freddyisdeadagain
freddyisdeadagain
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@LiunUK said:
i like the changes you have suggested but the leprose lichen seems unnecessary as you can just use a portal to see injured survivors anyway and would most likely force an anti heal build to get the most out of it
i would like to have an open discussion on possible changes for the addon so here is my idea
leprose lichen:
allows the demogorgon to teleport to any portal from any location by opening a temporary portal. using an already placed portal to teleport will moderately increase demogorgons power recovery speed
slightly lowers the amount of portals available (-1)
allowing demo to teleport from any location would increase his map control exponentially almost to the same degree as freddy but demo would still have to place the exits but this will also mean he can see injured survivors from anywhere on the map by just teleporting so it will have a similar effect to the one you suggested but will have a more active effect making it feel like a very rare addon like plagues black incense or huntresses iridescent head except not broke AF
It may seem unnecessary at first, but there's a key difference between being able to see injured auras when traversing through the upside down, and seeing injured auras at any time. Going through the upside down not only alerts every survivor of what's happening, but you can't actually move your camera and look around while doing so. And without other addons, there is a 14 second cooldown at minimum of this happening, so survivors would also have a bit of breathing room and safety if they're injured. The idea behind this version of the Leprose Lichen may seem redundant, but in practice I think it could be on the level of Oni's Bloody Glove or Plague's Black Incense in terms of information gathering. Being able to see injured survivor auras at any time, from any place, is a very powerful tool. And only the most observant survivors will be able to tell that you have it. While I do actually like the idea behind your version, I think that I'll stick with mine. But of course, the feedback is appreciated.
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@EmpireWinner said:
I love these ideas. I believe this will do good for my Demo <3
Glad you like them! I tried my best for the 'ol Demodawg.
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@Waffleyumboy said:
These changes feel like they do better justice to the killer and make him a more viable and fun killer. Leprose Lichen seems lackluster though, what if it was something more like you can see the auras of injured survivors within an 8m range of your portals. Or maybe something strange like your portals become active when an injured survivor comes within 8m or something. Something unique and interesting.
The feedback is appreciated! As for the Leprose Lichen, it's a very tricky addon to try and balance out. Aura reading on survivors who are already vulnerable is very strong in and of itself, so I wanted that idea of "the Demogorgon can sense a drop of blood through dimensions" as extreme as it could in this game. The idea of having your aura revealed just because you're injured and close to a portal was a bit much to me, so I think this was a decent enough compromise when it comes to the effort needed vs the reward you gain. It's still a very powerful effect, having mapwide knowledge of all injured survivor's locations, but it comes at the need to be charging of the Abyss on an active portal. A need that isn't too unreasonable considering it's a common thing for a Demogorgon player to do so they know what portals to protect. That was my logic behind it anyway.
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@BattleCast said:
If they do a rework for Clown then I hope they don't change him too much. The Afterpiece Tonic is fine and the only real problem with it is the Slowdown after a bottle toss making his bottles nearly useless.
If they do want to give Clown some sort of map pressure then it better not be just another teleport. We don't need Freddy v2.
https://forum.deadbydaylight.com/en/discussion/140928/another-idea-to-help-buff-the-clown
I like the idea in this thread that gives The Clown pressure via a secondary bottle that lingers for a very long time and alerts the Killer if they are inside of it.
I appreciate the shout out! I'm pretty proud of that rework.
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The idea of throwing the chainsaw, stealing fuel from generators, and the meat stations are all very excellent ideas. While a little rough around the edges, with a bit more tinkering I feel this could become a viable concept for the Cannibal to become much more fun. In fact I may actually take a few elements from this when I try for my own rework of the Cannibal. Credit will be provided of course. As I said, very fun idea, just needs a bit more fleshing out in certain spots, and a full list of addons.
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@Dabihwow said:
Overall this is could for clown, what I would like to see when they rework him is when they add his own chase music imagine what it could be.
I'm going to assume you meant to say "This is good for clown", and if that's the case, thank you! I've also wondered what exactly his own chase music would sound like. If it would be anything like his menu theme, I'm sure it'd be great to listen to on both sides.
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@SkeletalElite said:
I like these changes but I don't think the hangover tonic should blur vision. Vision blurring on the standard tonics is fine because of their short duration but often times optimal play will involve just brute forcing and dealing with the tonic and blurring the screen for such an excessive amount of time is obnoxious and also only slightly useful.
edit: Pop is already one of the best perks in the game and does not need a buff
The blurred vision idea is where I got a lot of inspiration for the primary purpose of the Hangover tonic, to confuse survivors and make them feel like they aren't acting right. Sure it would be a gameplay mechanic that I would have to get used to, but I personally think it would give the Clown's presence a bit more of a unique spin. This is all speculation of course, and it would need to be tested in a PTB, but as of now I would like to see the blurred vision still be a factor in the Hangover tonic. Though I knew that making the Hangover effect include the blurred vision even when out of the cloud would be a bit much, which is why I opted to make it last the same amount of time as the Afterpiece tonic's blurred vision when leaving the cloud.
As for Pop, yes I also don't feel it really needs to be changed, but I wanted to try and address one of the big downsides to the perk since I was doing the same to the Clown's other perks as well. Just for the sake of consistency.
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@Onyx_Blue said:
Reloading - this would cripple the Clown, considering his strongest add-on is the extra bottles. Not to mention that you should only be reloading when you're empty or have 1 left and are approaching on a potential chase.
Throwing - the movement slowdown that Clown feels after throwing a bottle isn't that big of an issue. Since you should only be using them to slow survivors in loops or deter strong routing you don't feel it that much.
Audio Cues - the fact you say his audio cues removes mingames, especially in shack, makes me know for sure that no one has noticed that his vault grunt is exactly the same as his bottle toss grunt? Massive mindgame potential right there!
Power - hitting directly with a bottle is an unnecessary change; considering you shouldn't be aiming at the survivor (unless you desperately want to nullify a burst of speed from an exhaustion perk). Aiming ahead of the survivor offers far more benefits than trying to hit a survivor with a bottle; since this would only be useful at close range, or vs potato movement survivors, you'd get the hit regardless. But I do see certain situations it could help, ultimately I would disagree though.
For the reloading, this actually would decrease his reload time at base, for the Afterpiece tonic, as if you have 0 bottles, it would only take 4 seconds to reload to a full stock. And sure right now you should only reload after downing a survivor or if you're in desperate need for bottles. This will allow Clown players options, and more options means more potential overall.
The slow is very noticeable if you are throwing multiple bottles at a particularly pesky loop, and removing any sluggish feeling factor was a top priority for me. Generally the more sluggish a killer feels to play, the less fun there is when playing as them
The reason I had it only effect survivors who are already intoxicated or hungover is actually because of that! I didn't want to outright remove it, I just wanted yet another opportunity the Clown could have to mess with survivors.
Finally as for the direct hits with bottles not doing much. Yes, the primary purpose is to still just slow survivors down rather than always interrupt them, and that is still the Afterpiece tonic's primary duty. However at certain loops the Clown's power does absolutely nothing. If you were able to say, get a bottle toss at one of the very safe pallets on The Game, and that give you a hit? That is incredibly valuable.
All your feedback is certainly appreciated, and I hope I've explained some of my reasons for my decisions.
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@CasualConsolePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1188882#Comment_1188882
Hm... I think like 1 token or max 2 would be enough. With 110 killers I don't run Pop because of 60s limit but with token you'd use it whenever you want so I like the idea. Maybe level 1 Pop has 60s (like live version), level 2 has 1 token and level 3 - 2 tokens. (?) I don't know
It's a tough change to pin down yeah, but if it has a token based system rather than a timer, I think this is the best and most consistent thing I could come up with.
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@CasualConsolePlayer said:
I think pop goes would be too powerful with 3 gen strat. (Get 4 tokens early and then spam it for endless game). Maybe hungover tonic could have long cooldown like doctor's static blast
The change to Pop is a bit strong I know, and I don't feel it really needs any change at the moment, but I figured if I was looking at the other two perks, why not Pop too? As for the Hangover Tonic getting a cooldown? All that would do is weaken it's ability to track survivors. I think there should be a limit of maybe 8 clouds on the map at any given time, but certainly not giving a cooldown to the ability.
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@BattleCast said:
I really like all of these changes! I love the Hangover Tonic idea. If this was how Clown worked I would definitely play him more.
Kerosene Can's effect is pretty bad though. With this new Clown I think Kerosene Can should regress generators in the gas of the Hangover Tonic. That would be really cool and fun imo. Additionally, you should be able to throw the Hangover Tonic much further than the Afterpiece Tonic. This would allow Clown to have INSANE tracking ability if they are good at throwing bottles.
I appreciate the feedback! And while yes the effect is still weak, that mostly coincides with a post I plan on making in the future about making the status effects stronger. But if I were to give it an entirely separate effect, a friend of mine suggested making the Kerosene can make survivors vomit as well as increase the volume that survivors cough for a certain duration. An effect similar to Stridor but able to effect healthy survivors. I think that would also be a very fun effect, and tie in with what inhaling Kerosene irl would do to you. If you want that friend's name on the forums btw it's ZaPe. https://forum.deadbydaylight.com/en/profile/ZaPe
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I really like the idea, as it would encourage survivors to be more cautious and take more of their focus. The "bad" zones are easily circumvented if the survivors just want to be cautious, or they can try to be bold and go for the "great" zones. A simple but very clever idea all around.