Is this balanced?

Yo, I’m making killer concepts right now for things I think would fit into Dead by Daylight. Unfortunately, I’ve only been playing for 30-40 hours so I don’t exactly know what numbers/stats are balanced and unbalanced. So, I’m getting a second opinion from smart, handsome fellas like you guys. This is the second concept I’ve made. Also, I don’t know whether this should be under General Discussion or Suggestions, but I’m putting it here to be safe



Killer: The Big One

Origin: Jurassic Park

Type: Map pressure/snowball

Overall: Great on open maps with lots of foliage and hiding spots (I.e. Macmillan Estate, Autohaven Wreckers), not great on indoor maps with many walls and points of interest (I.e. Memorial Institute, Underground Complex)

Speed: 4.6m/s for the alpha raptor, 4.8m/s for pack raptors

Height: Average (Kaneki without Kagume)

Weapon: Serrated Claws

Pack raptors cannot down with Basic Attacks, instead inflicting Deep Wound when hitting an injured survivor. Nor can they pick up survivors, unless both pack raptors are in vicinity of a downed survivor. This adds time to recover and prevents instant snowballing.
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Power: Pack Hunter Raptors are pack hunters. That’s how the Big One takes out its prey. ______________________

Special Ability 1:

Warning Call

Press the Power Button to swap between 3 raptors; The Big One, and 2 pack raptors (Kim and Randy). These can be stationed anywhere, and can be swapped to at any time (when not being controlled, they go idle and lay down). The swap is signalled by a distinct raptor call that can be heard up to 42 meters away. When swapping, you will perform a wake-up animation that lasts 2.6 seconds. When coming within 4 meters of an idle raptor, survivors will scream and their aura will be revealed for 3 seconds.

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Special Ability 2:

Predatory Leap

When controlling a pack raptor, press the Ability Button 2 to charge a predatory leap. This can jump over pallets, vaults, and short obstacles, and can be dodged by crouching. It is telegraphed by a low growl, and a shriek when performed. When hitting a survivor, you latch onto them and begin multiple (3-5, relatively slow and easy) skill checks to shake you off. When a survivor has a raptor on them, they suffer from 35% Hindered and erratic movements. If you stay as the latched raptor, you can hit a (small and difficult) skill check to injure them, or put them into the Deep Wound state if already injured by specifically the Big One. Latched survivors will be revealed by Killer Instinct to the Big One until they are shaken off. Predatory Leap has a cooldown of 8 seconds if missed, and 24 seconds after shaken off. Performing a rushed action will instantly shake the raptor off, but leave the survivor Exhausted for 12 seconds.

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Special Ability 3:

Lethal Bite

When controlling the Big One, hold down M2 to charge a lethal bite. While charging, your movement is decreased to 4.2m/s and Lunge Attack distance is increased by 60%, but Red Stain distance is increased by 75%. Upon hitting a lunge attack, it will instantly out the survivor into the Dying State, along with applying Raptor’s Grudge when unhooked or healed. Lethal Bite has a global cooldown of 38 seconds.

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Special Effect:

Raptor’s Grudge

When Raptor’s Grudge is applied on a survivor, it allows pack raptors to down them with their Predatory Leap, along with making them scream when the effect is lost without being downed, revealing their aura for 4 seconds.
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Special Item:

Scent Masking

Scent masking cans can be found in piles of leaves around the map. Using these takes 2 seconds by survivors and instantly removes Raptor’s Grudge. There is 1 can per pile and 6 piles per Trial. Each can has 2 uses.
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Perks:

Clever Girl - You always know what your prey will do, and when they’ll do it. When a survivor fast vaults near you, your next vault speed or pallet break speed will be 20/30/40% faster, along with your Red Stain being hidden for 6/12/18 seconds. This perk has a cooldown of 45 seconds.
Pack Mentality - They run and hide together, but you’re experienced in this behaviour. When 4/3/2 or more survivors are within 4/6/8 meters of eachother, their aura is revealed to you. This effect lingers for 5 seconds after they disperse.
Hunting Instincts - 65 million years of gut instinct has lead to these moments. When a survivor uses a perk-based ability (Chemical Trap, Blast Mine, etc), they emit a loud noise notification. Along with this, you gain Undetectable for 8/12/16 seconds. This perk has a cooldown of 15 seconds.

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Memento Mori: The Big One calls her pack over. In the time she’s calling, the survivor attempts to run away, at which point her pack bites both ankles which drops the survivor, they then both bite and thrash the wrists, while the Big One delivers the finishing blow to the neck.

Answers

  • TicTac
    TicTac Member Posts: 2,824
    edited February 21

    Clever girl is a superior version of Superior Anatomy. Pun intended.

    Pack mentality is a better Discordance. And probably better than the main effect of Lethal Pursuer (seeing survivor at the start).

    Hunting instincts is really weak/situational.

    For the power:

    Lethal bite is too strong, but the cooldown is too long. That balances itself out, but its kinda problematic. If you hit everything its too strong (doesnt seem hard to hit), but if you miss its really annoying.

    Raptors grudge encourages tunneling, but is also really weak to bodyblocks.