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Five nights at Freddy's chapter

joha2170
joha2170 Member Posts: 23

So me and my team made a Five nights at Freddys chapter, hope yall think it is interesting!

We did make the deccesion to ad

killer:Springtrap

Survivor: Michael afton


Comments

  • JackFrostMan
    JackFrostMan Member Posts: 204

    I'll try giving you an unbiased review despite me hating FNAF ideas at this point due to the swarm of them a few months back.

    Springtrap's power is basically just stalking someone to become incredibly slow and have a hard time moving around the map...for undetectable and deep wounds? With a terror radius when stalking? Usually stalking killers have an undetectable ability that they can use SO they can stalk someone. It's a lot harder to stalk someone when they can hear your terror radius.

    Having it being removed via stuns with this weird reversed stalking ability feels unnecessary.

    The screech ability honestly seems like the stronger ability but having just a flatout "######### you get stunned" ability, even if you need to charge it up, feels wrong. The closest we have to that in game is the Doctor but even then it's not a full stun. You might be able to make it work if you tweak the numbers just right but I'm not sure.

    Frankly the power just feels really weird?

    Perks now.

    Power Outlet: So basically, blood warden that can't be countered via 99% a gate but you have to be near gens popping to make it work. This might actually work the same as blood warden (ie you don't have the perk on but it desensitizes an action). The effect feels kinda, well, weak though. Blood Warden is similar and that only requires one hook when the gates are open to pop off. For this, you need to be near THREE generators before they pop. Doesn't seem feasible in an average game.

    Grinding Flesh: Honestly, don't see an issue with this. For an effect that only activates five times a game at most, it's a pretty strong effect. Might need some number tweaking, though.

    Springlocked: Mixed on it. Ignoring the fact that the dev team thinks this can be a benefit for survivor, this feels like a niche perk that could be good but I'm just not sure how good it would be without playing with it. No comment other wise.

    Bloodrush: So a sprint burst with no scratch marks for ? seconds with no exhaustion. With no exhaustion. Imagine this, someone sprint bursts away from you and manages to get far enough away to leave chase. Then they do Bloodrush to get ANOTHER speed boost. It feels like a weaker and stronger sprint burst at the same time and that's the scariest part.

    Mechanical Heart: A refresh to a blank state every time a generator pops but has a cooldown. No major problems with it but you need to be careful with exhaustion perks.

    Technical Manipulator: So you work on a gen for a bit and if a killer kicks it shortly after you leave, they get stunned. Then you add a totem progress saving effect for some reason? I feel mixed on it, it feels like you took two ideas and tried to smashed them into one perk.

    As for the two effects, the "gen stunning" part feels like it really wouldn't work that often. The totem progress + speed increasing one would work well as it's own perk.

    Side note: The production value on all of this feels very sloppy. Spelling mistakes, weird cuts in audio of your video, flatout missing some words in your graphic (like Mechanical Heart missing "cooldown").

  • joha2170
    joha2170 Member Posts: 23


    Fair points, we can't all be perfect, i did do my best with the animation, the editing, icons and i am not the best speller.