Marsheiraa
Marsheiraa
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- Marsheiraa
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@xEzekanarioX said:
Actually, this might be crazy, but what about you recover from exaustion while running? I know people will automatically think about builds focused on being injured (resilience and iron will for example), but think about it... You re exposed for all the match, with no chance of healing.
Crazy ideas are what I live for. I quite like that concept too. No mither needs something sizeable instead of it being used as an infinite usage Unbreakable you'll probably only get away with once. So this actually brings something creative to the table. Where you may be broken, but you can actually get away much easier.
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Also, as I should clarify:
My idea for No Mither would NOT activate endurance with vaults. You would have to be doing one of the many actions affected by Leader. So you'd activate it with exit gates, healing, gens, unhooks, etc.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2148375#Comment_2148375
You are missing the point of WHY I suggest the change. If you have to go down once normally before it activates, the Killer does NOT know you have No Mither. That means they might just slug you now and then and you get the benefit of having No Mither. :)
As it stands, if you start the Match wounded, the Killer knows, automatically, that you have it and they don't slug you. They are going to pick you up and hook you anyway all game long. The change may require you to activate it, but on a good note, the Killer doesn't know.
@SalmonDean said:
https://forum.deadbydaylight.com/en/discussion/comment/2149893#Comment_2149893
I wouldn’t mind No Mither being more of a secret perk as long as you still got to use perks like Resilience from the start of the match. I know it isn’t used a lot, but I love it and normally stay injured all match when I’m running it. 😂
Going along with this, I will say, changing No Mither to be secretive at first will accomplish the same thing a use of Unbreakable would have, except now you're injured for the rest of the match. Sure you could maybe do it again, but a killer will see you use it once, and they will not slug you again, so at best, you will get one lucky use out of it. Plus, that suggestions focusing on empowering the "recovery" part of No Mither. And hey, I may not speak for everyone, but I don't want another version of Unbreakable, I just want a new interesting perk to use.
Now, my idea isn't flawless, as most my ideas start as, but I hope to spark some discourse and get the ball rolling, and praying we get somewhere with it. I would love to see this game actually make more healthy changes. So I'm hoping people throw around some constructive criticism and noteworthy ideas.
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@Hoodied said:
hmm, this feels like Lawyer’s side ability in Identity V and I am not a big fan (Lawyer is immune to instadowns)
This would make No Mither strong yes, but No Mither needs to have high risk high reward, this just looks like high reward and medium risk due to the fact that any sort of thing inside a chase is an interaction, and making the user not grabbable during it would be problematic as then you would basically just be chasing a fake injured survivor
Well, perhaps i tersely phrased it for the sake of keeping my perk from being too wordy. But I wouldn't make it work for every interaction in that sense, more like, this perk activates while performing interactions that could, letsay, pertain to Leader. So you'd still be at a grave disadvantage being injured the entire game, it gives you a bit of leeway with things like:
• Getting unfortunately downed early by a stealth killer. Because even if you were keeping a vigilant eye, they would still gain distance much quicker while stealth, allowing for a quicker first chase. And in No Mither's usual case: the first chase is the only chase since you only take 1 hit.
• Finishing a cleanse/gen/sabo/chest/exit/heal/unhook. Make the most of every second, and sacrifice a hit. The only thing I think makes this unfortunate, is that being hit will allow for a speedy getaway, and I'm thinking this perk should be a sorta "CLUTCH OR KICK, U MUST COMMIT" kinda playstyle.
SO, further adding upon the perk, I'll also say it makes it so you don't get a speedboost from getting hit. Instead, you must brace yourself and commit to your interaction or else you won't have any reliable chance at escape.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/1904230#Comment_1904230
Yeah honestly I think it's great that you're thinking of new ideas for the game it's what we need right now. I think it's a cool idea personally and it could be used to create something different for the game I just worry that there would be killer players that would feel like they have already put the effort in to get someone out of the match for them just to be brought back, also they may feel like this is putting to much power into the survivors hand. I think it is a wicked idea though if maybe there were another restriction that they could only do it if the hatch appears and opens with 1 or 2 gens left as if all gens were done then this would be a little bit to much in that situation.
I definitely see what u mean, I was thinking, it's not like you lose points, you still get all the points and chance to pip, if anything, u get a chance for more points. But seeing all the feedback I've gotten, I can see how a lot of people won't see it that way, and would understandably get upset. The only scenario I can see it being unbalanced with the way my idea is, is when the exit gates are really spread out, then escaping would be easy. The only thing I have with having to do gens, is the whole broken effect would make pumping out even one gen, extremely difficult. And the idea isn't to make the game last longer, but to instead encourage a more risk/reward gameplay loop.
The best I can think of is putting the match into endgame collapse as soon as you finish, and having to open the gate, as if the killer found hatch first. Giving a time constraint. But with spread out gates, even that would be tough. So maybe make it so that you open exit gates for twice as long, or something to that effect.
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@Kirkylad said:
It's a cool idea and it's great that you're thinking of new stuff to be implemented in the game but I think this would be a bit to much personally.
Not tryna out ya or anything, I'm just curious is all, what makes it a bit too much? Ya always have the option to just escape, the prompt is just an additional action. Also don't ask why I'm so invested in my concept ideas, I'm on hella adderall and I like gettin my creative juices flowin, dbd makes for a good outlet considering how little the devs make changes to their game. I appreciate the feedback nonetheless, I just think it adds some flair to a normally dull search for hatch!
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1904083#Comment_1904083
Well the potential for a high reward is there, but from the killer's point of view, you are now going against two survivors who are one shots and are most likely both on their last hook state who have to open the exit gates, and keep in mind that there still might be gens left so you may have to do that as well!
So I don't really see a reason to use this perk over just escaping through the hatch. But if you're in an SWF this sounds like a really fun perk to bring!
I am a killer main, where's the fun in makin it too easy. I can already imagine stealthing onto a Survivor interacting with the hatch and grabbing them off of it. ;)
Although they can still certainly choose to leave instead of save their teammate. But maybe have it so it would power the exit gates, just not keep them open. That way there can be some back and forth play. Whether one of them diverts the killer and lets the other get out, which would probably be the safe play, or they tactically devise a way to bait the killer and both manage to escape. Super risky, but could be fun.
Of course, no one loses points in all this though, the killer would certainly get a bonus if he manages to get a 5k.
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@Karao_Ke said:
I like this perk idea, but to balance it out I would do 3 things:
- Hatch will not spawn again, even if there is only one person left.
- Similar to above, exit gates will also be off-limits. The point is for you both to try and finish the remaining gens instead of 1 distracting and 1 getting a free escape. Maybe you could limit the broken status to only the first minute instead of the entire match going forward because of this.
- The person coming back from the dead (assuming they had an item when they died) does not get to bring back said item.
Indeed the hatch does close permanently as the perk states. No key will save you now.
Hmm, mayhaps, I was thinkin more of a battle for the exit gates deathmatch. I was also thinking it would trigger end game collapse to make it really tense.
And absolutely, if they brought an item, it will certainly still be on the ground where they died, they come back with nothing but 1 hook state and being broken. I imagine being fed to the entity would hurt a lot!
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@DoritoHead said:
People are going to rage quit anyway so I don't see this getting used
Plus it's niche and just gives the killer a 5th sacrifice if there are any gens left, since both of you will be broken and the recovered person having only one hook state. It's a high risk low reward type of perk, that you won't even get to use often. If I were you I'd take away the requirement of the hatch being present and a survivor will just spawn on your location, and make it award some bloodpoints. To balance this I'd make it so that it still will permanently close the hatch, and you can't use it in proximity of an exit switch.
Tbf, there's numerous reasons people already ragequit in this game, so I don't imagine people who don't already have a salty nature will get any more upset with something as risky as this. I see this as more of a "hey lets get more bloodpoints together" perk for both sides. I do think it's niche, but I like niche perks, we've got tons of em and they can be fun to use for the reason that they don't always work, but when they do, oh baby.
All that said, I agree, it is very high risk, but I think keeping it on the hatch kinda balances it for the killer. Because either the killer finds hatch, and it becomes a stealth match trying to open the exit gate, or you find hatch first, and you can work with another teammate to open the gates without it being too easy. If ya fail, ya tried and the killer gets a bunch more points, cheers for them!
But I disagree on the low reward, if you succeed, you got your teammate more points and helped at least one of ya escape, and if you're really good, both of you! I imagine it'd be like For the People, where you get points just for using it too.
Pair it up with Left Behind, and maybe you'd get a reason to use that perk, haha!
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oooooo spooky
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1614642#Comment_1614642
Imagine this on a stealth killer, chases would be much short cuz while they sneak up on the survivor and just stay barely in their fov, which is very large, and get both a haste boost and a free hit. This could also be fairly buggy because survivors see in third person, but I like the concept and it would make for some funny plays.
I think it'll be a little bit like Spirit Fury or the like, where it's a surprise upon first use and grants an easy hit, but the survivors will have to be more cautious from then on. And ik it's possible, considering Ghost Face reveals, so it would likely function very similar, except their won't be a highlight telling you how close you'll be to popping the perk on survivor side.
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You Can Run: Fate is sealed the moment your eyes meet.
Get notified when any Survivor is looking directly in your direction and standing within a range of 32 meters.
When a Survivor within 32 meters of you has direct line of sight for longer than 1.5 seconds, they scream and you gain 5% Haste for 3/4/5 seconds.
The effects of You Can Run can only be triggered once every 60/50/40 seconds.
(Kinda like the killer's own little Spine Chill, applies to the camera, not the model)
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Forgot I posted this for a hot sec.
@GeneralSpudmuffin said:
Sorry, but I doubt the devs would greenlight this power. Highjacking a survivor's control of themselves sound both broken and irritating.
That said, I do agree it might be irritating, but I feel that both a hefty enough cooldown on the power along with a limit on your number of actions (in this case, u can only choose one of a couple), might make it manageable.
Like, give him strong, powerful actions to make as a controlled survivor, but make it a short duration and on a cooldown. Survivors already deal with downtime when it comes to being hooked and slugged. Maybe make it so that you can take control of a downed survivor?
Granted, my idea is quite convoluted, but hey, anything to get the ball rolling.
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And yeah, I know there's a lot of controversy behind this concept, not many people will agree with me here but I do think Slenderman would make for a great DbD killer, considering I feel that BHVR tries to use their license deals to add characters who've truly made a name for themselves within the genre of horror. And I stand by the thought that the Slender and FNAF franchises have certainly earned a status, however notorious they may be.
