a healing or repair action, the skill check meter moves 5% faster per survivor involved.****thats like a doctor thing.

  • So she is invincible to pallets, basically, immune to pallet loops, and you can’t get away from her unless you have exhaustion perks.
    For sake of balance make it so she can’t phaseshift through dropped pallets so she actually has to break it.

  • @Mat_Sella said:

    @Magnus13 said:
    I didn’t have any obsession perks last game, and i was the obsession. Is this a guaranteed sign their running Rancor?

    the guaranteed sign to the killer using Rancor is if you see their aura once a generator has been completed, and you do not have Dark Sense. Hope this helps :chuffed:

    Thanks

  • The killer seemed to be bad. I could easily escape them, but they killed everyone quickly. I escaped through the hatch and forgot to check his perks. Does this mean he had play with your food?

  • I didn’t have any obsession perks last game, and i was the obsession. Is this a guaranteed sign their running Rancor?

  • I just realised I posted the same backstory and name for different perks. Lol.

  • Okay, sure. Executioner will be applied to a dull totem if one is remaining at the end of the trial, and all that.

  • @SofaKingSpecial said:
    Super quick transition. Think Spirit coming out of her ability swinging. That quick. And I'm already rethinking the stun mechanic...

    Not sure exactly how it works, but the nurse gets stunned after blinking, but there’s an interval where she can attack. You could do that?

    Also here’s a fictional perk I made up, with this killer OP.
    Servant - Suvivors suffer from exhaustion for 2/3/5 seconds when entering a chase.

  • @Detective_Jonathan said:

    @Magnus13 said:
    Can a person rebecome a survivor?

    No, they go to The Void when The Entity has no use for them anymore.

    How does the Entity decide if a player goes to the void or becomes a killer?

    @TheHourMan said:
    Vigo is last killer confirmed.

    Not necessarily, he could be in the void, and we can’t confirm otherwise until we know how the Entity chooses.

    Also, you said, ‘void.’ Where is the void? Is it in the spirit realm?

  • Can a person rebecome a survivor?

  • @SofaKingSpecial said:
    Magnus...As a counter to making a direct line to the survivor, you can't actually hit them while phased, as the poker weapon you have phases with you and passes through objects as well. That's why I included the line about phasing out and back in is instant so you can start swinging as soon as you let go of power button. 

    That’s what I meant. You could head through a pallet, let go of M2 and start swinging.

  • Seems a little confusing. Stand your ground needs exhaustion, since otherwise infinite health. The power can be used to stop Survivors from escaping or stunning you. All in all, needs some work.

  • @NuclearBurrito2 said:
    I only have idea's for the mechanical stuff btw. Lore suggestions welcomed

    The Enforcer

    Base Speed: 120% (yes faster than 115%)
    Terror Radius: 40 meters isn’t that abnormally high?
    Height: Tall

    Weapon: Harpoon chain

    Power: Electric whip - The enforcer can throw her Harpoon out in front of them, they move at 60% survivor speed during the animation which takes 2 full seconds in total. If it hits a Generator or a Pellet then they will break it (after a breaking animation that is exactly 1 second shorter than normal. This is effectively the same speed as it normally takes because of the time to throw it in the first place but at a range and with 60% speed instead of 0). If it hits a survivor then they will be shocked, a shocked survivor who is doing an action besides running or walking will be interrupted and stunned for 1 second, for 2 seconds regardless of if they were stunned or not they will be in shock, while in shock a survivor cannot preform actions besides running or walking I may have misunderstood something, but basically this ability is useless apart from using it to prevent survivors from repairing or vaulting. Maybe you could use it to stop a survivor from dropping a pallet by shocking them?

    Killer Perks

    • Press the Attack - Cooldown on successful attacks are 10/20/30% shorter **no problem with this, but combined with other shorter cooldowns it could be strong **
    • Hex: Prepared - 1/2/3 hex totems are placed at the start of the match, each totem gives 2% extra movement speed until broken so 6% extra in total. Maybe buff?
    • I know where you've been - After kicking a generator any survivors who were working on the generator in the last 4/6/8 seconds have their aura's revealed to you for 3 secondsonly good if you catch a survivor repairing and they just get away. Good for this killer, considering her power; not good for any other killers

    Survivor Perks

    • Stand your ground - Once per game you get endurance if you are within 5 meters of the killer when their attack cooldown after injuring you ends. You lose endurance after 30 seconds/60 seconds/until you are next hit so how does this work exactly? If the killer hits you, you won’t take the damage. So basically at max it’s an infinite health state, since you’ll enter endurance every time you get hit forever. Maybe make it trigger exhaustion.
    • High Kick - Use the M1 button when adjacent to the killer to stun him for 1/2/3 seconds. You get exhaustion for 60/50/40 seconds. You cannot use this perk while exhausted totally not a portable pallet drop
    • Athletic - You gain 3/6/10% bonus movement speed while not in a chase Like this!
  • Interesting. I’m not sure about the one less gen, but maybe have it so the last survivor repairs 40% faster without perks and add ons.

  • I actually believe this could work. It would have to be done in another game mode, yes, but maybe we could have it as an Outlast Gamemode, where survivors have to stay alive for 300 seconds, but they get crows if they remain motionless or stay in a locker outside of the terror radius for 20 seconds. Make the stamina 30 seconds, remove the generators, remove the hatch. The killer can Mori survivors from the start. Every time a Mori is completed, 30 seconds are added to the clock.

  • Als is it worth doing that as a End game totem? Also don’t forget this:

    THis killer can hide in lockers

  • Lol your right. Just realised. :lol:

  • @NuclearBurrito2 said:
    "Vision is 25% better."

    Define betterby vision I meant field of view. It’s slightly increased

    "his terror radius is reduced by 95%"

    Considering its base TR is 15 this should just remove it entirely kinda like pig TR is reduced entirely, but there’s a small heartbeat

    "When observing a player, he begins to learn from them, predicting their movements. Thinking like them."

    Which does? Just description. Does nothing

    "When lunging at a player without being in a chase, the survivor will take double damage and fall to the ground."
    "3) Trapper || Sounds Of survivors are amplified when you are not chasing them."

    Pro tip. Make sure the Killer is always at his strongest when he is in the chase, otherwise you get situations like the Legion with Moon walking. Its the player, not the perks

    "There is a 20% chance that the survivor will become hindered until healed to full."

    This doesn't feel like it belongs, it's more of an addon. Also REEEEEE RNG!!! (I know this isn't that kinda game but I still prefer less RNG when possible) happy to oblige. This character WILL become hindered for 60 seconds or until healed to full, whichever comes first

    "His vision will increase by 300% during this time."

    Again. Vision isn't a stat, what does this mean? FIELD OF VIEW

    "When a survivor is hooked he feels unstoppable, and for 60 seconds his movement speed will reach 150% when outside 36m of the hooked survivor, however his terror radius will increase to 30m."

    Woah woah woah, that is WAY too much speed. It isn’t instant. It increased by 1% every second.

  • @NuclearBurrito2 said:
    "Vision is 25% better."

    Define betterby vision I meant field of view. It’s slightly increased

    "his terror radius is reduced by 95%"

    Considering its base TR is 15 this should just remove it entirely kinda like pig TR is reduced entirely, but there’s a small heartbeat

    "When observing a player, he begins to learn from them, predicting their movements. Thinking like them."

    Which does? Just description. Does nothing

    "When lunging at a player without being in a chase, the survivor will take double damage and fall to the ground."
    "3) Trapper || Sounds Of survivors are amplified when you are not chasing them."

    Pro tip. Make sure the Killer is always at his strongest when he is in the chase, otherwise you get situations like the Legion with Moon walking.

    "There is a 20% chance that the survivor will become hindered until healed to full."

    This doesn't feel like it belongs, it's more of an addon. Also REEEEEE RNG!!! (I know this isn't that kinda game but I still prefer less RNG when possible)

    "His vision will increase by 300% during this time."

    Again. Vision isn't a stat, what does this mean? FIELD OF VIEW

    "When a survivor is hooked he feels unstoppable, and for 60 seconds his movement speed will reach 150% when outside 36m of the hooked survivor, however his terror radius will increase to 30m."

    Woah woah woah, that is WAY too much speed. It isn’t instant. It increased by 1% every second.

  • I meant field of view.

  • @NuclearBurrito2 I haven’t made the survivor yet.

  • Thank you @HatCreature for opening my eyes :lol:
    In fact, the chances of Executioner remaining through the entire trial is small.

  • @HatCreature said:

    @Magnus13 said:

    @HatCreature said:
    So you created another Pig but has an insta-down, feels bad for Pig players who are missing out on this awesome crouching technique. That’s not what I was going for, I was going for a killer that could sneak up on survivors, since the Pig is really obvious when crouching.

    Executioner is more powerful than NOED and Rancor combined, not gonna happen. Executioner isn’t like NOED, but with this Killers abilities, or any killer with an instant down it would be OP. I understand. I’ll make it a hex.

    Basement Haunting sounds cool to me personally but I don't think it's fair because it's a set up for a Basement Build that no one could ever possibly escape from.not necessarily, since the Killer could be a while away. I’ll make it so it only happens from a certain distance.

    Trapper just sounds annoying tbh. It’s rather strong, but there are a lot of perks like this

    Ok those changes are decent, making Executioner a Hex is probably the only way to fix it without completely changing what it does. Giving Basement Haunting a distance is good, I like this change but I know others won't because when I said that Iron Maiden should get a longer Exposed time they said I was an idiot for suggesting they get Exposed for technically no good reason. And for Trapper I might not be giving it enough credit, I know it's like Stridor but different, I was thinking maybe the sounds could be too loud and overbearing but that's not the perk's fault, the volume just needs to be adjusted so it's a good perk but it would definitley need the right volume.

    You’re right, of course. Here are the new changes:

    Personal Perks -
    1) Executioner || When the exit gates are powered, you can murder survivors directly for an indefinite amount of time. You can only kill 1/2/4 survivors. This perk remains as long as the Hex totem remains standing.

    2) Basement Haunting || Receive a prompt when a survivor enters the basement. The survivor will become exposed for 45 seconds. This only happens if you are outisde of 32/50/64 meters.

    3) Listener || The Killer has acute senses, honed from the love of the hunt. Sounds Of survivors within 24/48/62 meters are amplified when you are not chasing them.

  • @Raptorrotas said:
    Another good concept. Nice choice of design and weapon.

    The ability to walk through stuff is strong, especially when its instant, but the maximum duration is kinda capped at ~10 - 15 seconds, afterwards the killer simply becomes too slow for a chase.
    Im not sure about the whole "cannot gain speed bonus" penalty, without it, this would make her one of the few killers to actually use those perks. Except Pwyf-myers.
    Bloodlust doesnt accumulate during used abilities, so your killer should still have it by default, especiallywhen the ability is on cooldown. 
    Which would be my next point: the extended cooldown is way too harsh considering how survivors will be able to stun your killer easily. Having to chase someone as a 110ms M1 killer would be lame.

    Does she get blinded faster or does she lightburn like wraith?

    While most of her weaknesses seem feasible, zhis killer would be too easily stunnable, especially at pallets.

    This killer can phase through objects. A good player could just phase through the pallets, although she would probably need a light weakness.
    @SofaKingSpecial nice killer, I’m guessing she can still attack while using her ability, cause if so she would be very balanced.

  • @HatCreature said:
    So you created another Pig but has an insta-down, feels bad for Pig players who are missing out on this awesome crouching technique. That’s not what I was going for, I was going for a killer that could sneak up on survivors, since the Pig is really obvious when crouching.

    Executioner is more powerful than NOED and Rancor combined, not gonna happen. Executioner isn’t like NOED, but with this Killers abilities, or any killer with an instant down it would be OP. I understand. I’ll make it a hex.

    Basement Haunting sounds cool to me personally but I don't think it's fair because it's a set up for a Basement Build that no one could ever possibly escape from.not necessarily, since the Killer could be a while away. I’ll make it so it only happens from a certain distance.

    Trapper just sounds annoying tbh. It’s rather strong, but there are a lot of perks like this

  • Very cool. The first perk for the survivor reminds me of a poltergeist perk where you can hide in a locker and instantly shoot away, but this one is better. Since it isn’t instant, you can’t lungeinto a locker with the killer on your heels.

  • I saw this knock off game similar to DBD where you could actually kill the killer, but it was very difficult. So maybe give survivors a weapon And point them in the wrong direction.

  • `> @ChesterTheMolester said:

    Tsulan said:

    Probably Jack the Ripped off. 

    Oh no, i'd rather see anything else. Anything, even including Fnaf.

    OMG NO. Please not FNAF. I’d rather see a sentient dirt bike or something silly.

    FNAF is silly :(

  • Apparently chapter 11 is going to be something big. People are theorising Baker.

  • I agree. If you break the rules of DBD, you don’t deserve to play. Although they should still add bots, maybe for noobs to practice.

  • I love the first one the most, good job!

  • How do you use coloured chat? Also yeah, it works that way @Rattman I saw it in a post somewhere.

  • I think I understand why the moon, atmospheric lights, those things, don’t blind or hinder the killers, but the flashlights do. There’s a reason why you can take items out of the trial. The very fact that Killers can be blinded proves that the Entity is unstoppable.
    I read a book where a person was god in his house. He couldn’t be hurt, he couldn’t be defeated. He was super strong. At all logic, he should win everything. Only he died, because of a single weakness.>

    @White_Owl said:
    Interesting theory especially the parts about the spirit world, but I don't agree much on point 4/5. Yes, gens emit light when fully repaired, but even when they are all running the Entity's power is not weaker, otherwise Bloodwarden and most endgame perks would hardly work.
    I honestly doubt the Entity would use its own weakness in the world it has created: a survivor would just need to knock over a fire barrel in Shelterwoods or the Rotten Fields to start a fire whose light could weaken a lot the Entity, maybe even allowing survivors to escape.

    On a side note I know the Asylum was on fire during a certain point, so maybe it was tried before and it failed, or maybe it has nothing to do with this and it is just either a concidence or unrelated. But still just wanted to say that.

    The reason why the fire and other lights don’t burn the killers is because they’re tethered to the entity. It isn’t just light that burns them; it’s the survivors hope, the Hope combined with the light, that does it.
    Survivors are in a nightmare, but they’re still alive, still breathing.

  • @Pride said:
    so, as was pointed out, light is a big no-no, k?
    there is one thing that puzzled many
    a circuit box, not reachable, in the heights
    now, what if it was somehow being able to be powered between the combination of a well pointed light to open it's grid, and some sort of "electricity"

    Can someone please find a picture of this circuit box and post it?

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