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PanPan021

PanPan021

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PanPan021
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  • Hey so side note, I didn't realize they added a censor function lmao... so.... um, yeah sorry about the random [BAD WORD]'s lmao

  • @Speeddemonsaif said:

    I love this idea she would be so overpowered but easy to counter but still in the right hands you can destroy everything with her i would buy that chapter.

    Wait... so is that a good thing or a bad thing... and could you explain how she'd be overpowered AND easily countered. I don't see how those two things go together. Sorry, I'm confused but I'm glad you like it and would buy the chapter :)

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1936145#Comment_1936145

    Good changes man, sounds fine to me. I kinda liked the power more before it was gen related, but its a cool one either way

    Cool, and same. would it work if applied to all objectives just add the time? So like

    Blizzard: All survivors suffer the oblivious effect after working on an objective for 10/7/5 seconds. The effect lasts 3 seconds after letting go?

  • @Exerath1992 said:

    -Survivor perks-

    Customer service: not a bad perk, albeit a bit neiche. You should remove the DC aspect though, as SWF teams would abuse it. Without that, its a bit underwhelming, but what if you added that 3 tokens lets you hear the hatch from 25% farther away?

    Chance of a lifetime: seems fine, not much to say on it. Maybe define the amount of time you pause the struggle timer. 10/15/20 seconds maybe?

    On the house: I really like it, basically a DS stun but also gives them a spirit fury activation as trade off.

    Okay so here is what I came up with:

    Killer:

    Blizzard: All survivors suffer the oblivious effect after working on a generator for 10/7/5 seconds. The effect lasts 3 seconds after letting go. I could also work it like an oblivious mind breaker but then I thought it would lose its uniqueness in a sense (even now it's a bit similar).

    I think "You're on Thin Ice" is okay in my opinion so I didn't make any changes. I feel like the broken effect in chase doesn't do much and the stagger would be okay I guess but like... I don't know. I understand on maps like Haddonfield and the Game but being honest the Game doesn't have many drops unless you utilize them which most of the time isn't often and Haddonfield is survivor sided anyway so it wouldn't be much of a loss. I appreciate the feedback, and I'll see what others have to say about it. Any other thoughts on it/suggested changes? I don't know I feel like making it only in chase would be a bit redundant at times... I could make it so that way the broken effect doesn't like stack or anything. That can be redundant.

    Hex: Common Cold: Anytime a survivor interacts with the obsession they scream and become exposed for 5/10/15 seconds and becomes the obsession. Every time the obsession switches, survivors gain immunity for 15 seconds.

    So I didn't want to play into the usual obsession perks, and I understand how it can be a bit OP so I lowered the timer and granted immunity and switching. So it's almost like a walking Iron Maiden, the only thing is unless you're rescuing, this perk would get destroyed by SWF but even then I think it's solid with this change because now it isn't as much rapid information but you still get value... I would hope. Thoughts?

    Survivor:

    Customer Service: Each token also would grant a 5/10/15% to healing as well maybe? Also, I understand the whole SWF thing but I feel like that would just screw themselves over. What if I lowered the amount you got per DC?

    Chance of A Lifetime: When hooked for the second time Chance of a Lifetime activates. Succeed three extremely difficult skill checks in a short period of time to gain a short pause in your struggle timer for 3/4/5 seconds, giving you 1 attempt at unhooking yourself, with a 25% chance of successfully unhooking yourself. Chance is affected by luck offerings and the perk Deliverance

    I feel like 5 seconds is enough time to do it, if it's too long then it may be broken in my opinion especially when paired with camaraderie (then again, camaraderie would be a sucky perk still lol.) I don't know, I just feel like 20 seconds for paused time is too long you know, and since it's one attempt you don't need all the time in the world. Thoughts?

    And yay! I'm glad you liked On the House. God trying to create an exhaustion perk is kind of exhausting (no pun intended). I'm glad you think it is balanced out. Anyways, I'm glad you enjoy that one. Those are my proposed changes. What are your thoughts?

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1931300#Comment_1931300

    Not much more on the power aside from the thought that it'd be really cool if you could swap with a survivor at any time in certain conditions, such as if you hit a survivor within x seconds of swapping, but that's just an "I wish" thing. The power is great with your rework.

    -Perks

    Blizzard needs some kind of qualifier, as being oblivious for ALL objectives is too harsh. Maybe add that its only while doing cooperative actions, only while holding an item, only while injured, healthy, or exhausted Or something else. I think an interesting qualifier would be "only while their action speed is being increased by a perk or item". Also, it needs something to be tiered based on rarity. Maybe after performing the action for 8/6/4 seconds.

    On thin ice is interesting. May be a bit harsh in those maps you have to drop down often in. Maybe add the qualifier "while in a chase"

    The common cold: a hex AND obsession perk is interesting. I was toying with the idea myself. The problem is that yours is very strong, as people would be exposed and revealed way too often. You could drop the scream and it would be balanced, but I would play into the typical obsession format to make it more interesting. The obsession gets a minor speed boost when performing actions alone would offset it. (Obviously the speed boost would be lost when the totem is cleansed)

    I'll look at the surv perks at a later time. Hope these tips helped

    Okay Cool! So I'll change the power and add-ons now, and as for perks thanks for the feedback. I'll tweak them a bit and let you know the changes I've come up with. Thanks so much for the feedback <3

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927799#Comment_1927799

    Oh, I don't think anything said it didn't developer during chase. It makes a lot more sense now that I know that lol

    Lol you are all good, with that in mind anything I should change to the change (lol)?

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927776#Comment_1927776

    Cool, I like the change. Much more cohesive. The biggest issue I see: the killer could get someone with hypothermia and if the chase goes on for 60 seconds its a guaranteed down because they stop running. This would encourage tunnelling. What if instead, they can't run for 2 seconds after preforming any interaction. So vaulting and dropping pallets or leaving a generator, totem or locker. Makes it where its not a "guaranteed down" if you tunnel. Also, do you think getting hit shoud remove hypothermia? And perhaps there should be a condition on when you han inflict it, like maybe you have to have been in a chase for 15 seconds?

    I see what your saying....hmmm I'd have to think about it. I don't think tunneling would be too large an issue considering it won't develop why in chase, as for the other ones I think getting a hit and removing it would kind of defeat the purpose of hypotherming them(?) because unlike Plague and her infection, it doesn't develop while in chase but If you think it would work better and be more balanced I can look at it, as for the condition I do kind of like that idea though.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927491#Comment_1927491

    I will try to read more, but right off the bat the power has too many stages and is quite powerful and complicated. I would reduce the number of stages to 3 that ramp up over a shorter time period and maybe make less heaters

    Okay so I adjusted it (I have free time on my hands) but before I change it here's what I have come up with, what do you think? After your thoughts, I'll make more adjustments and change add-on's

    Hypothermia: When survivors are left too long in the snow, things begin to get harder. When close enough to a survivor you may summon a sharp breeze over the survivor, who will then begin to develop hypothermia. There are three stages of hypothermia.

    -Stage one (30 seconds): Survivors begin to release a small shivering sound

    -Stage two (45 seconds):ย  Suffer from the hindered status effect and breathing begins to slow but is louder.

    -Stage three (1 minute): Breathing has basically stopped, when they do breath it is heavy and survivors can no longer run

    Survivors can remove hypothermia by finding 1 of the 3 heaters somewhere on the map and sit in front of it for a standard 5 seconds (an extra 10 seconds for every stage reached) Hypothermia does not develop while hooked, downed, or in a chase.

  • @Exerath1992 said:

    Is this supposed to be from the lion, the witch, and the wardrobe?

    Also no. I have seen that movie maybe twice... Is it similar?

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927491#Comment_1927491

    I will try to read more, but right off the bat the power has too many stages and is quite powerful and complicated. I would reduce the number of stages to 3 that ramp up over a shorter time period and maybe make less heaters

    Okay give me like a day and I'll fix that. Thanks for the feedback and I'll look into that... or maybe I can get it done now... I'll see but definitely by tomorrow at around this time. Thanks again :)

  • I don't know if these have been recommended or something similar has been said but here are two of my own perks as well as a rework to Jane's perk Poised

    Survivor Perk:

    Persistence: You keep trying no matter the circumstances. After reaching the second hook stage Persistance activates. Wiggle speed is now increased by 3/5/7% and when you stun a killer the stun lasts 1/2/2 seconds longer

    Poised (rework suggestion): Achieving goals boost your confidence. When you successfully unhook a teammate, heal yourself or a teammate, cleanse a totem, or finish a gen gain a token. Each token grants a 1/2/3% increase speed to those actions (up to a max of 5 tokens). Gain 50/75/100% more blood points in the survival category.

    Killer Perk:

    Hex: Increasing Pressure: The longer you stay under the harder it is to breathe. As time progresses through the trial this perk gains a token. Every minute a trial goes on gain a token (up to a max of 10). Each token increases the sounds of healthy and injured survivors by 3%. When this totem is cleansed all pressure is released causing survivors to gasp for air and causes the exhaustion effect for 20/30/40 seconds


    I hope yall enjoy it, and if you have positive, constructive feedback let me know (Trust me I know these perks could use balancing but I'm terrible at it. Just give a little nudge and I can usually get it right on the next try!) Thank you all for taking the time to look at my ideas :)

  • @Milkasa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557122#Comment_1557122

    I already updated it, pretty sure you saw the updated version. Before the update is was just the killer and the purple and pink addons

    Oh snazzy

  • @Milkasa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554797#Comment_1554797

    I saw that! Though I think I'm going to go update my Boogeyman concept now. I already had everything set up to turn it into a complete chapter, I just got screwed over by a bug that didn't let me post it, and I got really discouraged after that

    Oooh sounds fun! I read it and its good. It needs a few tweaks here and there but yeah its good! I like it my dudes. Ill be waiting for your updated version!

  • @Milkasa said:

    That actually sounds a lot better, I threw this idea together in like 10 minutes to bring attention to the possibility

    Lol Id be happy to help create an actual concept for it. Also I will look at your boggeyman concept my dudes. The perk for my concept is also now tweaked so it should be balanced!

  • @tiagoquinas said:

    best concept i saw in my life you have very useful talent i wish i had this in dbd

    Why thank youuu! I really appreciate it! I'm glad you like it ๐Ÿ’–๐Ÿ’–๐Ÿ’– I bet you have some wonderful ideas and if you need help getting one started I'd be happy to help. Once again thank you so much.

  • Okay Overall I like it! I would change a few things though. I love the movie as well and it's truly amazing but I think to get more of the Death Angel's concept better I would go with something like this:

    Base kit is perfectly fine, its height would be large. I like the idea of assault form and echolation but maybe in Echolation form have the Death Angel be completley immobile but audio cues are greatly increased (100%) maybe? Anything that makes noise will be outlined while in echolocation mode. While in echolation mode they may activate Hunt mode (assault mode as you call it). Holding the secondary button will allow you too lock onto a target and you leave echolocation mode entering Hunt mode. The target's aura is outlined for 15 seconds, Movement speed is drastically increased (200%?) and hitting the target will instantly down them. Echolocation has no cooldown but Hunt mode has maybe like a 120 second cd?

    This may not be super balanced but if you tweak it here and there I think it would give more of the Death Angel vibe because as in the movie they stay very still listening to everything and as soon as a noise is activated they lock on. I don't want to make perks and stuff because this is your concept and overall I really like it its just that those are the changes I would make, and you may use them if you like it. Also for survivor if you make one should be Emily Blunt (Obviously not her but the character she plays lol) Anyways overall good job! I really love the movie and think it would be super cool to have this ๐Ÿ‘

  • Oof... Well I do not havea discord... I should get one it seems a lot of people ask if I have one... But yeah email works! Just drop me your yours and I'll gladly send you an email making sure its you ๐Ÿ‘

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541519#Comment_1541519

    No no its fine, I'm totally cool with it I like it that someone else would like a circus themed chapter, your totally cool, maybe we could combine our works together sometime

    Yes!!! I'd be super down too collaborate! If you give me your Instagram or Snapchat we can communicate through there! Even email would work too I guess. But yes! I would love too work together on a circus chapter concept!

  • @Dabihwow said:

    This is very similar to my concept Smiles and Tears with a Freakshow killer and a survivor who is ( Well I'll leave that to you)

    Aghhh I'm super sorry. I don't mean to steal ideas or outshine! I'm terribly sorry I started recently, and I haven't seen yours. I'm super super sorry my dudes. I bet you yours is wonderful! Let me take a look at it, I'll leave some comments! Once again super sorry ๐Ÿ˜ฅ

  • @Dabihwow said:

    Well done man, Well done.

    Why thank you โœŒ I deeply appreciate the love

  • @Milkasa said:

    Why isn't anyone talking about the Abusive Past perk? Its incredibly op. If you just bring a good toolbox and have your team mates do some early game chases, once you get chased you gain chain 6 lithes in a row

    true... How about this, I lowered it to a max of 3 tokens and made it unapplicable to status effects caused by survivor perks?

  • @CLB198 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524433#Comment_1524433

    Power: Book of Spells

    The Witch has 3 magical Curse which can be rotated with the Active Ability Button and selection is confirmed with the Secondary Action Button which will take 1.5 Seconds. The Witch starts with 3 Curse Charges. Using a spell will consume a Curse Charge. Curse Charges take 4 Seconds to recharge each. To fire the Curse hold and release the Secondary Action Button. Curses gain 5 Meters for every second charged and will go off at this range or at the target location. All Curses have a radius of 3 Meters. All Curse timers will be paused if the survivor is Hooked, Dieing, or in Chase. Survivors can only be affected by one Curse at a time.

    Summer Sun:ย The witch summons a blazing ball of fire to throw at survivors. If a survivor is hit with Summer Sun they will be Cursed and receive the Burning status effect causing the survivor to release a scream revealing their location to the Witch 3 times over 30 Seconds.

    Boil and Bubble:ย The Witch summons a green gaseous cloud to wreak havoc on a survivor. If a survivor is hit they will be Cursed. If they do not cleanse themselves before 60 Seconds they will lose a health state and receive the Broken status effect.

    Witch's Brew:ย The Witch summons a ball of purple, murky liquid to curse survivors. If a survivor is hit they will be Cursed. Until the survivor cleanses themselves they will receive difficult skill checks every 10 Seconds. If unsuccessful their Aura will be revealed to the Witch for 3 Seconds.

    Cleansing:ย Survivors can remove these Curses by Cleansing. Cleansing takes a 12 seconds and in that time the survivor will face 1 extremely difficult skill check. If failed, they must restart the cleansing process.

    Common

    • Willow Bark - Summer Sun: +1 activation, Boil and Bubble: -5 seconds activation time, and Witch's Brew: -1 seconds activation time
    • Atlas - Cleansing time increased by 3 seconds
    • Willow Wand - Curse range +2.5 Meters
    • Mortar and Pestle - -0.5 seconds Curse Charge recharge time

    Uncommon

    • Jasmine - Summer Sun: +2 activation, Boil and Bubble: -10 seconds activation time, and Witch's Brew: -2 seconds activation time
    • Herbiary - Cleansing time increased by 5 seconds
    • Bone Wand - Curse range +5 Meters
    • Cast Iron Bastible - -1 seconds Curse Charge recharge time
    • Empty Satchel - 1 Curse Charge

    Rare

    • Wolfsbane - Summer Sun: +3 activation, Boil and Bubble: -15 seconds activation time, and Witch's Brew: -3 seconds activation time
    • Father's Book - Cleansing time increased by 3 seconds Adds 1 extremely difficult skill check when cleansing
    • Copper Wand - Curse range +7.5 Meters
    • Black Cauldron - -1.5 seconds Curse Charge recharge time
    • Old Branch - 2 Curse Charge

    Very Rare

    • Nightshade Berries - Summer Sun: +4 activation, Boil and Bubble: -20 seconds activation time, Witch's Brew: -4 seconds activation time
    • Personal Notes - Cleansing time increased by 5 seconds Adds 1 extremely difficult skill check when cleansing
    • Obsidian Wand - Curse range +10 Meters
    • Open Noose - Curses can now spread between survivors

    Ultra Rare

    • Crimson Strand Flower - Summer Sun: +2 activation, Boil and Bubble: -10 seconds activation time, and Witch's Brew: -2 seconds activation time. Increases all Curses diameter by 6 Meters
    • Book Of Evil Incantations - Increases Curse recharge time by 8 seconds Meters All effects are combined Curse charges set to 1* *Overrides all other add-ons

    I had to simplify the power to add certain add-ons

    I really like these! I haven't been able to do much do to school starting back up but I really like them! I didn't switch any out because I'd like to make yours an addition to it (meaning both are the add-ons). Obviously we have some of the same but overall its a concept and I like it. I really like the idea of the noose add-on as well as the different wands! Thanks so much! I hope you enjoy it overall though! Thank youuuu ๐Ÿ‘

  • @CLB198 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1522276#Comment_1522276

    I believe it would be fine because we have The Wraith and The Spirit.

    @CLB198 said:

    I believe the add-ons should be more related with making herbal remedies like plants, refining materials, and herb guides or town doctrines and maybe some wands.

    If you want i can make a set of add-ons.

    I agree! I jsmust didnt want to come off rude lmao but yes I do agree with that. Also okay if you'd like go ahead and I'll use some. I'll come up with some as well. I hope you like the concept though and Thanks ๐Ÿ‘

  • @CLB198 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521901#Comment_1521901

    I do like the concept and thank you for using my perk idea.

    @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1522121#Comment_1522121

    Ahhhh, thanks for the clarification. It would be pretty strong with haunted grounds, a nice combo.

    Yayyy Im glad you like it and ofc! I really liked the idea and it help me balance out as well as rework it! Thanks for the suggestion ๐Ÿ’–

  • @PoisonAsh said:

    I appreciate the fact that you have put in such time and energy to conceive of this character. However, I immediately thought of the clown killer when I read this. Don't you feel that in the first glance, the company would feel as if it is too similar to the clown and his world?

    You have to focus on sharply distinguishing this character from the clown and his concept. Also, HQ is already a DC character (Licensed) and visually looks similar. You have to sharply distinguish this character from her as well.

    Good luck!

    Okay so I can change her appearance up but for the relation between characters I don't really know how I would change that. Personally I thinj another circus themed killer wouldn't be terrible but I do see the issue. Thanks for the feedback!

  • @PoisonAsh said:

    I always appreciate the time and effort someone gives, to conceive of a new character or concept. Hope you can sharply distinguish this character from The Hag and give her a different name to call her. Witch and Hag are synonyms!

    Good luck!

    I didn't think of that but thanks! Im glad you like it. I'll think of something else that could fit. Any suggestions?

  • @CLB198 said:

    How about this for the hex.

    Hex: The Jokes On You:ย This hex persists as long as there are dull hex totems. For every unlit hex totem gain a token. Whenever a hex totem is cleansed the survivor will scream and have their aura revealed for 3/4/5 seconds. The hex totem that was cleansed will then move to a dull hex totem and Hex: The Jokes On You will loose a token.

    This new idea laughs at survivers trying to remove a hex totem.

    So I edited it and hopefully it works! Check it out and tell me what you think. I kept the similar idea just implemented a bit. Hope it's okay and alos balanced... Anyways thanks again and don't forget to let me know your thoughts on it โœŒ

  • @CLB198 said:

    How about this for the hex.

    Hex: The Jokes On You:ย This hex persists as long as there are dull hex totems. For every unlit hex totem gain a token. Whenever a hex totem is cleansed the survivor will scream and have their aura revealed for 3/4/5 seconds. The hex totem that was cleansed will then move to a dull hex totem and Hex: The Jokes On You will loose a token.

    This new idea laughs at survivers trying to remove a hex totem.

    I really like this! I think I'm gonna tweak it just a teeny bit but yeah its really cool. Thanks for the help! I hope you like the concept and thanks again for the idea ๐Ÿ‘

  • @SCP_FOR_DBD said:

    I like it, seems very batman esque.

    @bubbabrotha said:

    Is this Batman related? Cause if so that's cool. Unfortunately, this is as broken as my marriage. All the perks are WAY too powerful.

    Yes! Honestly I drew a lot of inspo from Harley Quinn herself but I also tried to keep her own personal self. Also regarding the brokeness, I fixed it so hopefully its more balanced now... Um... Yeah

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520072#Comment_1520072

    Thank you for listening to feedback, its not something I see often. I think Mothers Protection is better now. I'm still not a big fan of the others, to be able to heavily counter statuses without doing anything just isn't right. I would make it so survivors could gain a token by completing a gen, upon having a status applied to you a token will be consumed and the status won't be applied, They can have 1/3/5 tokens. The other 2 need a complete rework, speed is critical to the game, giving out free speed for the entire match is broken, it doesn't matter if its 1/2/3% or 10/15/20%. I still love the concept and think the backstorys and power is cool.

    Ofc! I love feedback and am always willing to learn. Any how I did take your recent advice. I changed Abusive history to a token perk like you said. Hopefully its balanced. Energy Concotion now speeds up skill checks for survivors and Hopeful memories was changed to Moving forward which grantors generator repair speed increase for every downed survivor. If you have anymore concerns about strength let me kniw and I'll try to fix up more. I hope its balanced now (obviously no killer/survivor will be perfect but hopefully its as good as it gets!) Also thank you so much! Im glad you like the concept! Thanks for the feedback, it was super helpful and if you haven't already check out my other concept "Broken Smiles!"

  • @Mimir said:

    The concept of this killer is really nice, however, she is massively overpowered.

    5 Jacks-in-a-box with a recharge rate of 60 seconds and an active duration of 120 seconds? That means you have at least 3 active Boxes at any given time. The effect is basically a Hex: The Third Seal + Nemesis + Toxic Explosion. The Insanity effect on top of it is a buffed up Doctor / Plague with Ultra Rare Addon. To disable that you need a teammate and waste 10 seconds.

    All that in ONE Ability.

    Then she also has the hammer on top of it. The hammer grants the exposed status effect, an effect which other killers have their whole power dedicated to or which you usally need a perk with massive drawback for - She just gets that as her power, on top of the already insanely strong boxes.

    Then the Perks:

    Circus Bonanza is a map-wide "A nurse's calling" combined with "Discordance" in one perk.

    SMILE! seems okay-ish to me although still very strong. Maybe make it restricted to skill checks on generators.

    And then Hex: The Joke's on you.. Damn, that perk is the most overpowered thing I have ever heard of. 10% Movement Speed increase PER TOKEN? To remind you: Hex: Noone Escapes Death gives you 4%. Play with your food gives you 5% to a maximum of 15 and you lose them very rapidly while playing.

    30 Meter explosion range upon cleansing that totem? That thing is basically a Haunted Grounds with an overpowered effect on top of it.

    So yeah. In theory you have some really nice ideas, in practise, everything about this killer is massively overpowered.

    Same goes for the Survivor perks, by the way.

    Lithe gives you a 150% Movement Speed for 3 seconds. Daring Leap gives you 120% Movement speed for 70!!! seconds. That means 70 seconds of being able to outrun the killer and not ever being able to be caught. At all. (Killer has 115% movement speed, remind you).

    High Flyer seems like old Balanced Landing (which was nerfed for a reason) just in even more broken.

    Chalked Hands seems like a reverse Borrowed time. The idea is good, but what the f* is that "100 second" Duration? Make it 10 and it is actually an interesting perk.

    So yeah. In my opinion, you got a nice creative mind with cool ideas but sadly not a good understanding of how to create balanced content.

    Okay so I tried my best to balance everything out! Tell me what ya think when you get the chance. The names didn't change but I did add some changes that I think are a lot better. Anyways, cant wait to hear back from ya ๐Ÿ‘

  • @SCP_FOR_DBD said:

    I like it, but Energy Concotion is disgustingly broken, like the match is over before it begins broken. Same with Hopeful memories, it would actually be impossible to play. Abusive History and Mothers Protection are also way to strong.

    Ok so I changed it up. I didn't want to change them completely but hopefully they're more balanced. What are your thoughts now?

  • @SCP_FOR_DBD said:

    I like it, but Energy Concotion is disgustingly broken, like the match is over before it begins broken. Same with Hopeful memories, it would actually be impossible to play. Abusive History and Mothers Protection are also way to strong.

    okay I see your points and thank you! I understand that and honestly I deeply appreciate the help. I have an issue with balance lol... Anyways I will fix those as best I can now and let me know what you think later ๐Ÿ‘

  • @Mimir said:

    The concept of this killer is really nice, however, she is massively overpowered.

    5 Jacks-in-a-box with a recharge rate of 60 seconds and an active duration of 120 seconds? That means you have at least 3 active Boxes at any given time. The effect is basically a Hex: The Third Seal + Nemesis + Toxic Explosion. The Insanity effect on top of it is a buffed up Doctor / Plague with Ultra Rare Addon. To disable that you need a teammate and waste 10 seconds.

    All that in ONE Ability.

    Then she also has the hammer on top of it. The hammer grants the exposed status effect, an effect which other killers have their whole power dedicated to or which you usally need a perk with massive drawback for - She just gets that as her power, on top of the already insanely strong boxes.

    Then the Perks:

    Circus Bonanza is a map-wide "A nurse's calling" combined with "Discordance" in one perk.

    SMILE! seems okay-ish to me although still very strong. Maybe make it restricted to skill checks on generators.

    And then Hex: The Joke's on you.. Damn, that perk is the most overpowered thing I have ever heard of. 10% Movement Speed increase PER TOKEN? To remind you: Hex: Noone Escapes Death gives you 4%. Play with your food gives you 5% to a maximum of 15 and you lose them very rapidly while playing.

    30 Meter explosion range upon cleansing that totem? That thing is basically a Haunted Grounds with an overpowered effect on top of it.

    So yeah. In theory you have some really nice ideas, in practise, everything about this killer is massively overpowered.

    Same goes for the Survivor perks, by the way.

    Lithe gives you a 150% Movement Speed for 3 seconds. Daring Leap gives you 120% Movement speed for 70!!! seconds. That means 70 seconds of being able to outrun the killer and not ever being able to be caught. At all. (Killer has 115% movement speed, remind you).

    High Flyer seems like old Balanced Landing (which was nerfed for a reason) just in even more broken.

    Chalked Hands seems like a reverse Borrowed time. The idea is good, but what the f* is that "100 second" Duration? Make it 10 and it is actually an interesting perk.

    So yeah. In my opinion, you got a nice creative mind with cool ideas but sadly not a good understanding of how to create balanced content.

    Thank you for the comments and looking back I agree. Check by tomorrow and I will have made changes and see what you think. I really need to learn to balance things out lmao ๐Ÿ˜ฅ Thanks a lot thought, this is actually exactly what I want! So by tomorrow night I should have this changed. I do agree and literally before posting I was like... Maybe theyre OP... Like I had a nagging feeling but thank you!

  • Hello! I have just started coming up with concepts (My first one is actually right below you I think. Twisted Chambers...) Anyways this sounds super cool and I'd be happy to help! Why dont you check out my current concept and if you like it let me know and we can work together on one! Also if you have an instagram that'd be super helpful ๐Ÿ‘