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lethargicsauce

lethargicsauce

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  • Update: There is also a version that does correctly spawn this pallet, but that version seems bugged to not spawn the vault location on the long wall.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224678#Comment_3224678

    The invisibility part is not something i would do. but if they did a "fogged glass" effect over the screen it could be okay maybe. mabye make it so only activates in tier 3.

    Agreed.

  • @IlliterateGenocide said:

    Twins one is disgusting tbh. victor is already basically un-counterable. you should not be punished for dodging a very hard to dodge power

    Huntress is not gonna be healthy. the hitboost has already been decreased ALOT

    Nightmare just makes clocks useless. very bad idea.

    Really? how do you think Spirits is healthy?

    Deathslinger also punishes survivors for counterply.

    Forgot to mention Deathslinger's takes 2-3 shots to activate Gored. So if a chase is taking too long and he can't confirm the down he doesn't just lose all the time invested.


    The Nightmare one could use tweaking, but it was geared towards making his chase stronger while preventing his trap set ups from being disrupted.


    I disagree on Spirit's though. You, as a survivor, would get more than enough warning about this insta-down due to the Spirit needing to lunge for just over a second. Addditionally, it rewards Spirit for good positioning and punishes survivors for w-keying and playing super greedily.


    Twins was intended to stop survivors from just mindlessly kicking Victor, like the Iri Pendant. I, however, neglected to mention that this was for idle Victor, not active Victor. My bad on that one.


    In all honesty, Huntress's would be disgusting. However, keep in mind that you need to be 14 meters or more from the target, meaning camping isn't helped by this perk, and it doesn't work in small to medium sized loops.


    Like I said in the post, part of this process is to workshop the idea, something that I did notice was absent from your comment. Constructive or not, the criticism is helpful.

  • @SurprisinglyCreative said:

    A very good idea. However, I see an issue. Blight does not need any overtuning. He is already strong, and I speak as a blight player myself. This perk would make certain add-ons on blight, such as turn rate, shine and make the downside of adrenaline vial weaker. Other than that, most if not all of these ideas are really damn nice. Great job.

    I prolly should limit the max rush duration to 5 seconds or so instead of 8 and make it not stack with Adren vial

  • @TreMonkeys said:

    That Hag idea is pretty broken. I can understand stopping flashlights from destroying traps, but one of the greatest counterplays to Hag is activating her traps when she can't teleport to them, such as when she is carrying a survivor. This makes that way harder to actually pull off.

    Also, while most of these are just straight up buffs, the Executioner's is only a side grade.

    Fair point on both. I figured I'd give executioner a bit more range, but didn't want to outright give him extra width as I felt it'd make him too easy to play and hard to counter, so I gave him a bit of extra with that he has to use correctly. It 100% is a side-grade tho. Hag could honestly just be the lightburn immunity and it'd be a fine perk for her still

  • @Xernoton said:

    That would be pretty cool, though I'm not sure about Doctor. Photosensitivity is a thing that needs to be considered when adding visual effects to his kit and making Doc temporarily invisible might be a bit over the top. He already is quite an oppressive chaser if played right.

    I love the idea of a perk with unique effects for every killer.

    Good point about Doc. I couldn't really think of anything outside a debuff caused by shocks, but that's part of this idea process, havin the community fix it up together!

  • @dinomazing said:

    This is already on their year 6 roadmap, I believe. Just like, at the very end of it

    Ahh, didn't see that there. Really excited for that to arrive, as I really wanna get down Wesker's Flick tech to a science, as well as memorizing his range add-on's bound adjustments.

  • @plantera said:

    Are you playing on wi-fi?

    Yes. And said WIFI is and has been more than good enough to handle DbD

  • Forgot to mention that sometimes the sound also cuts out. More frequently as survivor.

  • @pimin said:

    I don't dislike this idea. (formatting could be far better but I'll try to ignore it as it helps in differentiating parts of things) and may as well give my two cents to this.

    Power:

    Vineweaver

    The Chase power is tripwire vines that make survivors stumble these effectively have the same use a Dream Snare. I wanna pitch an addition, "The Reclaimed can spend (2 or 3) more power tokens while near a Pallet or Vault Location to call Vines to block that Object until either removed by a survivor (about a 3 second interaction by the survivor) or another location is called to. only one Pallet and one Window can be blocked at any given time."

    Verdant Domain

    I did the math...

    Stage 1: Growth Speed of 0.191666666667 m/s. as this is the first stage it works fine. Grows 11.5 meters meters in all directions over the course of 60 seconds (technically 12 but the trial starts with it at 1 meter wide).

    Stage 2: Growth Speed: 0.088888888889 m/s. "accelerated" huh. Grows 4 meters meters in all directions over the course of 45 seconds Vine Weaver Hindered effect +2%

    Stage 3: Growth Speed: 0.2 m/s. also introduces effects that help in Tracking. Grows 12 meters meters in all directions over the course of 60 seconds. Vine Weaver Hindered effect +4%

    Stage 4: Growth Speed: 0.116666666667 m/s. loss of killer's location for survivors. Grows 14 meters meters in all directions over the course of 120 seconds. Vine Weaver Hindered effect +6%

    Stage 5: Growth Speed: irrelevant but 1.288888888889 m/s. Survivors encounter environmental hazards that slow traversal of the map. Vine Weaver Hindered effect +10% Grows 58 meters in all directions over the course of 45 seconds.

    so what to change about it. well for one standardized growth speed among all stages before 5 is a good idea (Use Stage 3 as the base and adjust the distances accordingly) most maps in the game are measured in 8x8 meter squares of playable surface since the power covers those it would matter to check in on them. secondly I would suggest better options for the Killer within the Forest. don't exactly know what at this point but if I think of something later I may bring it up.

    Molotov Cocktails

    The items work fine as is. The Rage is fine maybe increase the speed to Feral Frenzy speed (5.2 m/s).

    Perks:

    Sharables:

    No Safe Haven:

    Very survivor Dependent Perk. While not necessarily a bad perk it's meh. This would basically be something to run with Shattered Hope and not much else unless you know where a survivor is. If I had to suggest a change maybe include another effect that targets the survivor that brought the boon to further play to the name. like Locking the perk for 30 seconds.

    Silenced Industry:

    Personally believe this would be a Hex if implemented as is written. so good job on making a very strong perk. I don't know what to change to "weaken" (in quotes cause I don't think it should be) it to make it not a hex worthy effect.

    Decay:

    A nice perk overall. no change.

    General Perks:

    Survivor:

    Teardown:

    A simple perk that is nice. I made a similar concept to it during a more oddball chapter concept. While making it I noticed that reducing the time taken of the action might be a bit heavy on the coding aspect so I changed it to be a more activated effect. Most Survivors have no reason to Break a Breakable Wall for themselves. overall nice perk though.

    Surge Protector:

    I don't know about this one.... it's a thing that makes it easier to recover progress lost to a kicked Generator not a bad Idea but a very awkward concept to pitch here. Regression is .25% of progression (meaning 100% regression is very slow). and as much as I wanna say that lowering that speed to 50% for 30 seconds is fine something in me doesn't like that for the balance of the game.

    Improvisation:

    This is funny. the only thing I'm worried about is using them to stop a survivor being carried which will cause a longer stun than the perk describes. it's a nice idea to make a depleted object more useful. I would up the duration spent hiding to 16 seconds (to account for Built to Last)

    Boon: Totem Guardian:

    The Cavate for the protection of a survivor in the dying state is nice... but Boon:Exponential on another survivor becomes a horrible Bane for the Killer in this situation. Change it to Hooked and this perk becomes a bit lighter on the lose lose situation from coordination a survivor team could have.

    Come Back Swinging:

    This perk is good. it's somewhat reliant on the Killer's playstyle but that's a risk you take when you want to be slugged.

    Skittish:

    The amount of short durations (less than 10 seconds) that auras are read at by the killer these days makes this very blah when it comes to mid game use. I would be a nice tool for figuring out perks though... though again that depends on the perks/ addons the Killer brings so it could be very situational.

    Killer:

    Hex: Fatigue:

    A friend of mine wanted this too. it's not bad. survivors will be on the lookout for it.

    Hex: Burnout:

    The Limit is nice but ultimately survivors would just cleanse this to get over the effect unless it really doesn't impact their use or the solve is immediately available.

    Whiplash:

    stunning a survivor is a fun concept. not sure entirely how it would work though. so no real comment.

    I don't comment on addons as the Basekit is what should be judged for viability and I personally believe addons should be for expanding the playstyle.

    I will admit freely that I did absolutely 0 math in regards to the spread rate of the V.D., (other than the max time to have the Forest fully grown + with the related add-ons).


    I also really like the idea of being able to use your tokens to block something, as that's not really a feature we have in a power, and it gives you the choice on whether or not you want to make more areas slow survivors, or to limit their options for pathing. Wish I'd thought of it honestly. As for the add-on take I 100% agree. I've started trying to make add-ons more of playstyle changers since those are usually my favorite add-ons on other killers. I also agree that the Rage mode should be faster, as I've been playing some Legion for archives recently and a killer moving at that speed would have a tough time getting value out of only 30 seconds of Exposed. And I do think that the growth rates really should be standardized since it's just unnecessary for them to all be different, sans maybe the last tier being sped up to cover bigger maps at the same pace as smaller ones.


    As for the perk feedback;


    No Safe Haven: Completely agree that it should also do something else, maybe an overarching effect of some kind like you said.


    Silenced Industry: I didn't picture it being a very strong perk while designing it, but I could see it being very oppressive against less experienced players. I didn't consider if the deafening would obstruct the Terror Radius or not, but I reckon it shouldn't as it would make it a little too good.


    Decay: Agreed.


    Teardown: Yeah, the concept was more for the fun of it, just letting survivors get smash happy. I don't think it would ever be useful, other than maybe on The Game or on Dead Dawg.


    Surge Protector: I posted this perk with very low numbers since I think anything above 50% could be gamebreaking, especially if multiple could be active on the same generator. It could still get out of hand, but I sort of thought of it as something you put on a generator mid-chase after it's been kicked, or maybe before you have to leave it if they have Ruin.


    Improvisation: Good point on the rescue stun, as 1.75 seconds is pretty much nothing, especially against killers like Blight and Nurse.


    Boon: Totem Guardian: Also something I probably should have thought a little harder about before posting it as is. Would be a nightmare to deal with with 4 Exponentials, although, then again, the killer could just not slug (unless they're Twins, which would make them even more unplayable).


    Come Back Swinging: This perk was sort-of intended as like a Left Behind or Sole Survivor. Something of a catch-up perk when things go horribly wrong. Survivors could intentionally stay slugged with Unbreakable or Soul Guard, but then they run the risk of wasting time that could have been spent repairing.


    Skittish: I intended this one as a bit of a counter for things like I'm All Ears and Glowing Concoction, but 8% is really low for only a 5 second or so aura reading. Would remain very niche and under-used, probably for the best.


    Hex: Fatigue: It would be a highly sought-after totem for survivors to cleanse I imagine. Then again, if none have exhaustion perks (which, let's be honest, almost never happens) then it would be worthless.


    Hex: Burnout: Yeah I don't fully know why I made it counterable without having to cleanse it. I don't really think anyone would go through the effort of healing others when they could just find the thing and be rid of it forever, though with Undying it could be a decent slowdown/ chasing perk.


    Whiplash: I didn't really plan out how it would stun them, but it would be a nice counter to the players who just w-key to one loop, stun you, then w-key to the next. Paired with Spirit Fury + Enduring, it would be a devastating perk.



    All in all, I really appreciate the feedback, especially since a lot of it is stuff I really should have thought about before posting this as a finalized version. Hope you enjoyed the concept (and also +respect for doing the math for this)!

  • Looking back on this concept, I have absolutely no clue how Hex: Paparazzi made it off the drawing board in its current form. It's insanely overpowered. No cooldown or downside whatsoever, and no skill required to use it.

  • @[Deleted User] said:

    Renewal works a bit better if you build around it, or if you can play in a SWF setting. I always pair it with We'll Make It and Sprint Burst. The theory is that you can be more aggressive with saves because you can heal them faster afterwards, and SB allows you to make distance from the hook while your Renewal timer is active if you're being tunneled. It's easier to guarantee use if you can coordinate saves+heals, but solo queue is always questionable.

    I do run it often with another healing perk to encourage my teammates to let me heal them, especially after unhooks, as most either run away for no reason or run off to heal themselves, even with me following them. Most often, We'll Make It is that perk for me, although sometimes I also use Aftercare to encourage them to get free intel for letting me heal them.

  • @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004197#Comment_3004197

    Thanks for answering, I still think it's unfair, because killers get masks without making any effort. then they take the masks they stay in AFK, or they leave all survs in slug, a suggestion I would make on the killers side is that for them to win the masks they need to close the hatch for example, to have a fair balance here

    Do you know how uncommon it should be and often is to close hatch? That'd make it nigh impossible for killers to get masks, shifting the balance back in the survivors favor. Also, survivors can grab a mask while their other 3 teammates complete objectives. The Killer has to go out of their way to drop their objectives and throw the match if they want to search for one. This is far easier for survivors from the start and would be even easier were this restriction not in place

  • I like this, and the limitation of only that killer's teachable perks is good, if limiting for some like Oni and Wraith, while necessary for some like Artist and Trickster.

  • @ILEECHIPS said:

    I love the concept from abilities to power and even details and add on ideas although I do have some issues if you don't mind

    Hex Maggot meal makes it really easy to just slug and guard people even after cleansed there most likely to br half bleed out. But still great none the less

    Ferry man perk is not bad but I think it should be one time use or reduced just because perks like devour hope will be activated very early allowing you to just straight up mori people

    Another fair point on Ferryman's. I do think a single use is quite low for anything except for No Way Out or Devour Hope, but it's worth the sacrifice to keep balance honestly.

  • @SaintPatron said:

    Beyond the Grave:

    Can you move at the sams time as the hands?

    Do the hands move in the same direction the whole time or can that be changed at will?

    Do the hands work like the executioners path of torment or is it more like a small moving area of hands?

    I feel like there hast to be another restriction other than no use for 7 seconds. Like the hands disappear after a certain time of usage or a certain distance away from the killer.

    Having your MS reduced by 20% and not being able to vault in addition to the cleansing of the hands needing 4 seconds would mean any survivors that gets hit by the hands has rly no way of successfully escaping from a chase.

    Maybe let the controllable trail of hands disappear after latching on to a survivor? Let them cleanse the hands while moving (similar to the crows of the artist)? Make it possible to vault but only slow vault?

    Deaths Grip:

    Interesting idea but as it is now that would simply mean survivors tap a generator to see if it has deaths grip on it, get slowed for 1 second an just start repairing right after it like they do to determine if you run hex ruin.

    Maybe make it activate after some time.spent repairing? Problem is the counterplay to that would be very similar.

    Another solution would be that it only triggers when the survivor stopping his repair is in your terror radius. That way you would at least get some kind of reward.

    Maggot Meal:

    I like the fact that it kind of counters the Unbreakable/flip-flop/boil over builds that are popping up at the moment.

    Also decreasing the recovery speed is not an effect that we see too much so i also like that.

    Im not sure what to think about the increased bleedout though. I think in general this will not have a real effect on the game but it makes slug camping an option and for that fact alone i am not a friend of it.

    Ferrymans Fee:

    Very unique and therefore i kind of love it.

    Only problem that comes to mind is the synergie with devour hope which i can see leading to camping/tunneling as most other token perks are very situational.

    Six Feet Under:

    I like the fact that this perk in contraty to his other 2 does not reward tunneling.

    There has to be a time restriction on the aura visibility though otherwise it would simply be wayyyyyy too strong. Playing 1v3 already gives you a nice advantge. Being able to see the aura even of 1 of those 3 remaiming survivors for a prolonged ammount of time would be way too strong.

    The Survivors can still cleanse the hands while moving, and the hands can change direction while moving, but the drawback is meant to be that they're slower than the survivor, and so have to be used smartly to catch them, since they can't go through walls by default, and you need to sacrifice both of your add-on slots to make them fast enough to catch up. It's also a small area, and isn't a big trail like with Executioner, meaning it needs even more precise usage. To be fair, not being able to vault is a bit excessive and should be toned down to slow vaulting or medium vaulting instead. Also, good point about Death's Grip. I didn't spend as much time thinking that one through as I probably should have.


    As for the perks, fair point about all three of 'em. Their design may just be an artifact of my less experienced self from back when I made this concept, and the fact that I had played survivor approximately three or so times by the time I made this (and hence didn't take their enjoyment or experience into consideration).


    If you don't mind, I'll adapt the concept to your advice (which I do always appreciate, helps me keep my stuff in check).

  • @some_guy1 said:

    her lullaby is not directional

    And yet I hear it coming from a certain place around me. Altho that's better to know now tbh.

  • @LeeONE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781411#Comment_2781411

    If i remember correctly, renewal doesn't activates when you are healing with medkit, maybe that was the case

    I was just healing by hand. They had no progress, and yet it didn't fill it fully.

  • Also, another thing to note: I've also experienced bugs where fully healing someone doesn't fully activated/ prep Renewal.

  • @stressydepressy said:

    From what I understand to get second wind you have to heal someone for the charges it takes to heal them (16 charges typically) in order for it to be activated. For the People is instant and so I think you're only getting the charge it takes to start healing them for like 1 charge before the perk activates, and they are healed/ and your Second Wind doesn't get further charge than that little sliver.

    If that... makes sense?

    It makes sense to me, I just think it's an oversight

  • This is the comment that it tried to post of the concept. Sorry.

  • IDK why but it tried to post the edit I just made as a comment.

  • i like this ngl

  • My main problem is just with Jane's passive, as it would lead to even more careless saves with great rewards and no consequences. Other than that, I like this. I personally only think that the survivors need passives, as the killers already have abilities to differentiate, but that's just me.

  • NGL, Connection is just far better Blood Pact. I'm alright with most of the others, but I really want to run Furious Hunt, Enduring, and Spirit Fury together.

  • @pimin said:

    Okay I love this concept and good on you for doing so well with the power.

    Small Criticisms:

    The Perk Balance is too far in the killer's favor with Stalker and Hex: Paparazzi

    I'm going to outline a couple changes I'd make just to make it fairer for survivors and explain why. You can take these with a grain of sand.

    Stalker:

    • Aura reading is more powerful on a killer than you realize. As such I suggest lowering the time it shows auras and putting a limit on the range of the reading. 6/8/10 for the aura reading, and roughly 16 meters for the limit.
    • The Effect cool down is nice but unneeded, in general if your chasing/ injuring the obsession you won't again unless you let them escape heal up and return to annoy you.
    • The exposed effect doesn't need to be there. according to what the perk does you have to injure the Obsession to make it activate in which case the exposed effect wouldn't matter unless they get a last second adrenaline.
    • you have too many things that tier up. generally speaking, you should keep a minimum of 1-2 things tiering up and the rest should be constants.

    Hex: Paparazzi:

    • So, I would again say Aura reading is a little too powerful but as this is a Hex, I can let this slide though. Maybe replace Aura with Killer instinct for the non-Obsession survivors, as the Obsession is the one that activates it.
    • Again, this cool down is very unneeded. Hexes don't need cool downs due to a sense of the fact they can be bricked in under 30 seconds if the survivors are lucky enough.
    • A little wordy and i had to read it like 4 times to fully understand the effect. (No slight against you)

    Fly on the Wall:

    • Oblivious and Undetectable are pointless to be run together. just a small thing.
    • Maybe give a short (very short) aura reading when the survivor is unhooked centering on the hook. 3 seconds with a range of 12/16/20 meters

    Tried to fix some of the issues you raised, I hope it's better this way.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2676251#Comment_2676251

    Always nice to see someone with good taste on the forums!

    It's not a very likely license to be negotiated, but... we can dream.

    True that.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2676100#Comment_2676100

    Oh damn, was there another one that I missed?

    Thanks, though! Glad you liked it :3

    There was one for Jack yesterday (full disclosure, it's mine. but it did really surprise me that there were 2 Homestuck concepts within days of each other, let alone 2 total at all)

  • Damn, 2 Homestuck concepts within a day of eachother, what are the odds? Also, really pog stuff! Vriska is a pretty good choice.

  • @FreshCoal said:

    https://forum.deadbydaylight.com/en/discussion/297909/new-killer-concept-the-teacher

    Im not a big fan of the killers power. If I understand it correctly, he can just place walls to block off vaults and pallets that only he can walk through, which just forces survivors hold w and not loop. And his secondary power is pretty much just a built-in scourge hook.

    The killer perks are also terribly designed;

    Actions Have Consequences: Every time you’re stunned, the generator with the most progress explodes and regresses by 12%/15%/18%. After exploding, it becomes blocked for 7/13/19 seconds.

    The problem with this perk is that it will exacerbate the pre-dropping pallets issue, since survivors no longer want to stun the killer if they have this perk.

    Teach Them a Lesson: Every time a generator is completed, Teach Them a Lesson activates. While active, all attacks inflict Deep Wound on healthy survivors. If a hit survivor is already deeply wounded, they will be put into the Dying state. This perk lasts for 40/50/60 seconds. 

    This perk not only rewards the killer for losing the game, it will also lead to a very boring legion type gameplay where they force survivors to hold m1 and mend.

    Underperform: When a survivor fails a skill-check while repairing, the generator they’re working on will explode and regress by 15%/20%/25%. If a survivor fails a skill-check while healing, they will lose 50%/60%/70% of their healing progress. Increases the frequency of skill-checks by 20%/30%/40%.

    For the last time, NO GOOD SURVIVORS ARE MISSING SKILLCHECKS. This perk would be worthless.

    Tried to fix a few of the issues listed. Honestly, Time Out chairs were just added so that I could figure out more add-ons, and their scourge hook esque design is intended. Also, it was a bit of an oversight to let The Teacher walk through the walls. I do disagree a bit with your assertion around Underperform, as there could be synergies with skill check builds and perks like Oppression or Overcharge. Also, I see your point about Teach Them a Lesson, but I disagree with it rewarding the killer for loosing. Gens will inevitably get done, so you might as well get something out of it (like with Coup de Grâce or Fire Up)

  • Just realized that Hook Line n' Sinker is like a an alt Smash Hit. Essentially, more conditional, but greater effect and without Exhaustion

  • Whatever issue it was i was having, it's gone now.

  • Update: This has been fixed, I just got my Rank-Reset BP on my main account. It was less than I got from the PTB, but that's fine by me.

  • @dbd900bach said:

    It would be cool and a bit unique but also not since Huntress does it. But at the same time it still doesn't add anything to him nor does it to Huntress. It tells survivors the killer is nearby the same as TR directional or not so it would be more of a aesthetic sound addition that offers nothing but a cool tune to listen too when not chasing

    well, trickster also has a lullaby, it's just fainter. was just goin with the theme of ranged killers having lullabies

  • This has got to be one of the more unique killer concepts I've seen. Also, good idea to include the trigger-warning. I can imagine that this could be very sensitive to some folks, and we wouldn't want them more hurt than they may already be.

  • Also, for anyone interested, you can expect my next concept to include either Lockers, a new Environmental Element, a Tiered Power, or some sort of Meter in the survivor HUD. I wont spoil what the killer is yet (partially cuz I'm still figuring that out), but stay tuned.

  • This does deserve to be a killer at some point down the line, hopefully soon. Also, same lol. If I ever had a Dev respond to me for one of my concepts in any way, that'd be a pretty awesome feeling. Also, I see what you mean about Chain Reaction bein like Pop. I think it's good to have something like that that's an alternative to a really strong perk. Some people, myself included, would prefer to run non-meta perks, so a weaker version of a meta perk is a nice thing to have actually.

  • I still don't get how BHVR hasn't responded to or at least seen your concepts yet. Stuff's bussin.

  • Yet another masterpiece. I love the survivor perks, add-ons, power, lore, and pretty much everything else. My one tiny gripe is that Chain Reaction is sort of a different yet weaker Eruption. Unless there's something I'm missing, I think that Chain Reaction could use a little buff to get it to where it needs to be. But like I said, poggers stuff as always. Keep doin the great work you do yo!

  • The amount of awesome stuff to unpack here is mental. Nicely done once more!

  • This is freakin incredible dude. The art alone is fantastic, then combined with a great concept to boot. Well done.

  • @HealsBadMan said:

    He sounds really cool, the power sounds pretty good at loops and ingame would be pretty spooky to try escaping from grabbing hands. I would work on Ferryman's Fee though, as the entity speed feature doesn't make sense with the token mechanics + your Hex already has entity speed increase. Maybe remove it and make Ferryman's add more tokens per Tier?

    Can't wait to see what you have planned for the addons. Keep it up!

    Thanks! I haven't been so proud of my other killers ability, (aside from The Thing) as i just saw them as Doctors but with different effects, so i really tried to make something unique with this (altho i think the Undertaker shares some similarities with Pinhead, i figured he had his own niche and a diff enough set up for how he slows survivors down that he could be unique). As for Ferryman's Fee, when I priginally read what you said, I disagreed. But, come to think of it, Ferryman's does have a pretty intensive requirement, so it should give a pretty intensive reward to boot. I'll edit it soon to remove the entity speed and buff the tokens. Also, i think that when i finish the add-ons i'll have the lore ready by then. If i scrap the lore, so be it, but i do hope i can put summin interesting out there for it.

  • @Apollos said:

    Has anyone noticed that Victor is basically the same as Jockey? They even sound the same, it's weird.

    That and Smoker being like Deathslinger

  • Can always count on folks to ignore the power you came up with and just immediately look at the perks.

  • Ngl Double-Edged is kinda just way weaker Corrupt Intervention. Also, I hope that the killer can't attack at the beginning when they are still completely invisible and have no Terror Radius, as that would be kinda busted (essentially Spirit on crack at the start). Also, Quick Revive existing would incentivize every single survivor to only every bring medkits and this perk.

  • Gluttony seems like a pretty decent perk, being a better Bloodhound in its own way. Before I finished reading about Scourge Hook: Envy, I thought it was complete garbage, as causing an injured survivor to be 1 shot with Exposed makes no difference, but, I do like the fact that they have to heal themself if they don't want to put others at risk. Also, Pride could be pretty handy. Though, the last part of this concept, the Power, I'm not sure I can get behind. It's basically a slower Deathslinger/ Cenobite. Overall tho, it's a pretty good concept, with the Perks being a shiny spot.

  • Come to think of it, those are pretty good drawbacks. The best one being that Hex: Revenge doesn't play nice with other Hex perks, because that means that for this strong effect, you have to give up things like Hex: Ruin, which is an idea I really like.

  • Pretty cool concepts in general, tho I think Hex: Revenge may be a little too strong.

  • Man you put a lot of work into that, and it shows. Well done. Puts my garbage to shame.

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