Shaun
Shaun
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- Shaun
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@The_Scarlet_Witch said:
I'm loving your concept and I would say its near perfection. But as you wanted feedback here is what I would do to improve your concept, Instead of taking a whole soul from a survivor make it a soul fragment it kinda makes more sense in my opinion, with that soul fragment you can go to your electric chair to deposit it. I think the chair would need a visual cue for a survivors to let them know the progression of it similar to the box. As for your perks I really liked the cursed generator.
To add a bit more polish to the power, here’s a couple things.
The soul fragment concept: instead of soul fragments, whenever a soul is placed into a power box, the soul is returned to the survivor. As a result, the new addition: whenever you perform the action to place a soul into a power box, you place all your souls into it. The cumulative total of all souls place into all power boxes increase the amount of time required for survivors to deactivate the chair manually. Ex: if each box only holds one soul, it would take about 16 seconds to deactivate the chair if one survivor tampers with it. If each box holds the maximum 4 souls, it would take one survivor about 64 seconds to deactivate the chair. Shutting off a power box still removes 25% of the total charge.
As for the chair notification, each time a power box is charged, a global audio cue is played (I would imagine it to sound like a shock, maybe similar to the sound of the doctor's shock). For each power box charged, the audio becomes more intense. When the final box is powered, the global audio changes; a lasting cue is played (think of the nightfall audio with the dredge) where all noise is overlayed with the sound of an electric current.
Furthermore, as the electric chair is a spot to stay away from at all costs, a new addition to be added; there is a mini 'terror radius' to the electric chair. That way even if the aura is obscured, survivors can still tell if they are close to it. It should also be noted that the power boxes have an audio to them as well to help survivors find them.
I have also changed the perks to fit the Executed more.
Cursed Generator: Cut-Throat Blade: You start the trial with three tokens. Whenever a survivor completes a generator, the surrounding area becomes cursed. Entering the area will apply afflictions. Whenever a survivor is hit with a basic attack while in the cursed area of effect, apply the mangled, hemorrhage, and deep wound status effects.
Charge the Chair: You are determined to share the horror of feeling what it's like to be forced to watch one's work result in your death. Whenever a breaking action is performed, gain a token up to 6 tokens. When a survivor is hooked, consume all tokens and progress the sacrifice progress by 3%/4%/5%
Final Walk: As you have taken your final walk to face death, so should those who wronged you. Whenever an exit gate is opened, Final Walk activates. Any survivor who is in the dying state will have the exit gates blocked for them. If the killer has less than 4/5/6 hook states, the killer can perform the mori action on a downed survivor.
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@ThatOneDemoPlayer said:
I don't know how to feel about this. The first 2 perks seem pretty bad while the third one seems busted as it's a bloodwarden that doesn't need to be activated by a hook. The ability seems fine if maybe a bit underpowered
Eh, the first perk could maybe be 35, 40, 45 seconds, the timer starting after the survivor is dropped/hooked. It's really meant to avoid pallet saves, head on stuns, and survivors fast vaulting windows to get saves. The second perk would spread generator progress while losing a drastic amount. Say all generators had 30%-50% progress. At tier three, having the perk activated would set all gen progress to 40% (The median), losing an additional 15% at the end, resulting in all generators on the map being set to 25% progress. Now imagine if there was one gen remaining, three on the map. One gen has roughly 80%, other two 20%-30%. Perk activates, all gens get set to maybe 43% progress, losing an additional 15%, taking all down to 28%. That would change a lot. The perk is more or less a end-game perk, getting stronger as the final gens remain. The last perk was more or less a mechanic perk; killers have the ability to open exit gates, but why, unless you have Blood Warden? Unlike Blood Warden, however, you can't die from the end-game collapse since it stops way before it happens. The numbers should be adjusted though to 60%, 55%, 50% of the end-game timer remaining.
Power could be adjusted, just want a stealth killer that relies on gaining immediate information rather than staring/dashing (I know dashing is part of the power, it isn't the primary power though).
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This was the power idea that I had for a killer I call 'the shadow' :
Power: Extracted Repose: Brought from the suffering and despair of others, the shadow brings death to all.
Active ability: Shaped Repose: The shadow starts the trial with 6 tokens. Press the active ability button to send a shadow along the ground in front of you for up to 16 meters. If the shadow connects with a window or standing pallet, consume a token and block it. For each token consumed, decrease your base movement speed by 2%. Whenever a window or pallet blocked by Shaped Repose leaves your terror radius, it becomes unblocked. Receive a token for each unblocked pallet of window.
Special Ability: Terrorized Minds: Start the trial with 7 Glow Sticks in the match. Whenever a survivor looks at the shadow, they slowly fill their terror meter. Picking up a Glow Stick resets the terror meter to zero, but destroys the Glow Stick.
Secondary Ability: Mind's Corruption: At the beginning of the match, one player will be selected to be immediately affected by Mind's Corruption, indicated by a marker on the HUD. Press the secondary ability button to immediately rise as a shadow behind them at 32 meters away, facing towards them. The distance decreases to a minimum distance of 16 meters depending on how much terror they have accumulated. Once risen, you will have the undetectable status effect. Mind's Corruption will end if the survivor you rise behind notices you for a period of time, if they shine a flashlight on you, if they grab a Glow Stick, or if you land a hit on them. Only the survivor you rise behind can see you. You can only interact with the survivor you rise behind. Landing a bit on a survivor will decrease a health state, as well as apply the blindness status effect. Windows and Pallets blocked by Shaped Repose will remain blocked even while using Mind's Corruption. You cannot break pallets or vault windows while using Mind's Corruption. Once Mind's Corruption ends, you return back to where the ability was originally used, and the marker changes to the next survivor on the HUD. Mind's Corruption has a cool down of 80 seconds.
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Sealed Fate: Once you reach bloodlust tier one, you gain the ability to see any survivor auras in lockers when within 16, 24, 32 metres
"My job is to put people in the grave, to keep them there, and I'll be DAMNED if you take that from me!" - The Harvester
Hocus Pocus: When you hit a survivor with a basic attack, apply a status effect chosen at random for 15 seconds. When you hook a survivor, each healthy survivor will receive a status effect chosen at random for 40, 50, 60 seconds.
"Hocus Pocus! Deadly focus! Magic bat! Dragon's eye! Cast your chants; roll the die!" - The Magician
Released Insanity: Every 1 20, 100, 80 seconds, when there are at least two survivors in the trial, the furthest survivor will scream, revealing their location for 3 seconds.
"I found you..." - The Crypt Keeper
Recurring Depression: If the killer opens the exit gates, Recurring Depression activates. The two generators farthest from each other instantly go to 90%, 85%, 80% completion. These generators can't regress pass these points. Both exit gates will open and be blocked by the entity until one of these generators are completed. The generators are highlighted for all players. The end game timer is paused until a generator is completed.I
"Somehow, someway, this thing will see to it that everything we know, what we have come to expect... Will be turned on it's head." - Research log 17 on 'The Shadow'
Hit and Run: Start the trial with three tokens. Each time you stun the killer with a pallet, consume a token. Each time a token is consumed, gain 150% haste status effect for three seconds, leave no scratch marks for 3 seconds, and gain the exhaustion status effect for 60, 50, 40 seconds. Hit and Run cannot be used while exhausted.
"You learn in life that you can either take the punishment, or avoid it. There is only one real option for me." - Metias Brayden, ' The Thief'
Overcome: Whenever you miss a skill check, overcome activates for 8, 9, 10 seconds. During this time, you perform all channeled actions at 100% speed. Overcome has an 80 second cooldown.
"I take my #########-ups and make the most out of them. It got me this far in life." - Gloden Blazenben, 'The Prosthetist'
Close Call: Encountering horrors has prepared you for close encounters. For you, the kiiller's red stain is 30%, 40%, 50% longer. You hear the killer's terror radius at an additional 8 metres.
"I'm planning on living today, thank-you very much!" Mariah Brayden, ' The Reporter'
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Killers also have moris, can close the exit hatch, the end game timer, noed, blood warden, devour hope, pop, bbq, stbfl, and instant downing/killing add-ons. There are powerful aspects to both sides, but they are only noticeable if you play both sides.
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I’d say anywhere between 275K to 325K
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- If you want to end feral frenzy while in a chase, run a little farther ahead of the survivor before ending it. It forces the survivor to go in a different direction.
- If a survivor is at a pallet while in frenzy, stop a little before it. It forces them to drop it, in which you can vault, or they don’t, in which you swing at a random time, landing a hit.
- Frenzy is a great way to make distance! You don’t have to use it in a chase.
- The best add-one are the frenzy duration ones.
- On hit perks like sloppy butcher don’t work while in feral frenzy.
- Practice with them. Approximating the distance from a survivor and the best way to cut them off requires taking paths a killer won’t normally take (through windows, dropped pallets). Practicing and experiencing different layouts and set-ups help gain an understanding of what’s possible in a single frenzy.
- Lastly, just because you are in feral frenzy doesn’t mean that you have to wait out the entire time. A good legion player knows when it’s a good time to end the frenzy.
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Legion isn’t all around a bad killer. They get easy first hits, have tracking, fast movement speed, and overcome obstacles easily. Legion WAS bad, but the devs buffed their power a long time ago. However, because their power wasn’t changed like Freddy’s, people still think it’s the same legion long ago. I’m guessing that people are doing the archive challenges and realizing they aren’t bad, therefore they are playing them more... That’s just my speculation though.
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It’s important to first analyze what the doctor is to understand strategies: he’s a killer that easily locates close survivors, prevents loops, and disrupts actions by having survivors snap out of madness three. A huge part of his ability stems from survivors making mistakes on their parts, whether it be skill checks, misinterpreting false terror radiuses, or running to obvious loops. Spine chill and this is not happening help with identifying the terror radius as well as making skill checks easier. For running a doctor, you need to be sort of random. It helps to run at a window, get shocked, then run to another close by if there is one, as the charge is on cool down. Also try splitting up; you can’t avoid static blast, so try minimizing its effect on the team. Hope this helped somewhat!
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A Set of Perks for a killer known as the crypt-keeper (flavor text too, woo!)
Among The Dead: the killer can see the aura of all dull totems. When a survivor cleanses a full totem, a notification will play where the totem was and the killer will be given the undetectable status effect for 20, 25, 30 seconds.
"They meddle with the dead, unaware that I'll soon add them." - The Keeper
Sealed Tomb: whenever the killer receives blood-lust, Sealed Tomb activates. While activated, the killer can see the auras of all survivors in lockers within 8, 12, 16 meters.
"In their tombs they reside, ignorant of the others sealing them in." - The Keeper
Stay In Your Grave: whenever a survivor is hooked, receive a 3%, 4%, 5% haste status effect. While a survivor is in struggle phase on the hook, receive a 5%, 7%, 9% haste status effect. Survivors rescued from struggle phase will be instantly healed. Grants the ability to mori any survivor rescued from struggle phase. Only one haste effect from Stay In Your Grave can be applied.
"It's my job to put you in your grave, to keep you there; I'll be DAMNED if someone takes that from me!" - The Keeper
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@bigbeefynacho said:
Set of perks for a killer called The Freakshow:
Whack-A-Troll -- Each time you hook a survivor, you have a 15% chance to teleport another random survivor to within 15/10/5 meters of the hook. This perk has a 60 second cool down and cannot be used once the End Game Collapse has been activated.
Wham Bam! -- Step right up to the feat of strength! Hitting any survivor twice activates the perk. Once activated, the killer's hammer does AoE damage. Any survivor within 5/8/12 meters of the killer when they slam their hammer down is hit and any injured survivors will be put in the dying state.
I could only think of two perkss. Feel free to add another.
I love these ideas! An idea for a third perk;
Test Your Strength: for each pallet you break, gain a token. For each token you have, deal an additional 2%, 2.5%, 3% damage to any generator you damage. Damaging a generator consumes a token.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1248112#Comment_1248112
I really like the first one- cool idea! Should probably apply to injured, not healthy survivors though (like blood echo). I think the other two might have to be hexes lol they are way strong
I wanted to originally have it affect injured survivors, but then I thought 'Why punish those who are already disadvantaged?' By having it affect healthy survivors, it would punish those who are staying away. I do see what you are saying about the second perk needing to be a hex, but the percentages would need to be changed, perhaps 10, 15, 20. That would make up for the fact that it could be deactivated. I think Final Act should stay the way it is though; you open the exit gate, forcing end game, and the aura revealing would let the survivor's have time to prepare. Maybe it would deactivate it the other gate opens to balance it, or maybe after the end game timer gets to the half way point... Just a thought though. Glad you like the perk idea!
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There is also the hot potato mori build. Use furtive chase, nemesis, and rancor. Survivors pass around an end game mori, leaving the ones who figure out what's going on in a difficult decision of rescuing the obsession and hope someone else stuns the killer before the rescuer dies from rancor, or leave the obsession on the hook and possibly let them die.
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I love running a mess-with-survivor build on the doctor. It uses dark-devotion to provide stealth and also allows static blast to be used across the map. Surge and overcharge are also used. When your generator explodes for no reason (because of dark devotion hiding the terror radius) you get REALLY confused to what happened. It also gets really confusing which generators have overcharge as well, throwing in another mix of confusion. Lastly, the greater mind-messer of them all; thrill of the hunt. After all, who runs thrill of the hunt without an important totem?
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Killer perk set for a magician killer:
Hocus Pocus: each time you hit a survivor with a basic attack, apply a random status effect for 15 seconds. When you hook a survivor, each healthy survivor will receive a random status effect for 40, 50, 60 seconds.
Magician's Secret: whenever a skill check appears, it has a 5%, 10%, 15% chance of being cursed. Getting a great on a cursed skill check does nothing. Getting a good reveals the survivor's aura for 2 seconds. Failing a cursed skill check reveals the aura for 6 seconds.
Final Act: if the killer opens the exit gate, Final Act activates. While Final Act is activated, the killer's aura is revealed to all survivors for 30, 20, 10 seconds. All survivors will have one of these three effects happen to them: their aura will be revealed to the killer for the rest of the match, they will have the exposed effect for the rest of the match, or they can be moried.
This perk set allows for powerful advantages on the account that chance determines how they activate, leading to a high-risk, high-reward game.
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Try the moment when the survivor used unbreakable to get up and run out the exit gate.
With a reverse bear trap.
Activated.
Then I watched his friend run out 10 seconds later. You won't BELIEVE how she died.
I miss ranks 16-20 :(
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As a red rank survivor and killer, I think this update was necessary. When you play survive with friends, you know automatically what half the team or more is doing, so generator speed reduction is to accompany survive with friends. The map changes are for the better; if there is a section of the map that you feel safe in, it SHOULD be changed. There are many additions to survivor, however; Thompson House has a drop-off point, smaller maps means a better chance of being chased (which helps the evaded emblem). Also, unless specified, most maps don't have a reduction in pallets. This allows for areas that aren't safe, but allows for survivors to get away, the way it should be.