rustemperezruste
rustemperezruste
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@zonkednb said:
Overall:
I can see a lot of love poured into this, specifically the aesthetics. I get the feeling that this chapter idea spawns from some passions of your own. It's quite the fun read and a killer/survivor duo based on the horrors of war is something we're yet to have. I especially like the duality between the killer and survivor, how no one here is particularly a terrible person. Leo's permanent injury is especially interesting, although I'm not sure if additional dev time would be afforded to unique in-game animations outside of perks that require it, that'd be something very new to DBD.
The aesthetics as you describe them are great. Good ideas, fresh and something I could enjoy even as someone who isn't particularly into modern history. Again, the fact that both of them are here as a result of mortal injury in war and pitted against each other via the Entity's intervention to never not be opposed is great. It carries a pretty poignant theme of wars not being the choice of the soldier, in life or death, and instead the coercion from nebulous higher power. In this chapter alone, the Entity is almost a metaphor for warmongering world leaders. I don't know if that was your intent, but I especially enjoy that as a concept.
The survivor:
Great idea, great flavour text, limited on the lore in terms of who these people were beyond what we can infer with some voice lines. Leo sounds like a bit of a boy scout, which ups the tragedy, although I'm not sure I know enough about the guy to say whether I like him or would be fully invested in him as a character. Feel free to tell me more about him if there is.
Again, I have to give credit to the aesthetics on this one. The idea that the Entity opportunistically took Leo as a great source of emotion - hope of the young and all that - yet wasn't quick enough to prevent the wound is very flavourful. Holding him together just so he can be taken apart over and over in each trial is excellent.
I won't speak too much on the suggested cosmetics, as they are definitely more on the subjective side of things and different people will choose what they prefer. I'd choose the Homefront Dream myself.
Okay so the perks:-- Unnamed Perk for generator aura:
I like this one quite a bit. It's a little strange but I do like the idea behind it. I'm picturing this like Leo helping a squadmate and trying to direct them to the best place to ensure everyone's survival, i.e. the gens needing completion. That being said, the activation condition is a little on the strange side. I wonder if it'd be better to increase the aura duration, have it activate on unhook instead, and maybe provide a small bonus to repair speed on those gens for that time. It's a nice SoloQ info perk that'd not see much use in coordinated groups. - Combat Report:
Another nice info perk which would help facilitate some SoloQ coordination without being too powerful. The range might be a bit high because I think the intention is to let teammates know where the chase is, as well as allow them to track which resources are getting burned and plan accordingly. I think the Green/Blue/Purple scaling should be on the timer, with 18m being a fixed range, maybe 10/12/16s? Might be that strong but is interesting. I'd also suggest changing the wording to "When the killer starts a chase with you" for clarity. - Field Medicine:
This one is my favourite of the three. I can picture it being used during a reset at endgame, when trying to get the camped survivor off of hook. Niche but could see some serious value in right circumstances, which I am a fan of. It seems very much like you had intent behind these perk designs. I feel like the 5% healing progress is a little tacked on? I'm guessing to provide a bit more overall value.
The killer:
This is one when I like the theming, as I've already gushed about plenty, but I'm a bit less sure. Primarily because this doesn't particularly feel like anything that new, beyond this whole idea of the Entity puppetting the killer directly instead of letting them do their thing and watching like a voyeur.
Killer power:-I'll be real, I think there's too little information here compared to everywhere else. There are good ideas here but not given the same forethought as some other things. As it stands, it feels like the Gunslinger but with an info-limiting debuff on a hit and no reeling in. Does a hit with the gun injure directly? Does it also down or work like a Ghoul bite? What is the projectile speed and maximum range? This info is vital because it is what will dictate whether the killer design is abusable from either side.
Also, to be completely honest, while the descriptions are unique, the killer essentially boils down to "Man with gun" which we already have. I think some extra sauce is needed. I'm not quite sure what to suggest. The war flashbacks on hit are definitely neat, so I wonder if it's worth investing more into that, sowing chaos and confusion much like Doctor does. Something for you to chew on instead of myself.
The perks:-- Government Ultimatum:
This one is okay. Would slot nicely into skill check builds, although naked I don't think it'd see a huge amount of value against experienced survivors. I do appreciate you weaving the effect and the lore together though. The addition of incap helps differentiate it from other skill check punish perks. - Hex: Burning Ash:
Hmmm, I have a suspicion but I'll wait for perk 3 before I confirm it. This perk itself is a unique effect, but very niche, especially for a Hex that can be cleansed. It's so niche that I think that survivors might not even bother cleansing it if they know what it is. Spitballing here, but what if instead it worked like Plaything, where survivors get a totem each. When the survivor stuns the killer, a dull totem ignites, causing the 200% item consumption penalty. This effect persists until the totem is cleansed. The survivor sees its aura within 12m. - Cosmic Malfunction:
Okay, suspicion confirmed. You very much dislike being genrushed, as this is basically Lightborn for toolboxes. Having perks to counter specific items has always been contentious, however I think I'd actually use this one from time to time. It's kinda like a mini PR/DMS combo with a unique counter of just avoiding toolbox use. I like it!
Everything else:
To be honest, not much to say on the map/promotional material. The idea of tracks/footprints is interesting. An answer to grass moving when it comes to tracking survivors you can't see. Might frustrate people with a stealth playstyle, but I imagine the muddy areas would be quite clear. The promotional material is just a nice way to set up how these two got into the Fog.
I had a lot of fun reading/responding to this. Not something I usually do unless I suspect someone is super into their own ideas. I love the creativity of it all.My only teeny tiny criticism of the idea in general is the fact that the survivor is American.hey, im doing this to see if this is how people get notifications, sorry. but i did reply to your comment.
- Unnamed Perk for generator aura:
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I love your American comment lol.
Cosmic malfunction: Yeah, i don't like gen rushing since it feels hard to deal with personally, so i thought it would kind of help with that, but i could change it to where the entity is blocking it for the person who starts using a toolbox on it, to make it fair. I would keep the penalty though.
Hex: burning ash: I actually love your idea with the hex, that way it feels good when a killer has it and feel a little dangerous for everyone. And you can blame your teammate, lol.
Cosmic Ignition: (Killer power): With the killer's power, i was thinking it can injure the player, the range is map wide, and the projectile speed should be like Jason's spears. He can down survivors if they are injured. To differentiate from the slinger, i was thinking he can have a scope, where the glass is broken and the shards point into the middle, so you get a pinpoint area where your one-shot bullet will go. The sensory deprivation is supposed to mimic war like symptoms, so your hearing is dampening with faint war noises, your breathing is getting heavier and louder, and maybe if they could, add that the survivor's vision starts darkening on the edge of the screen, you will still be able to see.
The Desecrated (Hans): For the killer, I was mainly going for body horror and the sadness of a poor kid who was forced into pain, be put on the wrong side of the war, and now his body is being use as a puppet to inflict pain onto others. The soul is safe away from the entity, but his body is being desecrated. It's not original, but to me, it feels painful to know that the body and the dignity of the person who once lived get corrupted and doesn't get to rest peacefully. Also, as an add-on, it will be a torn piece of a photo of a dog, Hans had as a kid. This is to show that he was human once.
Chain of command: So, for this one, i was thinking that lore wise, people who went through more pain of the trial (like a veteran with history which to me equals to a survivor being hooked more). I didn't want the power to be too strong, so you get a brief moment of the higher objective, while the recharge time is chosen so the perk is viable but limiting. I feel like being with a survivor is better than having an activation requirement like unhooking due to it being most useful in late game.
Combat report: I love your idea mate, but let's have the time and range match each other. So, this is what I've updated, Both the time and aura range will be: 10/13/16, that way it's not too powerful, but you can keep the idea of what stuff are being used.
Field medicine: I'm glad you liked this one, yeah, it's mainly to help others and maybe help the survivor who got unhooked.
Survivor: (Leo Darnell): Yeah, he is kind of a boy scout, but he does kill in the war, so it's kind of having him as a side of a coin to Hans, who hasn't killed anyone and died with no blood on his hands, yet his body is now a tool of evil. I want him and Hans show people that even though they are on different sides, they are both young men being destroyed by terror of war. But for Leo, he keeps fighting through the pain of war, his guts falling out, and the realm in general for his country and for the innocent people living peacefully or suffering. It's also supposed to show that he is a stubborn bastard that won't go down easily. Glad you like his home style outfit.
I'm so happy that you read what I've made. The chapter is supposed to represent my sadness to good/young people dying from war, even if they chose to join. Please, any other opinions would be great.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1379621#Comment_1379621
The complete chapter is available on ps store ๐
Thx
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Ps4
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Ps4