Sholin_Spade
Sholin_Spade
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- Sholin_Spade
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1049391#Comment_1049391
The power is fine, distinguished would kill BT and lightweight should be 50% to not be too strong
Thank you for your input as well. It's good to see different perspectives on balancing. I appreciate you.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1049349#Comment_1049349
- Not necessarily, his power seems like it could be great for blocking strong loops, and when teleporting between traps you need to think tactically about when to teleport. Having three traps also makes a huge difference when comparing them.
- I believe HoS should be about 25%/30%/35% if it remains to repair speed, could pair well with many perks, especially the new ruin.
- If an aura perk got a buff maybe Hollowed would be strong, but you’d need to earn it, such as every sacrifice decreases it by 15m, or every basic attack that was successful would decrease their aura reading ability by 5 meters. Footsteps can be heard faintly if you are listening, although I think survivors do need the ability to remain stealthy.
- I always hated coming against old BT as it allowed people to take a hit, get a save, and then proceed to take another hit. I feel like a speed boost would be much more balanced.
- The cooldown doesn’t need to be big, only every 20 or 30 seconds.
- Many killers (especially Spirit) rely on hearing survivors running, and this perk would completely counter it. I’m up for 25%/50%/75% but anything more and it becomes an over powered perk.
Feel free to ask anything else, and sorry for the late response.
Thank you very much for your input. This really helped me see the finer line of balancing things out. I knew I needed to change things. One last question, if given the changes you mentioned, would you personally purchase this if it were DLC? Or does the scarecrow aesthetic seem too lame?
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Thanks @Brucecastro81 for your response. Do you think Silent step should be added to Lightweight? Because as a Survivor I think LW is good enough.
While I disagree that it isn't really original, I do see what you're saying. However, I feel that for solo players would benefit from this perk more. I do have another idea to take its place, however I do not want to make something overpowered or to become Meta and kill the community lol.
Yeah, I noticed that is starting to become a theme, Hag + Demo. However, I think with the limitations of 3 Husks, it would still be unique in its own way. If they would disintegrate on their own, like lets say, 1min of being up, it would change the functionality of his power. Thoughts?
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Thank you @CheersTC for your feedback. I do have a few questions in response.
- Do you find that the Scarecrow is too similar, like how people feel Oni is just like Billy?
- How strong do you think HoS should be? I didn't want to favor Killer nor Survivor. But I know Killer needs a little bit on their side as Veteran Survivors are at times very difficult to deal with.
- (This is more of a response) The reason for those others, is I find as a Survivor, the Killer has no way of stopping me from using Alert (One of my perks that I almost always use). There's really no counter to it. Thats why I chose the Aura one, and as far as the footsteps, I completely understand. It was just a thought that I figure it could help enhance for some people. But I know it's not really all that strong. I did have another idea that could be used instead, but it might be a little OP
- You don't think adding a burst of speed would be too OP? But I guess it does help prevent getting tunneled so quickly.
- I figured that a cooldown would be needed, I just wanted a second opinion.
- Would Silent Step be too strong if it counted for running too?
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The issue I see with this is for new players. I'm personally a veteran, just finally decided to join the forum. Anyway, imagine being a new survivor. You just started this game, and in your first trial then gens are extremely slow (You can't count on other players to tell you why). A survivor gets hooked, and a little symbol of a lantern pops up. Its dying light. -20% progress to gens because of 5 totems, then -3% for all actions (for just one hook). I bet ruin is in play too, -200% regression speed for leaving the gen to save.
Now I know this is worst case, but I don't see the balance. I want to remain unbiased, I play plenty of both survivor and killer, but mostly survivor (70%/30%). As killer, there are weaker abilities and movement speed than others. I do feel the games have gone faster for when I play survivor, and I am having a hard time playing my favorite killers. My idea for the solution, is to alter the EGC instead.
While we worry about gens being rushed we can focus on the EGC instead. The reason is, that's when the issue really begins. It's not gens getting done persé, it's from the final gen to the opening of the gates (or closing the hatch).
Perhaps if its changed that the last gen is popped, EGC automatically starts, (add 15-30 more seconds for adjustment) each dull totem adds a 3% movement speed (or something). This way, there can be more perks created to alter the EGC (blood warden would be used more, NoED still as strong as ever, remember me to add dismay) and new perks to adjust time or speed, or auras.
It's hard to balance a game with many variable causes to winning or losing. However, I feel like this would help more, to add pressure and focus the core of the game... to escape or to kill. Please the Entity however you want.