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Zelosmaijir

Zelosmaijir

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Zelosmaijir
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  • There's a lot of programming issues here in trying to figure out the cloaking. So you want the survivor to see you, but you be appearing as someone else. Every time? That means that there has to be some sort of algorithm in place that you appear as a random survivor based on who is the farthest from you, most likely. That could be tricky because, for one, the distances will always be changing and you will be morphing like a power ranger, and two... well, I don't see what use this has otherwise, because one free hit at the beginning of the game is nice, but it isn't going to do much unless you catch two people working a gen together. In that case, it's worthwhile, but it's niche.


    The survivor perks are really quite nice, but last resort is overpowered. Make it on struggle hook only and it becomes more clear what the purpose it. Right now it just seems like it is an instant defeat for all killers because when you're hooked, your teammates are all invulnerable and one gets a free save, maybe with borrowed time.


    Cool ideas overall though. I enjoyed reading it.

  • With things like play with your food, this could be a little overpowered on movement speed, since typically speaking, the survivors would spawn closer to your second form, the corpse, and they might not see it. That being said, if the corpse is visible, it would be underpowered if the survivors do see it, because at that point you are certain that you're in the more dangerous location and you could just run towards the opposite end, knowing that the killer will use his power and then be nowhere near you.


    The power is a little complicated, to me. It isn't something that really is game changing, and on every indoor map, it's useless. But I don't see climbing a wall, when there is a generator on the other side of it being a good development idea. Programming issues might cause you to become stuck between a generator and that wall all game, or to be standing on top of the generator if there was one there. And even so, the survivors hear how heavy the heartbeat is, so it is likely they are leaving anyway. I can't imagine animating someone climbing a wall in less than 3 seconds.


    Cool idea though. Two forms and you can switch between them? I like it. I'd honestly give it a lunge kind of like demogorgon, but that's my typical thought process to things like this. Make left ctrl the switch and m2 the lunge.

  • So I really love Haywire. I think Haywire and Overcharge could easily replace Ruin for killers who want to enjoy their game more and actually play actively. I also think the killer and survivors are well organized and have a lot of depth to them. Because Reassuring Presence and Second Chance are a little easier to program in than the Prodigy, which I think looks incredibly overwhelming for dev team, haha, it makes this survivor overpowered at level 5. If you are a survivor who likes running around the killer, this literally gives you 100% incentive to. Basically, after you've been hooked once, you just wait for someone else to be hooked, and you can no nonsense run the killer around all game. Grab dead hard and balanced landing or sprint burst or quick and quiet with this at max level and you literally can 1v1 killer. They hook you finally, after almost every generator is done, and you unhook and teleport, possibly towards the exit gate, but either way, quite a distance away. Because you were hooked, it's likely that dead hard is up again, and so is the other perk... enjoy your free escape, you let all of your friends live, after all.


    I like the ideas, I really like them. This particular synergy though just baffles me. It's too good.

  • I 100% support this idea. I think that it adds a theme that would be well loved by many in the community, and you did a great job supporting that theme by thinking up imaginative and strong perks, as well.

  • I don't think this goes with Ruin at all. I like the concept, but I'm having trouble figuring out a good hex to match it with. So the new ruin digresses, which is definitely better overall for matching with this than old ruin, where they pop the gen and just go try and find your hex totem. But survivors will still get the idea that they need to get a hex totem when ruin is up, and the first two minutes aren't exactly the most intense gameplay yet. If this could have an addition, where, perhaps, instead of 2 minutes it is 4, and for each minute it is up (not including the first minute), you get a token which gives you ... insert here... once it is broken, (I'm going to go with 5% faster movement speed until you hit someone, using one token, but this is just random preference thinking about it from killer mentality) I think that could be a really decent hex. I would run that with Ruin and my other hexes because then I could try and play the game around my hexes (thinking hag now, ooooooh) and really make it worthwhile. If killer gets an early game, they'll be willing to sacrifice some late game for that pressure. Just my thoughts though, hope this helps.

  • I really like the idea, but my biggest question is his early game. If you are trying to play early game, you basically need to run and find a survivor to work on a generator with "Together", and then I'm guessing you want to just kick it, and that should turn you into the werewolf. That would make sense, and it would make sense also then, that the killer would instantly transform after kicking, and that they can kick while another survivor is working on the generator. That way, you aren't stuck in your human phase, or using M2 to transform afterwards, which gives them significant time to plan an escape. His movement speed being normal, would be a crutch. His movement speed being faster because it's the start of the game, would be a dead giveaway.

    His M2 should probably be his left control, like doctor, and his M2 should be only in werewolf form, and basically the same thing is demogorgon, which sounds a little redundant, but I still like the idea. I hope this helps.

  • I really like this. I just saw it after posting an idea of my own, which I think from your number tuning, I have significantly over tuned my numbers. Please, share your thoughts on mine if you get the chance.


    I actually was thinking the same thing as you when it came to interacting with windows and palettes. I think that would add significant complexity to the game, and also, the way you're going about it really rewards high skill killers. This also seems to have very balanced counterplay for a high skill survivor, and I could see Paranoia being the new sprint burst honestly. Maybe I'm just being overly excited though.

  • While admittedly this doesn't focus on the aspect of his love of bugs... which could definitely be a gameplay thing, I think that it would be better if there were spiders and cockroaches and things aesthetically running through the building itself (on his map). That kind of keeps it into the lore aspect, but also doesn't require trying to figure out how to make bugs work.