Patrick99
Patrick99
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- Patrick99
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- Pig - The Pig's existence is why I run Premonition. Playing against a good Pig results in paranoia and an urge no to scream when I hear that bone-chilling roar. Her Reverse Bear Traps themselves are painful to deal with as well.
- Doctor - As much as I love him, I do realize he is a true horror in the opposite hands. Constant Unnerving, constant shocking, constant Illusions and constant headaches.
- Freddy - It's Freddy. There was a time when he was my strongest Killer. Looking back, how did I ever get a kill with him? How did I get 4, even? Still doesn't make him less of a nuisance, though.
- Nurse - She is Top Tier for a reason. If you're facing a new Nurse player, you might have a good time. If said Nurse player has a semblance of understanding how to use her, you run and don''t stop. If she's P3 zooming all over the map like the Flash on caffeine, you go see an actual Nurse for the trauma you're about to receive.
- Clown - A good Killer. Just wish I stopped getting smacked with bottles upside the head. Granted I haven't seen him for a while, but maybe that's a good thing.
I'm fully aware of the Legion's existence, but I've only fought him once-twice at least. So the jury's still out for him. Now, here's hoping the Plague is fun to play as and play against.
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It sounds nice in theory, but at the same time it does feel a little cheap since they are technically still Illusions. The Hag DOES have an add-on that allows her traps to have collision, but her deal is a little more witchcraft than psychological torture. I do like the idea of adding more power to the illusions though.
Maybe the Illusions can appear at Madness 1, and increase the Madness level of nearby Survivors? That way you could have FULL map control in a matter of minutes.
Or maybe even better, the Illusions could carry their own Terror Radius (a little smaller than the Doctor's TR) and copy certain TR affecting perks. For example, if you're running Unnerving Presence and an illusion spawns around a Survivor, that Survivor is affected by Unnerving since even though the Doctor himself is nowhere nearby, the illusion itself could be considered very "unnerving" and, again, plays into the "psychological torture" aspect of the Doctor.
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Normally, I actually WOULD queue dodge as to avoid toxicity, but in this case, I have two ideas...
1. Hag (Two words: Map control. I love having the ability to teleport to someone and screw them over, getting the chase done quickly.)
Ruin
BBQ and Chili
Franklin's Demise
Sloppy ButcherSwamp Orchid Necklet + Bloodied Mud
2. Doctor (The rules of the game are simple: There will be NO items in my presence. There will be NO successful Skill Checks in my presence. And most importantly, there will be NO hiding in my presence.)
Distressing
Unnerving Prescence
Overwhelming Presence
BBQ and ChiliOrder - Carter's Notes
Restraint - Carter's Notes -
@HatCreature said:
The creativity is amazing, here I was saying repair the power cord from the Gen to the door or find gas for the Gen lolAnyway, the Shrine is cool because it's kind of like the sack from the Hallowed Blight event except there is 4 of them, but I think the time to pray should be longer, perhaps 12 seconds which is the healing time with Botany 3. Having some kind of noise going on while praying should be there too, kind of like the sacks it's a greed thing and they are randomly placed so not every Shrine could be found in the beginning and maybe no one looked for them, I think it's awesome, especially if it's small like an altar on a table or kind of like the totems.
I really like the Memories as well but it could be extremely dangerous with a SWF group, having one person know of one perk and another Survivor knowing of an entirely different one is fine but if it's SWF then everyone knows. If you have NOED or Bloodwarden well you're screwed every single match.
Thanks for the compliments. Yeah, you might have a point with the praying time for Shrines. I didn't want it to be too long as for it to be not worth it, but long enough to slow down the game a little bit. It was actually the Hallowed Blight Event that inspired me to come up with these two ideas.
As for the Memories,, I do agree with the SWF problem, but TBH, SWF matches have a tendency to lean that way. The main selling point for the Memories was to give the Lore a little more spotlight and provide a different type of reward aside from Bloodpoints. Even with the Totems, some players will often only rush to totems if there's a Hex in play. Yeah, you do have the outliers, but it's just something i've noticed.
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@ToppingPanic said:
Bruh every killer runs NOED, Ruin and BBQ, and you're trying to nerf the only way survivors fight back -_-A ) Even those who DO run those specific perks can still get screwed over by a SWF group, competent players who can get the job DONE or someone who happens to spawn in at the right place at the right time. Trust me, I run Ruin on a lot of my Killers and I have had times where Ruin got destroyed in the first 30 seconds. I sometimes run some of the BEST perks I have available (Agitation, Ruin, Nurse's Calling, BBQ and Chili, Brutal Strength, etc) and I STILL lose some of my games.
B ) You make it sound like DS is the ONLY perk that's useful in a match, when it's not even close. Self-Care, Urban Evasion, Dead Hard, Sprint Burst, Adrenaline, Spine Chill and even Deliverance are sometimes god-tier and, IMO, more reliable than a one-time getaway card with a Skill Check you can still miss, regardless of whether Unnerving Presence is in play.
Trust me, if the Survivor is good enough, they can run NO perks at all and still win. Trust me, I've done it before (With Adam Francis actually since I needed to complete two challenges with him and I haven't put any bloodpoints in him at ALL. Figured I'd do without any perks to see where I ended up).C ) The purpose of the game isn't to fight back. This ain't Friday the 13th where you can smack Jason with a frying pan and t-bag him while he's stunned. The main goal is to ESCAPE. That's why there are 5 generators, 2 Exit Doors and a Hatch in EVERY match we play. And in these matches, there are more tools to use, from toolboxes that speed up generator progress and disable hooks to pallets littered across the map, the BANE of every Killer's existence and why "pallet looping" became a thing in this game! Even with the nerf, flashlights can still be a damn lifesaver if you know how to use it!
The problem with Decisive Strike is basically this: With all of the additional ways to counter the Killer, DS is probably the most recognizable and the most hated among Killers. Depending on the chase, you could have the Survivor downed after almost all Generators are complete, get hit with Decisive Strike and have to redo the whole thing again. It also doesn't help that a lot of DS users tend to be toxic as hell.
This is the formula of Dead by Daylight in a nutshell: four weak Survivors vs one powerful Killer. The survivors have to work together in order to fix the generators and open the doors to escape. The Killer has to stop them. That said, there are plenty of tools that can slow down the Killer (like pallets and windows), but not stop him. Only by working together can you escape and live another day. With DS, you almost lose the weak factor entirely. And btw, every Survivor can run DS and use it regardless of whether they're the obsession or not. It ain't that hard to get above the 30% struggle bar sometimes. It's a huge power grab from the Killer and a huge part of the toxicity in this game. It might not be the biggest problem with this game, but it's well near the top.
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@Dreamnomad said:
Ash really doesn't make sense as a survivor. He's known for using his chainsaw hand and shotgun to kick the crap out of evil dead creatures. Survivors can't actually fight the killer. Is he going to have a chainsaw hand just for show? That would be too much of a letdown. This just isn't the right game for him. The whole series is too silly for the DBD universe anyway.That's true, but only regarding the two sequels. In the first Evil Dead movie, Ash wasn't the bad-ass we all know and love today. If they ever do an Evil Dead chapter, having the same Ash from the first movie wouldn't be too far-fetched.
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@CashelP14 said:
The power seems very interesting. I think having a killer who gains tokens and can choose what to do with them is a really good idea.Unforgiving is ok but I don't think it is great. It would also encourage camping a bit I think.
False sense I'm not sure how it works. Can your terror radius not be heard outside of 16m of the generator? If so then when you run this with Monitor and Abuse it would be way to strong.
Judgement I don't think is that strong at all. I don't understand why people would use it. Bitter Murmur shows auras for 10 seconds when the gates are powered and the exhausted status is only 30 seconds with this perk. If someone is doing an end game build I'd still pick NOED, Blood Warden, Remember Me and Bitter Murmur ahead of this. If exhausted was changed to hindered and the time increased that would be more useful.
Sorry if this seems negative, I tried to give you the best feedback I could.
Don't sweat it. I tried to think of some brand new perks, but I was stuck a bit since there are so many good perks out now. I'll try to explain False Sense and Judgement real quick since you asked.
False Sense was going to make it seem like you were walking AWAY from the generator instead of towards it, making Survivors believe that you were heading the opposite direction. I didn't know exactly how to make it work, but I figured I'd try it anyways.
As for Judgement, yeah maybe I should have buffed it a little. The main goal of it was to counter skills like Adrenaline and Hope.
Right now, I'm considering just redoing all of her Perks and try to make something more interesting. Thanks for the feedback, btw. I really appreciate it.
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Gotta admit, some of the perks here do seem kinda nice. I like the concepts for some for some of these and the designs are damn impressive. But I do have some critiques.
Lock Picker sounds nice for the Hatch play, but giving it the ability to screw over Reverse Bear Traps does kinda seem like a huge advantage against anyone trying to play the Pig. If anything, I'd give it something similar to Slippery Meat, but instead you search the Jigsaw Boxes faster.
Salvage is pretty damn cool. I kinda agree that Survivors might misuse this perk but it can be a lifesaver in certain situations.
Under Pressure sounds nice, but isn't it basically just a buffed-up No Mither? If that's actually the case, then you might as well delete No Mither from the game. Even better, actually, just buff No Mither into this.
Padlock is funny and kinda ridiculous at the same time. It's funny because if the Killer is dumb, he'll keep trying to open the locker and he'll just waste his time. It's kinda ridiculous since he can wait out the timer since the Killer knows you're stuck there, especially if you're the last Survivor. It basically becomes a waiting game, which nobody really likes (unless you're Myers.)
Bail-Out is cool and funny. Cool since it potentially removes the dreaded Hatch stand-off and funny since it literally gives a middle finger to the hooked Survivor. Now that I think on it, it's almost cruel if you just find the Hatch on the way to save him/her, find the hatch and just vanish, since you just killed any hope of being saved.
Mirror Image is nice, too. I'm assuming this is the counter to BBQ & Chili. I'm almost afraid that EVERYONE will be running this just to screw over BBQ and Chili, which could actually make it too op. I dunno, but it's still a nice idea, to say the least.
All in all, this ain't too bad at all. Pretty good job so far!
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@Real_Razor said:
@Patrick99 said:
Depends on what you want.
Whispers is good for tracking since it lets you know when Survivors are nearby. Nurse's Calling is good since it shows the aura of Survivors healing when within a certain radius.
For that specific build though, Nurse's Calling would be better since you already have BBQ.That's really good advice actually, thank you!
No problem. Happy to help.
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Depends on what you want.
Whispers is good for tracking since it lets you know when Survivors are nearby. Nurse's Calling is good since it shows the aura of Survivors healing when within a certain radius.
For that specific build though, Nurse's Calling would be better since you already have BBQ. -
@thesuicidefox said:
The build I run for Hag is Whispers, Ruin, MYC, and M&A. Add-ons can be whatever you want, bug parts are best IMO you should always use one of those at least. Eggs I like too, but some people like circlets. Your TR is 16m and Whispers reads at 32m, meaning if you walk up to a gen when it procs then set a few traps and go in to flush them out then they will almost always hit a trap for EZ hits. Ruin because it's Hag's perk and especially good for her if it's in a "good" spot because she can trap it. MYC is a must have on her because she's the only one that can potentially return to a hook instantly from anywhere on the map. With Mint Rag this perk is unbeatable, the moment the save happens you teleport back.Spirit I'm prestiging now, but I'm aiming for Whispers, MYC, Stridor, and M&A. Like Hag, she benefits from M&A/Whispers combo for stealth AND as a bonus M&A increases her TR in a chase making it easier to catch them with phase walk since they hear a hearbeat and not the woosh. Stridor is a MUST HAVE on her. If they don't have Iron Will it's impossible for them to juke you during phase walk if they are injured. You don't need to follow scratches or blood just listen, they can't hide it either. MYC because I think it works really nice for Spirit but you could do Ruin or Sloppy maybe instead.
For Nurse I run Whispers, Stridor, Shadowborn, and Blood Warden. It's quite a scary build and really REALLY hard to hide from, especially if you are injured. Might be wondering why Stridor, well it's Nurse perk but it can help you track in corn and fog REALLY well. Shadowborn is a must for her because it counters fatigue. And in combination, with Whispers means you can track survivors really well and pressure them hard, as you know when they are within your TR based on Whispers. BW has been my most reliable source of game control. Ruin just seems to go so fast when I'm a Nurse IDK, bad luck maybe. BW adds guaranteed 60 seconds to the game. If you can hit blinks and know how to follow Whispers you can seriously pressure survivors with this, it's a lot of fun. Just be ready for a possible gen rush, if you use BW like I do then focus on chasing someone and getting them down when the gates power ASAP. Most survs rush the door and it will be open by the time you get the hook and I've caught so many players with their pants down. BW is amazing.
Huntress I like Blood Warden (same reasons above), Ruin, Whispers, and BBQ. While Huntress is really good, unlike the other "slow" killers she is actually slow. The others have ways to move fast or break chases. Huntress doesn't have that, she just has hatchets. BBQ is best for her because it saves time and let's you focus on a new target, and/or see what people are up to. Whispers is absolutely necessary on her, it's really easy to hide from her like it is Nurse. If you KNOW survivors are around then you know to keep searching for them and eventually you will find one. Helps you save time since you don't need to go all the way to the gen or totem or gate to see if someone is there, Whispers will tell you.
On Freddy I run gen lockdown, IDK why everyone insists he is late game. Playing him late game is a HUGE gamble. I do Dying Light, PWYF, Ruin, HHG, Class Photo and Z Block. The add-ons let you see everyone's aura during transition, and block offsets the extra transition time to make you look like a "baby" Freddy with normal transition time. Sleep everyone until you find the obsession, and tunnel them to a hook. Use PWYF if they are a good obsession, just break 3 chases quick you can let them go a bit since you are Freddy just be on them to sleep them again if they break out of dream. Ruin is there to buy you time to catch the obsession, and HHG protects ruin and lets you one shot the obsession (get 2 tokens of PWYF and HHG proc, then just start following the obsession watch them freak out how fast you are). Bring a mori if possible, but you can still get the build to work if the group is even slightly altruistic. Once you get the obsession hooked it's best to let them get saved since they die fast (especially if you have a mori). If you proc DL and they have anything more than 3 gens to do you win. Use CP to sleep everyone every time you sleep one of them, it will take over 5 minutes to do a gen in dream world, they will never get one done. Attack when it's convenient for you. Eventually you will catch them all, they could use every pallet and still not be any closer to escaping.
That actually sounds interesting. For the Nurse, I'd probably get Nurse's Calling instead of Stridor, but I like the idea you have. Thanks man, I appreciate it.
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@Brawler said:
Why so much Overcharge. Replace it with Ruin.
Save The Best For Last on Nurse doesn't make much sense as if doesn't affect anyhow the cooldown of the lethal blink.
Enduring and Spirit Fury on the Spirit are rather useless, as while playing her you rather should mind game or use the phase-walk to deny the pallet loop.
Billy without Barbecue is not Billy :c
Franklin's Demise on Wraith kind of useless if they don't have any items. If it's not SWF with 4 Flashlights, there are other perks worth using.There are many other perks that I would change. Iron Grasp may be freely replaced with any other for example.
As much as I love Ruin, I've had my fair share of matches where Ruin was destroyed within half a minute. Overcharge isn't as good as Ruin, but at least I won't have to worry about my Hex 24/7.
I didn't know Save The Best For Last doesn't negate the cooldown of the Nurse's abilities. I don't play her much since I'm not nearly the best with her.
You might have a point with the Spirit. If I ever get the chance, I'll try the phasing tricks to see if I can get away with it.
I guess you have a point with Hillbilly too lol.
I figured since the Wraith's biggest weakness is flashlights, it could be useful for him.
Also, I'm still testing out perk builds and I don't know all the best pairing per Killer. I use Iron Grasp since it's useful all around.
I wouldn't mind hearing about those changes you were thinking of. Like I said, I may be Rank 1 (well 2 now) but I could still learn a bit from others you had more time than i did.
Thanks for taking the time to comment, btw. -
@SolarFoxVB said:
Now that I think about it, I guess the Witch has about the same balance as the Nurse does. If you're good with either of them, I highly doubt that anyone will escape. She doesn't seem as hard to master as the Nurse, but it seems like she has around the same potential.I suppose so when you put in that way. I'm currently a Rank 3 Killer with the Trapper and he's probably my best Killer. After reading through previous fan creations and YouTube videos, I decided to try and come up with this one. One of my favorite things in games is choice and the Witch actually forces Survivors to choose. Either go around the flames and try to escape another way or run through the fire and risk the state of damage for the chance of a quick escape. If she could just block the path like normal or down people with her flames like I originally planned, she'd be broken.
In the long run, I could see her playing similarly to the Nurse and maybe even the Clown (to and extent) since her ability to win depends entirely on two things: her ability to predict where the Survivors will go and the willingness of Survivors to take risks. Can you predict where they'll turn? Do they tend to take this path more often? Does this Survivor keep running through my flames and does this one just keep turning left whenever I put up a flame? If someone dedicated their time to master the Witch, I don't have any doubt that she would at least be somewhere in the Top 5 for her sheer mind games alone.
Thanks for the feedback BTW everyone. I really appreciate it.
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@SolarFoxVB said:
These all look pretty good except for Pained Heart and Part of the Team. The reason for this is that one can just get the effect of Pained Heart for an infinite time if they use Empathy, and one can also get the effect of Part of the Team for an infinite time with Bond. Also, Blood Rain seems to have quite a large speed increase. With fire up 3 at 4 tokens and with bamboozle 3, tier 3 evil within Myers can vault a window at just under a second. With 4 stacks of Blood Rain 3 and no bamboozle or fire up, even tier 1 Myers, which has slower-than-normal vault speed, could vault a window faster than that. I did the math, and the tier 3 Myers option goes to .923 second vault speed, while the tier 1 Myers option goes to .760 second vault speed. I know this is a bit too in detail, but I just wanted to let you know where I'm coming from when I say that. Sorry for the intense feedback, but please look back over it.Thanks for the feedback. Looking back, these perks would be too op, yeah. I might look over them again in the future to see if I can tweak them a little more, but I think I'll try and figure out some newer ideas that make more sense. Again, thanks.
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The Hatch idea isn't too bad as it gives Survivors an alternate task instead of gen rushing . I only have two questions about this, though: Does the key ring only appear when there's one Survivor left and if not, can other Survivors retrieve the key ring from another Survivor if they drop it or are sacrificed?
As for the Totem Idea, it's not too bad either. I can already imagine "Occultist" being a top-tier perk everybody would run like it was the new Self-Care. That said, I do also wanna voice another idea that came to mind from a YouTube creator (sounds stupid, I know.) For Totems, why not just let the Killer decide where to put the Totem? At the beginning of the game, the Hex perk in question would be inactive and in order to fully activate it, you need to interact with a totem of your choosing. Gives the Killer more of a choice in the matter instead of letting RNG decide.
Still, the ideas you have are pretty good. It'd be fun to be how useful they'd be in the game if they were ever brought in.
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Not sure about the friend mechanic in general, but the perks by themselves do seem interesting enough. I'm assuming the "Friend" mechanic would work similar to "Obsession," but I'm not exactly sure. Either way, not too bad of an idea.
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SolarFoxVB and MyNamePete thanks for the feedback. The plan was for the Witch to move at 110% movement speed, same as the Huntress and the Hag. As for "Angel of Mercy," yeah I can see that being a problem too. Originally I was gonna have the button appear right as the Killer would start attacking but that would probably be too small of a window to even attempt anyways.
Also, I think I'll try tweaking around the numbers for some of the perks really quick just to try and make it more balanced. -
I kinda have to agree with Lumi83 on this one. The other perk, however? I guess we could call it either "Second Wind" or "Masochism."
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Honestly? Not too bad of an idea. It's not too bad if you want to stall the game out and if he's paired with a perk like Overcharge or Unnerving Presence, he could drag out the game for a good while. Out of curiosity though, what kind of idea did u have for the Killer's perk? Can he only use it on 1 gen at a time, or can disable multiple at once?
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That's actually a really cool idea. It extends the game and deals with gen rushing to a good degree. I can tell for sure you thought this one through.
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kyuu to an extent I can agree since that's almost as bad of a pain as pallet looping, but window looping kinda has a few solutions to the problem already, from both the limited jumps through windows and the existence of perks like Bamboozle. For this Killer, i just wanted to try and counter pallet looping and provide issues with co-operation and gen rushing.
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That sounds pretty cool, too. If the devs ever decide to have multiple versions of Memento Mori per Killer, that would be one I'd like to see.
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I kinda have to agree with the consensus here. The ability change is way too similar to the Nurse. That said, a Freddy buff would be nice, but I think it could be done way differently. His whole ability slows down the game, so why not capitalize on that instead? Maybe give him a boost in action speed that scales with every Survivor asleep? Or maybe make it so that the more Survivors are in the Dream World, the weaker they become. That could be a better buff for him, but it's just my thoughts, honestly.