Romey95
Romey95
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- Romey95
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with the chances trapper should on default be able to carry multiple traps
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@Karaage said:
Since it's similar to Save the Best for Last, I'll compare the two together. STBFL has 8 Tokens, and loses 4/3/2 on hitting Obsession, which is losing 50/37,5/25% of Tokens. Sacrilege loses flat 50% of Tokens every Obsession hit, so how about buffing it similar to STBFL? So at tiers 1-3, You'd lose 8/6/4 Tokens.
Also, at Tier 3 You lose 5 Tokens for a dull totems, while for tiers 1-2 it's only 4 Tokens. A typo, I guess?
Other that that, interesting idea for a perk :)
I modeled the perk after STBFL. as for loosing the half your tokens i wrote it that way for balance that way as a killer you'd only be able to bring back a hex once or twice perk game. yeah I typoed for tier 3. and tbh i really want to air out any kinks so the devs have no choice but to implement it
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@not_Queen said:
Hey guys,
There is currently a lot of questions and feedback about the Oni control changes that were released today on Hotfix 3.4.2.
We've had a discussion with our design team because some questions were left unanswered. Here is some clarification on the intended mechanics and our next steps:
- The controls, both on console and PC, are now working as intended.
- Using keys and mouse at the same time no longer stacks while turning after using the Dash.
- The angle the player can turn after dashing is capped to 90 degrees and is planned to stay that way.
While we think these changes are introduced to improve the game, we did hear a lot of feedback on the turn speed and controls changes. We feel there is something to improve there.
Our design team is planning on changing the turn rate ratio to improve on the feeling of the Dash, allowing you to freely move your camera within the limit. This will be included in a later update.
Some players are asking if these changes will impact on The Hillbilly's controls. They will not.
Hope this clarifies what we did for this change.
I kinda feel that this nerf is unnecessary at least add and addon or to his vanillia power to do more gen regression when smacking gens in blood fury
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/comment/788868#Comment_788868
Swf already does this. If you want killers to be buffed to compete with swf, than solo must compete on the same level since they're about 80% of the survivor population.
TBH there should be a Hex perk that plays loud static in SWF
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/788829#Comment_788829
Neat! Thanks for the credit :D
now to cook up a backstory taking place in the fifteen hundreds
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@Starbricks19 said:
Sorry but I can't understand this sentence: "We do not have voice chat in our game as we feel this would ruin the survivor experience. However, you are able to use certain gestures in order to communicatewith other players".
I really can't immagine anything bad for this game if a voice chat is implemented. I am main killer so not that big of a problem, but already on this forum I keep on reading that the overall experience of a solo surv is not that great.
Surely a voice chat will help to create a bare minium coordination among surv.
Let me know if you do agree that with a voice chat the experience will be ruined.
@Starbricks19 said:
Sorry but I can't understand this sentence: "We do not have voice chat in our game as we feel this would ruin the survivor experience. However, you are able to use certain gestures in order to communicatewith other players".
I really can't immagine anything bad for this game if a voice chat is implemented. I am main killer so not that big of a problem, but already on this forum I keep on reading that the overall experience of a solo surv is not that great.
Surely a voice chat will help to create a bare minium coordination among surv.
Let me know if you do agree that with a voice chat the experience will be ruined.
It would be to over powered you'd be able to identify the killer your going against immediately an track what the killer doing throughout the match
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/788725#Comment_788725
Aight, it's your idea. Edit it as much as you want :D
@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/788725#Comment_788725
Aight, it's your idea. Edit it as much as you want :D
there updated the discussion and i gave you and Fibijean a shout out for your help
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/788630#Comment_788630
Good idea! Just needs a lot more time. 15 seconds is not long enough imo.
Maybe for 30/35/40 seconds?
sounds good but that might be a little too much so 25/30/35 lets dial it back by 5
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/788584#Comment_788584
Maybe something that changed 1 random Hex Totem to the appearance of a Dull Totem?
ooo everytime you hook a survivor you hex totems become dull totems for 5/10/15s
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/787680#Comment_787680
Cool concept, but it definitely should not have that strong of a second effect. This would just get rid of the need for Thrill of the Hunt. Maybe Survivors who cleanse a totem are blinded, exhausted, or something for a set time afterwards?
And I still think the power should have a set time between when charges come back. It should be slow, but not as slow as 1 per hook. The Clown causes hindered and can cause a multitude of other effects, and has a minimum of 5 charges that can be replenished in a second or two. Reversing controls isnt amazingly strong by itself, especially not with only 4 charges that are replenished after each hook.
Now i just need to come up with a perk that would mesh well with the totem support.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/787680#Comment_787680
Cool concept, but it definitely should not have that strong of a second effect. This would just get rid of the need for Thrill of the Hunt. Maybe Survivors who cleanse a totem are blinded, exhausted, or something for a set time afterwards?
And I still think the power should have a set time between when charges come back. It should be slow, but not as slow as 1 per hook. The Clown causes hindered and can cause a multitude of other effects, and has a minimum of 5 charges that can be replenished in a second or two. Reversing controls isnt amazingly strong by itself, especially not with only 4 charges that are replenished after each hook.
@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/787680#Comment_787680
Cool concept, but it definitely should not have that strong of a second effect. This would just get rid of the need for Thrill of the Hunt. Maybe Survivors who cleanse a totem are blinded, exhausted, or something for a set time afterwards?
And I still think the power should have a set time between when charges come back. It should be slow, but not as slow as 1 per hook. The Clown causes hindered and can cause a multitude of other effects, and has a minimum of 5 charges that can be replenished in a second or two. Reversing controls isnt amazingly strong by itself, especially not with only 4 charges that are replenished after each hook.
quote true and it has an obvious counter-play which is adapt to switch in controls yeah blinded exhausted would be a sweet punishment for cleansing
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@Fibijean said:
I think the ability is too weak - it sounds more like a perk. Maybe it should have a cooldown or an alternate means of collecting tokens. I'm also not sure whether it would be interesting or frustrating to play against, so that would need to be tested.
The first perk sounds really cool, but like @Critical_Fish said, it should include Ruin as well. I like that it encourages cleansing totems, and discourages tunnelling. Although perhaps it should consume 4 tokens instead of 3 on use, because I think being able to activate something like that three times in a match is a bit much.
the reason I wanted it to be tedious to recharge is because if hit it has the potential to shutdown loops.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/787507#Comment_787507
I never thought of how many times it could activate, the idea of changing it to 4 tokens is pretty good.
@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/787507#Comment_787507
I never thought of how many times it could activate, the idea of changing it to 4 tokens is pretty good.
I'm still think about the ability It has to be dodge-able. so lets 3-5 charges but a slow recharge which could be adjusted by addons.
teachable perk two: Name in progress
this perk spawns an addition 3 totems on the map. survivors cleansing totems auras are revealed. Survivors get double blood points for cleansing totems.
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@NuclearBurrito said:
This seems OP.
Moris are bad enough, we don't need more super high impact offerings and searching chests is niche enough.
It would turn back into a regular chest thought and what if to further balance this after before being downed a skill check appears and if its successful nothing happens and the Item inside is guaranteed to be green rarity+
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@Bigbootiejudy666 said:
It's called the Broken Status effect
thank you
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@thisdude9001 said:
@Romey95 Your submission wont work, If you read rule 4 it can't be posted elsewhere. Could you remove the link?
I can’t re use my idea damn
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@GeneralSpudmuffin said:
Yellow offering: Bleached Skull Fragment
A large piece of a human skull, bleached stark white with age
Green offering: Black Candles
Candles made from an unknown, tar like substance, and smells of death when burned.
Red offering: Infernal Skull
A cursed skull, blackened by a disgusting tar. Just looking at it fills your mind with the screams of countless victims.
that's amazing lmao
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@aerafield said:
https://forum.deadbydaylight.com/en/discussion/comment/731471#Comment_731471
That is actually an awesome idea
that way when survivors are trapped they have no choice by to actually look for a box slowing the game down a bit. The timer with as long as it already is it would be fair if it activated after the hooks. to rebalance my idea Opening the gate, and closing the hatch should activate the traps timers
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/731558#Comment_731558
Yeah, my first 5 matches were such a huge learning curb :).
You must be very very biased to think that 5 blinks are fair
Back to spirit: Her base kit isn't that bad but she is way too powerful with addons. I would tone down her addons and just rework prayer beads entirely
reading up on it yes the prayer beads need reworking or to be removed altogether other than that she's fine
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I'm also sick of hearing the bitching about the nurse I find omega blink and 5 blinks perfectly fair give how slow the ######### is. She has such a huge learning curb that only devoted players take the time to learn.
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@GeneralSpudmuffin said:
Interesting... Feels like it's missing something, though...
Maybe increase the percent, but give it a lengthy cooldown after it procs.
Also, the name needs fixed. The 'ist' is supposed to be replaced by 'ism', not just add it to the end.
thank you Idk what number to increase it to and still be balanced
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@GeneralSpudmuffin said:
A better name for this perk would be Foul Magicks.
Ooo I like that
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I'd love to see the Xenomorph or predalien
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TBH Jigsaw boxes shouldn't be highlighted the way they are to survivors.
To be true to Saws actual lore the reverse bear traps should activate once their pulled off the hook. and the traps should go off regardless of being activated at the exit gates
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agreed I'm sick of hearing all the bitching.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/731366#Comment_731366
4 minutes is still a really big number. If corrupt intervention lasted that long at least 1 person would have died by then
then 60/120/180 would be more balanced. since hex perks on average only last about 60 seconds or less after a match begins
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@8obot1c said:
It should be 80/100/120 cause thats way to long. 5 minutes of ruin? That's not fair, but having ruin untouched for 2 minutes is better just like not being gen rushed for 2 minutes is good.
its only 4 minutes of untouched ruin. If its implemented the same way plagues corrupt intervention is the entity would literally be giving away the location of the totems across the map
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Although one question why would the devs use this as you have claimed rights to this character which means if the devs wished to use this they’d have to buy it from you
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God damn this is brilliant! And a fun read at that too love his perks and abilities.
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@Elk said:
That's a cool idea as well! Would be a surprise for every survivor who cleansed it and thought "Haha"!
I really hope that this concept get recognized She would be the perfect addition to the game. She could have two Cosmetics Starved and Beaty in her beauty cosmetic she would be pretty but still have a wicked neck scar. And a starved Cosmetic Where she’d look almost zombified
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@Elk said:
This is an amazing concept. I like the story too. For the power/ability maybe a slowed or trapped survivor if they interact with it. Trapped for ?seconds maybe. I like all of the perks too. But not that i hate Jumping Spider, but to clarify. Does it mean that any Hex perk (Not cleansed) would switch to a random location (Dull Totem) once perk is activated. If yes, cool. Also if there are like 2 Hexes would both move if there are enough totems or woul one move.
Maybe I was more going for bringing perks that where taken out of play to be put back into play although hex shuffling would be really cool
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/694608#Comment_694608
That's what I did with my last chapter. I had created a totem perk but realised that it was worthless without a hex perk so I created one to complement it.
If you had a ps4 we could discuss this on there but if you don't that's fine.
Hex. Bloody Tears
All survivors are affected by Bloody Tears. Skill checks for cleansing totems are applied
.Good skill checks result in 3/4/5%regression on Cleansing totems and Sabotaging Hooks
.Great Skill checks result in 0% bonus progression on Cleansing and Sabotaging hooks
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removed
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/694608#Comment_694608
That's what I did with my last chapter. I had created a totem perk but realised that it was worthless without a hex perk so I created one to complement it.
If you had a ps4 we could discuss this on there but if you don't that's fine.
I do have ps4 my user name is the same as my user name here. Right now I'm tossing the idea of a hex perk that apply the same smaller skill checks that ruin does on sabotaging hooks and totems
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/693183#Comment_693183
I think 75% increase is a bit much, that would be 24m extra which is far too much. I'd say set it at 8m increased terror radius and the survivors have 15/20/25% decreased struggle time and bleed out time. I don't see why people would want to have a shorter bleed out time unless they are trying to make them bleed out but that's ok.
Btw add the killers speed and terror radius to the chapter in so people can see it.
I will when I post the final draft. I need to fish come up with a hex perk to pair with jumping spider
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@EJmurdermain said:
She is Way too fine to be a killer is my 2cents.
I know what your thinking from the image displayed but that's a placeholder since I cannot draw but, I was thinking with cosmetics we could have a beauty skin where she's stunning and a Starved state skin where her looks are sunken
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/689525#Comment_689525
Quote me or tag me from now on so I see this mate.
You've just described bloodlust. You don't need to give me your perks so quick lad lol just take a minute to think about it before you add it to your chapter. You also need tiers for the perk.
Perk 3: Widows Kiss
the killers terror radius is increased by 25/50/75 % also the killers weapon is coated in a toxin that causes anticoagulation which slightly decreases the struggle phase and also shortens the bleeding out time
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Hex Hunting Spider:
While in a prolonged chase of a survivor the killers movements become sharper for a period of 30s (the killers hit box will slightly shrink) this will balance out over powered looping
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/687121#Comment_687121
I'd suggest she should have 6 webs to place on the map. They are as big as pallets so you can place them spots where pallets spawn or in vaultable windows. Survivors cannot go through these webs, they are impassable. Maybe survivors can destroy these but when they do the spiders on the webs will transfer onto the survivor and will give them the hindred status effect for 60 seconds. She can also put spiders on gens which will have the same effect when survivors work on these gens.
This would mean survivors who destroy your webs will be slower for a short period of time which should help in chases. Also if the survivor hud shows survivors affected by the spiders then you can decide who to chase.
I don't think that is a ultra rare add-on. Unless it was the hindred/broken status effect the debuffs aren't that great. If it was the broken status effect then that would be good.
I like the idea for the perk but I think no need for the same speed burst. After a hex totem has been cleansed, if 4/3/2 gens have been completed a random dull totem will have the hex applied to it. It would help with slowing down end game and might help with devour hope or huntress lullaby if it gets destroyed too quick.
I like your version of her ability
As for the Perk Jumping spider I like how you worded it.
This perk gains tokens for Hooking survivors. After a generator is completed and if a hex totem has been cleansed. X amount of tokens will be consumed and the Hex will be applied to a random dull totem.
Ultra Rare Addon Husband's Crutch seeing this memento of prior life Fills the Spider with sorrow causing her claw's to secrete a toxin inflicts the Broken statues
Of course we have to have a perk called Arachnophobia
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/686162#Comment_686162
When your writing the perks try and think of perks that would help your killer in particular. Most new killers have perks that help them better than other killers.
She wouldn't be op in my opinion. Depending on how big the traps are they don't seem like they'll help her in chases much. She also has nothing to give map pressure. She seems like a different version of trapper but maybe weaker.
ability idea 2: Instead of spinning webs that would be completely visible and survivors would never get trapped. What if it worked by AoE she instead similarly to how the trapper spawns holding one trap and there a traps throughout the map. She spawn carrying a spider which she could plant on either the ground and walls and when a survivor walks by it would shoot out a web and immobilize the survivor. Like the original ability The Spider will not be initially notified until the trapped survivor begins to struggle.
Ultra Rare addon: Husbands Crutch
when a survivor interacts with spider trap to disable they'll suffer from a randomized debuff. decreases the amount of spiders spawn by 1
Teachable Perk: Jumping Spider.
This perk gains tokens for hooking survivors. Every time a totem is cleansed the killer will gain a small speed boost . If a totem that currently has a Hex perk attached to it is cleansed a total of three tokens will consumed and the hex will move to another dull totem.
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yeah except instead of a pumpkin black mist
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@CashelP14 said:
I like the sound of the ability but I'd need to ask a few questions. How big would the webs be? How many can she place?
I'd assume she is 32m terror radius and 4.6m/s.
She might need another piece to her ability mate just to help her with chases. She doesn't seem to have any map control so depending on how strong the webs are she might be a bit weak.
Add some perks and tag me in and I'll try and give you feedback. Hope this helps mate and I'm looking forward to what you add next.
She'd definitely have the terror radius and speed you listed. As for her webs I didn't want them to be too OP. However, with an ultra rare addon she would be able to see the auras of survivors as soon as they get stuck in her webs with the disadvantage of a shorter stuggle to get free. also instead of limited webs what if they recharged like Freddy's dream snares.
As for Perks I'm still thinking about them lol
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@GeneralSpudmuffin said:
As interesting at it would be, I don't see it happening. A mounted killer would most likely require massive, open maps, and their movement speed would be ludicrous compared to survivors. Imagine a map 1&1/2 times the size of Cornfield, with a coked out Billy sprinting about like a lunatic.
Plus, how the hell would you stun a horse with a pallate!?
nah he wouldn't be mounted he'd just have a huge axe
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I agree Slenderman should be a killer this game how his kill name be should be The disciple. As slenderman is also a being of the fog and night. Slenderman learn to toy with his prey via trial from the entity.
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if anything Springtrap/William afton would be the killer
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we definitely need a pirate killer