SofaKingSpecial
SofaKingSpecial
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https://forum.deadbydaylight.com/en/discussion/151793/xenomorph-killer-no-survivor-yet#latest. This is me and my son's vision for how the Xenomorph could work. I think laying eggs is the function of the queen and when she's doing that she's hooked up to some ghastly biological apparatus looking thing and otherwise quite stationary, so we thought it would be more fun to start as facehuggers (from eggs laid in the basement) and build towards the Xeno bursting forth. No charge attack (do we really need another one of those? besides really the Xeno should be turning on a dime). We're both in the crawling on walls and obstacles camp with an added pounce attack for good measure. Wouldn't be opposed to a super lunge attack with it's tail instead though if I'm being honest.
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I appreciate the feedback man. Numbers are fluid of course and every single part of any killer would need play testing no matter how solid it sounded. Now on to specifics...Yeah i could definitely see starting the survivor off on a higher tier of skill check. I'd be open to that. Now the only luck part of friends til the end is on the survivor side. Like which random survivor is going to take this hit instead of the obsession? Would pair greatly with nemesis. Agree that secondary effect of made in china should be reduced some. No argument there. Maybe 15/20/25% for the first 5? It does effect any health state survivor. Of course the hex totem would give survivors an on screen indicator as soon as the first person in a match is hooked. As for carrying bad killers, the hex literally destroys itself if the strongest part of it comes to fruition, so that one I'd argue to stay as is.
I think you might be right about paranoid dread. The icon portion of it alone could work well as an alternative to spine chill/premonition. Ditch the speed boost and maybe say 50/75/100% bonus to boldness category while within terror radius? Slip away I'm going to keep both parts, but take out the falling sounds. Just make it the first part plus footsteps make no noise. Finally, burn. I'm going to keep both parts but adjust it somewhat. We'll make the bonus effects related to that flashlight only, and adjust the numbers to 10% quicker and lasts 15/20/25% longer.
I appreciate your time dude. See you in the fog.
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Hmmm do you think the Xenomorph could sustain a whole game? Possibly. Alien is just begging for an assymetrical game done right. And I guess we can see how the new Predator game does long term. The aliens would need some kind of branched path/update system to keep things varied. But back to DBD...me and my kids are sitting on a ton of killers right now. We see it as fun creative writing projects we can do together. Almost all of our killers change up the norm. Thank you for the feedback!
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Well I can't tell a lie. Pig is one of our mains and definitely inspired some of this. But, in this case really only one survivor at a time will be affected (unless they're absolute potatoes). The idea here is to impregnate survivors as quickly as possible causing them to use up all available surgical pods (might change that number down to 4). Then one of them gets really unlucky...dies...and boom alien born. Yes it encourages gen rush, but once alien is out he'll start eating faces in no time. High risk high reward killer. Anyway hey thanks for the read and the feedback dude. I do appreciate it.
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@Captaincrazy83 said:
Comments are comments doesn’t matter if you posted a 1,000 or 1 the truth of the matter is the only ones that cry about adjusting the hit boxes or just buffing up the killer are the ones that only play killer. It’s not the same on the killer side I play both and I find myself hitting survivors with impossible hits. Like when a Survivor jumps through a window and is four feet away and you still can hit them really ? I call bull crap I let the survivor go cause even I know that’s not even possible. There are bugs that need to be fixed is all I’m saying.
I'm not going to dispute this. I like many other killers have seen hits even on my end that don't seem like they should have connected. However, Killers very much get this phenomenon in reverse too. You know what I'm talking about....pallet stuns. I've lost count of the numbers of times I've been "stunned" by a pallet when I'm not even close to it. I'm all for doing whatever it takes to fix these seemingly impossible killer hits, so long as they fix pallet hits too.
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So many (most attached to killer ideas I'm working on). For example...Hex: Time Bomb (for you guessed it a time based killer).....a hex rooting it's power in momentum. At the start of a trial, this hex initiates a 90/75/60 second countdown, visible to all survivors. If this totem still exists at the end of the countdown, all survivors scream and are injured by 1 healthstate and the cycle resets. After the initial countdown, if a different (from the previous) survivor is not hooked before each subsequent timer ends, this hex will instead heal every living survivor by one health state, if applicable. More where that came from.
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Yeah the last video he uploaded last night has him saying that he finally figured out how the Plague was supposed to be played. He changed his mind about her being weak, though admitted (as most have) that the fountain Insta-heals needed to go
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yeah a very rare or ultra rare i suspect. Regarding our other issue, maybe i could change the speed drop per second while phased to 2% (up from 1%).
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Ahhh you cleaned it up a bit. nice. more people should respond to this! Also with that much thought put into it, what other killer ideas do you have?
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Agree to disagree but as always I appreciate your feedback Raptorrotas. I mean that. I welcome critique. Chasing is a huge part of the game and I don't think the requirements here are too strict. A 10 second chase is extremely easy to accomplish and then you're literally shutting down any loop and getting practically a free hit, which in turn will make the power ready again that much sooner. There's some definite tweaking that can be done for sure though. Also consider that ddos has the added effect of a backdoor tracking system. Even if you lose sight of the survivor temporarily, the fact that the closest (to the survivor) block points highlight let you know where that survivor is.
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This is a very solid idea man. I'm digging this a lot. The power is really unique and I like the way it can be used in different ways depending on the circumstances. Stuck in Their Ways might need a little clarification , but i think i get it. They start to run or crawl then they're stuck running or crawling as their only way to move around, right? Anyway yeah really digging possessing a survivor then attacking another then possessing that other automatically and then turning around and attacking the first survivor. I'd buy this chapter easy.
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I appreciate what you're saying, but it wouldn't make logical sense for her to be able to phase through every other thing besides pallets that have been dropped. And don't forget about her speed drop per second of being phased or the fact that she can never bloodlust or get any speed (other than maybe through an add-on line). And the fact that she's in first person view means that she has to guess correctly when passing through something solid as to where the survivor might be on the other side.
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You always comment on my ideas dude. I like that. Anyway, It's not so specialized that it should be limited to one killer. The A.I.'s skill checks are not jittery and chaotic like the doctor's. Having said that, random location skill checks is not something that logically needs to be limited to one killer. Kind of like add-ons that allow killers to see generator status. Legion and wraith both have those. There's room for sharing!
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The stun mechanic was for her phasing in when she's still in contact with someone or something solid. I'm going to ditch that idea and instead simply say that if she phases back in when touching something solid then she incurs a cooldown before she can phase again. Like 15 seconds or something.
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Super quick transition. Think Spirit coming out of her ability swinging. That quick. And I'm already rethinking the stun mechanic...
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Ahh gotcha. Yep that's the idea. And you have to be quick with it too as staying phased too long will really slow her down.
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Saint_Ukraine. Thank you for your insights. You gave me some thoughtful feedback and I really appreciate it.
The surv perks...if you ever solo queue then you know desperate measures could be useful. You could complete a last man standing meme build with it that would probably be quite fun. I'm glad you liked Grasping. As for pack mule, I added that provision with Franklin's demise in mind but also yes afterwards that purposely dropping the item to avoid the penalty came to mind too.
As for prized possessions, it's not about skill it's about ghostly protection of her items! 😆 -
Magnus...As a counter to making a direct line to the survivor, you can't actually hit them while phased, as the poker weapon you have phases with you and passes through objects as well. That's why I included the line about phasing out and back in is instant so you can start swinging as soon as you let go of power button.
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I think it would only be op again if you got to cleanse every totem. Plus it has nice synergy with small game.
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I see definite potential here. Some concerns though. First with the power...what good is taking the imposters place if the imposter was alone with no one else around? Also, there's troubling synergy with the power and the perk Iron Maiden. Might be too strong.
Now killer perks. Love deathbed confession (and it's interaction with bbq&chili). I think Leaked Intel is too weak for it requiring you to be in a chase with your ob. & gaining lust. Perhaps change it to once every 5 seconds while in a chase with ob.? On the fence about Supporting Actor.
Surv. Perks...like planted resources. Obviously disposable too, though don't think exposed effect needed. Pain in life needs work. Anything rng based is not good.
Keep up the good work! -
I'd probably strengthen that to 3/4/5%. As is I think it's a tad weak if you're not the one cleansing every totem.
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That's one way of doing it. If I was going to go that route id say killer would be the last round.
To clarify my original post, initially I think Behavior would get thousands of entries (potentially). They would weed through those to get a top 32 or so. Then community voting on battle royal match ups would narrow the field from there.
I'm not opposed to having a separate contest for killers and survivors. Perhaps even another one each for survivor and killer perks (general ones that aren't teachable). You know...so there can be more than one winner.
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Its like others have said...bits and pieces of other people's ideas (from here and steam forums) have made it in to the game so I do think some of the devs do peruse the site here occasionally. Also sometimes trying to do a creative chapter idea is just that...a mental exercise in creativity and just fun in general. I've done 2 chapters so far myself (Wendigo and Hatred) just messing around.
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As long as swf is a part of the game this wouldn't work as a power. Those that turned into zombies would simply refuse to do anything and wouldn't move. Am I missing something?
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oh btw...blinded at normal speed and lasts normal duration. by extra vulnerable i meant just the fact that her speed return time would take twice as long.
FYI...try play with your food on wraith sometime. wraith can break chase instantly just by cloaking and de-cloacking to quickly build stacks.
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More good feedback dude. I get what you're saying. I'm set on the no bloodlust no speed through perks idea, as the notion is that except for exhaustion perks there's no real way to gain distance on her. Plus though I didn't list any, I am imagining that one of her add-on lines would be dedicated to speed boosting (or perhaps no speed lost when phasing). Maybe I could get rid of that stun mechanic and just replace it with a reduced cooldown. Meaning phase back in in contact with something solid then you can't phase again for 15 seconds (no stun + reduced cd).
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That's an excellent way of putting it. Thanks for summarizing that so effectively!
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I suppose in a sense, but using it in view of the killer is like begging to be dropped. If you disappear in front of the killer they will instantly know where you are and just wait out the 3 seconds before hitting you.
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Magnus13...thanks for responding. I appreciate your input. Phase walk is not a teleportation ability...she can't just blink ahead or anything, so she doesn't have anywhere near the map presence that the nurse has. In fact I think the Hatred might be a touch on the weak side with permanent 110% speed, but I think phase walking could bring an interesting element to the chase.
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I think it's ok to be an M1 killer as long as you have the kit to do amazing chases. BUT, you bring up a good point. Chase detection is an issue. I think it would probably be ok if i was close on a survivor's tail. Even if it was bugged though, i made the power to be able to activate after x amount of time in their red mist. The red mist would always be present if they're running and you'd be able to rock the power even if it never detected a chase for whatever reason. I'm definitely down to reduce the time in mist requirement to like 7 seconds or something.
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Quick thoughts (from one person who like to make killers to another)...Are injured survivors hit by the blast put into the dying state? What happens if he holds it too long? What's the area of effect of the blast?
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Raptorrotas...Thank you very much your your detailed input. I love hearing other opinions and definitely welcome constructive criticism. I'd like to honor the time you spent responding by responding to most of what you said.
The wraith's screen and the insidious effect are quite similar, so you have a visual of what I'm going for. I gave him the reduced screen effect and took away his seeing blood pools and scratch marks so as to balance out the superior tracking that I replaced it with. This steroid tracking that he has is always present. It doesn't require being close to bloodlust or anything. It's a passive part of his kit that makes him I think the premiere tracking killer in the game.
Oops ok I misread what you said and instead of changing it I'll just own up to it. You were referring to the active part of his power the ravenous charge attack. Sorry about that. I get what you're saying about the counter balances I tried to bake into the charge attack. I mean I like the charge attack as is (not a leap but just a surge of speed), but I could definitely tune back the wiggle meter to say 35% or so. The idea is that yeah the survivor could get off easier, but in return you get an ability that enables you to grab a potential full health survivor and hook them. Survivors wont like that either. Its a fine line. I'd be willing to lessen the time in the mist before activation. Thing is I kept the speed increase low (slower even than legion's frenzy) and kept the activation instant to keep in line with the idea that its high risk (have to be close and not miss or uh oh) high reward. Idk...powers are tough to balance. Thanks for hearing me out.
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ThatOneHuntress...I am going to stand by Vengeful Roar not being a hex perk, as with the changes I'm going to do to it that i listed in a post above will make it all around less lethal than Make Your Choice, which is also not a hex (and mine doesn't even have an exposed effect). Having said that, I'd love to hear your ideas about a Wendigo type killer sometime.
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LCGaster...I appreciate your input. Thank you for stopping by!
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Yeah Until Dawn was awesome. Loved that game too. Now then, I wouldn't be opposed to tweaking Fevered Reach down a little bit. I already decided that I'll replace the exhaustion part of Vengeful Roar with a blindness effect instead and change the range from hook to be 32m like Make Your Choice so it's less op. Survivor Perk #1 is no more overpowered than Alert. Well, I suppose we could change it to be a crow alert instead of the killer's aura (and maybe make the cooldown longer); make it the survivor version of Spies from the Shadows.The second perk is weird, but I like the idea of an activatible perk, so I wouldn't mind the growing pains of trying to implement it. Open to suggestions on the third one, though I'm standing by that idea of a final "F You!" to the killer and having a small bit to play even after you get sacrificed.
On a side note Perotx, I really appreciate you going through the whole thing like that. I do see where you're coming from on a number of the things you said. There are some definite similarities to the Hag, but appearance-wise I was thinking much more human looking with only the slightest corruption starting in the face and hands. For a weapon cleaning animation I was thinking a mashup of hag and clown...licking his own hand/fingers clean. Yeah push comes to shove I could repackage everything around a different theme.
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Hey thanks for the feedback. I appreciate the response! So it only really gets strong against those survivors that are just hiding all game and not being altruistic at all. I mean I could see possibly redoing that exhaustion part, as that may be a little over the top, and maybe increase the range you have to be away from the hooked guy to 32m like the make your choice perk.