Making killers more universal or making survivors less universal..! Bringing back the FEAR-element.
Preface
I know there is a lot of reading, but in my opinion its worth it, so bear with the length...
Introduction
Currently as it is killers are usually very predictable even without knowing their unique perk setup, because each killer emphasizes on specific gameplay, which over time and experience become less and less "scary", because they're too predictable, and since the unique survivor perks are teachable it also means they can get the best perks on their survivor characters, which also makes the game less scary. This is especially true with the more experienced and skilled players.
Basically in every game, once you know what killer it is you'll have have better idea on how to deal with the killer in question, and especially with experience this becomes easier, which leads to more bold players and the whole fear aspect of the game is gone. Which also is made worse by a different issue, which is that the survivors are way too universal, not very predictable because they all can do the same, and late game they all can excel in it all, with no real drawbacks - with a few exceptions.
There is a different ways to deal with this issue, which would be to make survivors less universal, create more class-based play, which would encourage even more teamplay, create more predictability with the survivors, it would also in a way balance certain things in relation to how it is with survivors now.
So either its the killer-based idea OR the survivor-based idea that should be implemented, not both. Technically there is a THIRD option, which basically is to make both EQUALLY universal, which they certainly aren't currently.
Killer-based Idea
So what I'm thinking could help with this, would be to make the killers more universal or adaptable in respect to what powers they have and weapons they use, etc. Just like you have surviviors that can use various tools completely irregardless of the what survivor are in play, then killers could just as well be able to switch around what weapons and powers they employ. I know the killers are supposed to be iconic, but why really do they have to be that? What if it was the powers, weapons, perks and apperance that made the killer iconic? Then if they were able to switch the appearance, perks, powers and weapons around - the killer would still be iconic. HOWEVER.. The killers would suddenly not be as predictable, which would make players more on edge in each game because they wouldn't know exactly know who and what they're dealing with, which currently the killers don't know currently who they're dealing with in each game because the survivors are so universal. Also more weapons and powers should be implemented if this sort was implemented.
So if we assume that they've implemented something like where the killers can be adapted, then you could have The shape suddenly walking around with an unusual looking axe with the bear trap power, however the survivors wouldn't be able to tell if they were dealing with a Shape with Evil Within or another power, not until he actually activated it or somehow got a clue to what it was, which the survivors wouldn't be able to tell as such. So if he had the bear traps, which they wouldn't know, then they be walking around thinking its Shape so he doesn't have traps, and suddenly one is being chased running unknowingly into a bear trap - which would be fear inducing. Of course some powers would be a clear give away, like the chainsaw or the blackened finger, but there could still be things that could be implemented that could make more difficult to tell what the power actually was by implementing variations of the powers, so for instance the blackened finger could in one variation create traps that could immobilize, cause blindness, confusion (changing button bindings temporarily for a very short duration), etc. This could clearly change current meta and serious bring back the whole fear element and also eliminate predictability.
Survivor-based Idea
Survivors could also INSTEAD of the killer-based idea be made less universal, by removing teachable perks (which most likely wouldn't happen at this point), making each survivor a more class based character, giving them each unique strengths and unique drawbacks in relation to each other, they would share certain strengths and weakness because they are all just survivors. This could allow gameplay that currently isn't there, and it could be balanced well.. And then again how balanced is it when all the survivors run around with the BEST Ultra Rare Perks on various characters - which also removes the fear element (and make survivors outright attack and harass the killer). I know that they've tried to basically just make the characters more like an avatar because you can get the perks you want on the character, but the problem just is that its not in any way balanced, again this really doesn't help with creating something that is fear inducing, especially because when you know you can always, heal, sprint, sabotage and get the killer revealed, and you even can quite easily predict how to best deal with the killer once you know which killer it is, then it's impossible to invoke that fear, at all. And let's face it, when survivors begin to attack and harass the killer, then it's a dead give away that something itsn't right. It's exceptionally unbalanced because of the teachables. Of course teachable does take time to unlock but nonetheless a survivor with all the best perks isn't in any way balanced, especially if all the survivors in the game has it. A way to avoid removing the teachables would be to make them more class based, so depending what class you chose, it would also affect what perks you could take. And there could put restrictions on how many of a certain class could be in any given match.
So if survivors suddenly were more class-based it would of course make them more predictable but it would also make certain gameplay possible, in the sense there could be class-based tools as well, including potential weapons for the certain survivors. For instance a trapper, could disable traps and turn them against the killer. A fire axe could be made for one who had class-based training for it, which wouldn't hurt the killer but could be used to directly stun the killer, but only had a limited amount of uses, basically in a sense giving class-based abilities that are interchangable but with more limited uses.
I would like to know what my fellow DbD players think about this.
Also if you have something to add to this then feel free.
Please note, only constructive and condusive feedback wanted..! Don't have anything of that to add, then move along!
Comments
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I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.
Dwight Fairfield:
- 10% Repair speed increase
- 5% Healing Speed increase when healing others
- 9% Vault Speed Decrease
- 5% Additional generator regression when failing a skill check
- 10% Increased vocal range.
- UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.
Claudette Morel:
- 20% Healing speed increase
- Reduced duration of scratch mark visiblity
- 5% Healing Progression when hitting a Great skill check.
- 5% Repair speed decrease
- 9% Vault Speed Decrease
- 10% Additional healing regression when failing a skill check
- UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.
Meg Thomas:
- 9% Sprinting speed increase
- Reduced duration of scratch mark visibility
- 9% Vault speed increase
- 15% Repair speed decrease
- 10% Healing speed decrease when healing self.
- UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.
Jake Park:
- 20% Sabotage Speed increase
- 10% Repair Speed increase.
- 10% Healing speed decrease
- 20% Sabotage regression when failing a skill check
UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.
These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.
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@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.
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@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.What numbers are you refering to?
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@Incarnate said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.What numbers are you refering to?
The numbers of the things he's suggesting, what else?
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@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
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Play something else. Civ5 is good I heard
on fear factor: anything, if given enough time, stops being scary. Tension is this game created by difference in skill and this is what matters. Depth.
The problem with killers: they're very limited by game rules. But if those rules are released.. when they are released* killers are going to be way to horrifying for new players.
Until they find a way to lessen the curve they need to limit killers -_-0 -
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
Oh, you were replying to the other poster in my thread.
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@Incarnate said:
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
Oh, you were replying to the other poster in my thread.
@Orion what speaking about the numbers I suggested or possibly the current in-game numbers. I tried to make the values similar to the values given to survivors by perks already present.
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I like your killer idea it would bring even more variety to the killers.
But then each killer would have to have different modifiers .
For example Trapper has a bigger terror radius for example.
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@JammyJewels said:
@Incarnate said:
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
Oh, you were replying to the other poster in my thread.
@Orion what speaking about the numbers I suggested or possibly the current in-game numbers. I tried to make the values similar to the values given to survivors by perks already present.
lol
wanna go through numbers then?9% in sprint increase. killers have 15% (normally) compared to survs. add 7% hope
killers cannot catch surv. neverActually ,other numbers are too rediculous to even talk. 10% increase in repair speed? combine with all other perks = 54 second on generator
solo. nice.0 -
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
9% speed increase would make meg literally impossible to catch around some objects, as the killer would literally never be able to catch up
9% speed is INSANELY powerful0 -
@Sarief said:
@JammyJewels said:
@Incarnate said:
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
Oh, you were replying to the other poster in my thread.
@Orion what speaking about the numbers I suggested or possibly the current in-game numbers. I tried to make the values similar to the values given to survivors by perks already present.
lol
wanna go through numbers then?9% in sprint increase. killers have 15% (normally) compared to survs. add 7% hope
killers cannot catch surv. neverActually ,other numbers are too rediculous to even talk. 10% increase in repair speed? combine with all other perks = 54 second on generator
solo. nice.^This. That's why you read up on how the game currently is, because human perception is not as good as we like to think it is.
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@Sarief said:
@JammyJewels said:
@Incarnate said:
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
Oh, you were replying to the other poster in my thread.
@Orion what speaking about the numbers I suggested or possibly the current in-game numbers. I tried to make the values similar to the values given to survivors by perks already present.
lol
wanna go through numbers then?9% in sprint increase. killers have 15% (normally) compared to survs. add 7% hope
killers cannot catch surv. neverActually ,other numbers are too rediculous to even talk. 10% increase in repair speed? combine with all other perks = 54 second on generator
solo. nice.@yeet said:
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
9% speed increase would make meg literally impossible to catch around some objects, as the killer would literally never be able to catch up
9% speed is INSANELY powerfulOkay. Message received... Again, I wasn't trying to say these numbers were concrete, or should stay the same as the numbers I suggested. I'm glad you're all adding your own input as these feeds the discussion. What ideas do you guys have?
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@JammyJewels said:
@Sarief said:
@JammyJewels said:
@Incarnate said:
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
Oh, you were replying to the other poster in my thread.
@Orion what speaking about the numbers I suggested or possibly the current in-game numbers. I tried to make the values similar to the values given to survivors by perks already present.
lol
wanna go through numbers then?9% in sprint increase. killers have 15% (normally) compared to survs. add 7% hope
killers cannot catch surv. neverActually ,other numbers are too rediculous to even talk. 10% increase in repair speed? combine with all other perks = 54 second on generator
solo. nice.@yeet said:
@JammyJewels said:
@Orion said:
@JammyJewels I recommend you familiarize yourself with the current numbers so you realize how ridiculously OP your suggestion is.The 9% increase in sprinting speed for Meg is the same value as one of the end-game focused perks gives. The 9% Vault speed increase is the same as Spine Chill, or near enough to it if I remember correctly. I'm just trying to pitch forth an idea and would happily see people make adjustments to those numbers. But these are focused on descriptions and the vibes I got from them.
9% speed increase would make meg literally impossible to catch around some objects, as the killer would literally never be able to catch up
9% speed is INSANELY powerfulOkay. Message received... Again, I wasn't trying to say these numbers were concrete, or should stay the same as the numbers I suggested. I'm glad you're all adding your own input as these feeds the discussion. What ideas do you guys have?
unless the game goes through some significant changes in balance you can't give such significant bonuses above maybe 1%-2%, and absolutely no changes to base survivor MS
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@pauloandrade22 said:
I like your killer idea it would bring even more variety to the killers.But then each killer would have to have different modifiers .
For example Trapper has a bigger terror radius for example.
Yes, variety, depth and more tension, as the survivors wouldn't know exactly what they were dealing with, especially if they add more power variations, including interchangable power variations during the the trial.
I think another aspect that would be good to consider would be to be able to change the preset values based on what the killers normally would excel at, for instance a chase would be slightly faster where one who excels at pressure would have more terror radius, and so on. Obviously this should also affect what powers could be selected, so it doesn't break the game balance.
The preset values obviously have some attributes they affect, like speed, terror radius, melee miss recovery rate and some others obviously, I don't know them all.
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@JammyJewels - You might actually like the character system I wrote down in this suggestion: https://forum.deadbydaylight.com/en/discussion/15373/suggestion-improving-matchmaking-through-a-character-clothing-gear-perk-addons-etc
..as the system there actually makes it possibe to better define what each character should be good at and how it would affect gameplay.
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I like the idea, but as others have mentioned already, numbers are too high.
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@Vietfox said:
I like the idea, but as others have mentioned already, numbers are too high.Well, are there any numbers you agree with? The % increase with Claudette's healing was to perhaps make self healing on her more powerful and make her a good support type character. I have my bias, but I'm happy to hear your ideas.
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@JammyJewels - You know that you actually hijacked my thread, right? It would've been good to post it in it's own thread and then making your comments here, but instead of hijacking the thread with your suggestion, you could mention you have a similar suggestion and then you would give people an option to take a look at your suggestion by providing a link - if they were interested.
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...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth.
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So, for you, it's ok to have Myers with Billy's nascar power? It's completely silly and would destroy their reputation
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@Incarnate said:
...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth....I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.
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@JammyJewels said:
@Incarnate said:
...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth....I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.
Alright, I see your point, I just didn't realize it because what you're suggested, to me at the time it didn't make them seem less universal, because most of what you would be changing with those value changes, is affecting their individual performance and add a bit of predictability, but doesn't actually make them less universal, as they can still use the all the best perks in the game in any way they want, they can still equip and use any item they want (provided they have it). I do like adding the strength, weaknesses and uniqueness, as they to me have seemed like they were intended to be for a certain style of play, fitting a specific type of class if you will. Where the backstory and theme of their perks suggests what they would be good at and possible also not so good at. My angle though were to make the perks more class based, and that way affect the survivors as a whole rather than individually as a character. But it certainly could compliment each other well.
I actually think that if their perk slots were changed somewhat like this.
One class perk slot.
One Character specific perk.
One support/utility perk.
One free choice perk.
...or similar..and then the character strengths, weaknesses and unique quality were also added.
Obviously Class perks should be defined, and there are already some obvious classes I think that would spring to mind, like healer, leader, saboteur/trapper, scout, etc.But with the above I think it could really make them less universal, much more class based and predictable.
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@JammyJewels said:
I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.Dwight Fairfield:
- 10% Repair speed increase
- 5% Healing Speed increase when healing others
- 9% Vault Speed Decrease
- 5% Additional generator regression when failing a skill check
- 10% Increased vocal range.
- UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.
Claudette Morel:
- 20% Healing speed increase
- Reduced duration of scratch mark visiblity
- 5% Healing Progression when hitting a Great skill check.
- 5% Repair speed decrease
- 9% Vault Speed Decrease
- 10% Additional healing regression when failing a skill check
- UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.
Meg Thomas:
- 9% Sprinting speed increase
- Reduced duration of scratch mark visibility
- 9% Vault speed increase
- 15% Repair speed decrease
- 10% Healing speed decrease when healing self.
- UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.
Jake Park:
- 20% Sabotage Speed increase
- 10% Repair Speed increase.
- 10% Healing speed decrease
- 20% Sabotage regression when failing a skill check
UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.
These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.
You need to add some unique debuffs or we end up buffing survivors again
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@Incarnate said:
@JammyJewels said:
@Incarnate said:
...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth....I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.
Alright, I see your point, I just didn't realize it because what you're suggested, to me at the time it didn't make them seem less universal, because most of what you would be changing with those value changes, is affecting their individual performance and add a bit of predictability, but doesn't actually make them less universal, as they can still use the all the best perks in the game in any way they want, they can still equip and use any item they want (provided they have it). I do like adding the strength, weaknesses and uniqueness, as they to me have seemed like they were intended to be for a certain style of play, fitting a specific type of class if you will. Where the backstory and theme of their perks suggests what they would be good at and possible also not so good at. My angle though were to make the perks more class based, and that way affect the survivors as a whole rather than individually as a character. But it certainly could compliment each other well.
I actually think that if their perk slots were changed somewhat like this.
One class perk slot.
One Character specific perk.
One support/utility perk.
One free choice perk.
...or similar..and then the character strengths, weaknesses and unique quality were also added.
Obviously Class perks should be defined, and there are already some obvious classes I think that would spring to mind, like healer, leader, saboteur/trapper, scout, etc.But with the above I think it could really make them less universal, much more class based and predictable.
Well, another idea could be to have the perks do more for the characters they came from. Whether that be increasing the numbers of it or giving it an additional effect.
@Master said:
@JammyJewels said:
I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.Dwight Fairfield:
- 10% Repair speed increase
- 5% Healing Speed increase when healing others
- 9% Vault Speed Decrease
- 5% Additional generator regression when failing a skill check
- 10% Increased vocal range.
- UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.
Claudette Morel:
- 20% Healing speed increase
- Reduced duration of scratch mark visiblity
- 5% Healing Progression when hitting a Great skill check.
- 5% Repair speed decrease
- 9% Vault Speed Decrease
- 10% Additional healing regression when failing a skill check
- UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.
Meg Thomas:
- 9% Sprinting speed increase
- Reduced duration of scratch mark visibility
- 9% Vault speed increase
- 15% Repair speed decrease
- 10% Healing speed decrease when healing self.
- UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.
Jake Park:
- 20% Sabotage Speed increase
- 10% Repair Speed increase.
- 10% Healing speed decrease
- 20% Sabotage regression when failing a skill check
UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.
These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.
You need to add some unique debuffs or we end up buffing survivors again
Buffing survivors isn't a bad thing, unless it makes them overpowered. If we buff survivors and give them an undoubted advantage over the killer we buff the killer to compensate. Buffs are much more fun than nerfs.
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@JammyJewels said:
@Incarnate said:
@JammyJewels said:
@Incarnate said:
...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth....I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.
Alright, I see your point, I just didn't realize it because what you're suggested, to me at the time it didn't make them seem less universal, because most of what you would be changing with those value changes, is affecting their individual performance and add a bit of predictability, but doesn't actually make them less universal, as they can still use the all the best perks in the game in any way they want, they can still equip and use any item they want (provided they have it). I do like adding the strength, weaknesses and uniqueness, as they to me have seemed like they were intended to be for a certain style of play, fitting a specific type of class if you will. Where the backstory and theme of their perks suggests what they would be good at and possible also not so good at. My angle though were to make the perks more class based, and that way affect the survivors as a whole rather than individually as a character. But it certainly could compliment each other well.
I actually think that if their perk slots were changed somewhat like this.
One class perk slot.
One Character specific perk.
One support/utility perk.
One free choice perk.
...or similar..and then the character strengths, weaknesses and unique quality were also added.
Obviously Class perks should be defined, and there are already some obvious classes I think that would spring to mind, like healer, leader, saboteur/trapper, scout, etc.But with the above I think it could really make them less universal, much more class based and predictable.
Well, another idea could be to have the perks do more for the characters they came from. Whether that be increasing the numbers of it or giving it an additional effect.
@Master said:
@JammyJewels said:
I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.Dwight Fairfield:
- 10% Repair speed increase
- 5% Healing Speed increase when healing others
- 9% Vault Speed Decrease
- 5% Additional generator regression when failing a skill check
- 10% Increased vocal range.
- UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.
Claudette Morel:
- 20% Healing speed increase
- Reduced duration of scratch mark visiblity
- 5% Healing Progression when hitting a Great skill check.
- 5% Repair speed decrease
- 9% Vault Speed Decrease
- 10% Additional healing regression when failing a skill check
- UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.
Meg Thomas:
- 9% Sprinting speed increase
- Reduced duration of scratch mark visibility
- 9% Vault speed increase
- 15% Repair speed decrease
- 10% Healing speed decrease when healing self.
- UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.
Jake Park:
- 20% Sabotage Speed increase
- 10% Repair Speed increase.
- 10% Healing speed decrease
- 20% Sabotage regression when failing a skill check
UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.
These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.
You need to add some unique debuffs or we end up buffing survivors again
Buffing survivors isn't a bad thing, unless it makes them overpowered. If we buff survivors and give them an undoubted advantage over the killer we buff the killer to compensate. Buffs are much more fun than nerfs.
They are already overpowered, so buffing them is indeed a bad thing.
And no, its not the solution to only buff and never nerf
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@Master said:
@JammyJewels said:
@Incarnate said:
@JammyJewels said:
@Incarnate said:
...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth....I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.
Alright, I see your point, I just didn't realize it because what you're suggested, to me at the time it didn't make them seem less universal, because most of what you would be changing with those value changes, is affecting their individual performance and add a bit of predictability, but doesn't actually make them less universal, as they can still use the all the best perks in the game in any way they want, they can still equip and use any item they want (provided they have it). I do like adding the strength, weaknesses and uniqueness, as they to me have seemed like they were intended to be for a certain style of play, fitting a specific type of class if you will. Where the backstory and theme of their perks suggests what they would be good at and possible also not so good at. My angle though were to make the perks more class based, and that way affect the survivors as a whole rather than individually as a character. But it certainly could compliment each other well.
I actually think that if their perk slots were changed somewhat like this.
One class perk slot.
One Character specific perk.
One support/utility perk.
One free choice perk.
...or similar..and then the character strengths, weaknesses and unique quality were also added.
Obviously Class perks should be defined, and there are already some obvious classes I think that would spring to mind, like healer, leader, saboteur/trapper, scout, etc.But with the above I think it could really make them less universal, much more class based and predictable.
Well, another idea could be to have the perks do more for the characters they came from. Whether that be increasing the numbers of it or giving it an additional effect.
@Master said:
@JammyJewels said:
I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.Dwight Fairfield:
- 10% Repair speed increase
- 5% Healing Speed increase when healing others
- 9% Vault Speed Decrease
- 5% Additional generator regression when failing a skill check
- 10% Increased vocal range.
- UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.
Claudette Morel:
- 20% Healing speed increase
- Reduced duration of scratch mark visiblity
- 5% Healing Progression when hitting a Great skill check.
- 5% Repair speed decrease
- 9% Vault Speed Decrease
- 10% Additional healing regression when failing a skill check
- UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.
Meg Thomas:
- 9% Sprinting speed increase
- Reduced duration of scratch mark visibility
- 9% Vault speed increase
- 15% Repair speed decrease
- 10% Healing speed decrease when healing self.
- UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.
Jake Park:
- 20% Sabotage Speed increase
- 10% Repair Speed increase.
- 10% Healing speed decrease
- 20% Sabotage regression when failing a skill check
UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.
These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.
You need to add some unique debuffs or we end up buffing survivors again
Buffing survivors isn't a bad thing, unless it makes them overpowered. If we buff survivors and give them an undoubted advantage over the killer we buff the killer to compensate. Buffs are much more fun than nerfs.
They are already overpowered, so buffing them is indeed a bad thing.
And no, its not the solution to only buff and never nerf
If you continuously nerf something you not only remove the power of it but you also make it less fun to use. If you buffed perks instead of nerfing the most powerful ones then you'd end up with a larger variety of perks without removing the values of the ones most commonly picked.
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@JammyJewels said:
@Master said:
@JammyJewels said:
@Incarnate said:
@JammyJewels said:
@Incarnate said:
...and people who're engaged in this thread.. The post @JammyJewels have posted have nothing to do with my suggestion despite certain few similarities, I'd appreciate if you'd stay on the topic I put forth....I hijacked your thread? My suggestion was under the subject of making survivors less universal. A.K.A the title of your thread. If I've hijacked it in any way it's due to more people responding to the idea I put forth in response to the opening post rather than people addressing your idea. It's an open forum. We needn't respond specifically to what you've put forth and people can always just comment their own alterations or ideas to the thread's title: "Make Killers more Universal or making Survivors less universal". Not to mention the fear element being brought back. So, no, I didn't hijack your thread. I'm staying on topic and talking about the subject of the title. Not about your specifications of balance or ideas.
Alright, I see your point, I just didn't realize it because what you're suggested, to me at the time it didn't make them seem less universal, because most of what you would be changing with those value changes, is affecting their individual performance and add a bit of predictability, but doesn't actually make them less universal, as they can still use the all the best perks in the game in any way they want, they can still equip and use any item they want (provided they have it). I do like adding the strength, weaknesses and uniqueness, as they to me have seemed like they were intended to be for a certain style of play, fitting a specific type of class if you will. Where the backstory and theme of their perks suggests what they would be good at and possible also not so good at. My angle though were to make the perks more class based, and that way affect the survivors as a whole rather than individually as a character. But it certainly could compliment each other well.
I actually think that if their perk slots were changed somewhat like this.
One class perk slot.
One Character specific perk.
One support/utility perk.
One free choice perk.
...or similar..and then the character strengths, weaknesses and unique quality were also added.
Obviously Class perks should be defined, and there are already some obvious classes I think that would spring to mind, like healer, leader, saboteur/trapper, scout, etc.But with the above I think it could really make them less universal, much more class based and predictable.
Well, another idea could be to have the perks do more for the characters they came from. Whether that be increasing the numbers of it or giving it an additional effect.
@Master said:
@JammyJewels said:
I've suggested something along these lines before. As I presume many others have as well. I chose Claudette as my main because her description seemed to insinuate that she was a healing based character. If each character had unique stats these are what I'd give them.Dwight Fairfield:
- 10% Repair speed increase
- 5% Healing Speed increase when healing others
- 9% Vault Speed Decrease
- 5% Additional generator regression when failing a skill check
- 10% Increased vocal range.
- UNIQUE: Dwight's breathing noises are reduced for each survivor that is remaining in the trial. When all alone anxiety overwhelms him, and he now whimpers in fear.
He is described in a way that describes a playstyle around being around a team. He is weakened when his team is gone but is a strong aid to the team he has alive.
Claudette Morel:
- 20% Healing speed increase
- Reduced duration of scratch mark visiblity
- 5% Healing Progression when hitting a Great skill check.
- 5% Repair speed decrease
- 9% Vault Speed Decrease
- 10% Additional healing regression when failing a skill check
- UNIQUE: Claudette is able to wake up sleeping survivors while healing them with a Great Skill Check, which will cause Claudette to give the healed survivor a shot of adrenaline. Great Skill Checks will alternatively instantly bring a dying survivor into the injured state. Hitting a Great skill check on an injured survivor will not instantly bring them into the healthy state.
Meg Thomas:
- 9% Sprinting speed increase
- Reduced duration of scratch mark visibility
- 9% Vault speed increase
- 15% Repair speed decrease
- 10% Healing speed decrease when healing self.
- UNIQUE: Meg recovers from Exhaustion whilst sprinting, but the recovery speed of exhaustion whilst sprinting is reduced by 100%. A 40 second Exhaustion timer would become an 80 second timer if sprinting for the entirety of the recovery period.
Jake Park:
- 20% Sabotage Speed increase
- 10% Repair Speed increase.
- 10% Healing speed decrease
- 20% Sabotage regression when failing a skill check
UNIQUE: Jake has a natural affinity to using tools. Efficiency when using Toolboxes is increased naturally but when failing a skill check charges from the Toolbox are removed instead of generator/hook sabotage progression.
These are just for the base survivors. I have an idea for Nea to make her more of a Stealth character, Feng Min as a solo survivor (to perhaps fit in with her Teachable, I forgot the name of it) but I would like to see the survivors be more than just skins. But implementation of any feature like this would take time, and the team will need to dedicate a lot of their time to feedback over balance for the new killer and survivor, future chapters, etc.
You need to add some unique debuffs or we end up buffing survivors again
Buffing survivors isn't a bad thing, unless it makes them overpowered. If we buff survivors and give them an undoubted advantage over the killer we buff the killer to compensate. Buffs are much more fun than nerfs.
They are already overpowered, so buffing them is indeed a bad thing.
And no, its not the solution to only buff and never nerf
If you continuously nerf something you not only remove the power of it but you also make it less fun to use. If you buffed perks instead of nerfing the most powerful ones then you'd end up with a larger variety of perks without removing the values of the ones most commonly picked.
Yes, if something gets nerfed to the point where there is this little or no benefits of using it, then it's purpose to exist is more or less defeated. For anything to be viable it has to get benefits that outweigh its drawbacks.
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@JammyJewels said:
Well, another idea could be to have the perks do more for the characters they came from. Whether that be increasing the numbers of it or giving it an additional effect.They would already do more for the characters if they were added those unique characteristics, as they would already have improved strengths in that regard. However, if they' didn't get those passively from being the character, but instead got it from a perk, then it could be attributed to being the equivalent of a personality perk.
I suggest if going the route with a personality perk, I think it should be considered to implementing a fifth perk slot, making it a primary and mandatory slot, which should only be able to be changed if for instance level 50 had been reached with the character at least once, or if the mode is KYF where everything is unlocked.
5 perks are to be selected:
- Personality Perk - Identity Function, like Dwight Fairfield. (adding something similar to the character like what you wrote).
- Class Perk - Primary Function, like healer - ie. self-care
- Character specific perk.
- Support/utility perk.
- Free choice perk.
An example of the above:
Personality Perk: Dwight Fairfield
Class Perk: Leader
Character Specific Perk: Bond
Support/Utility Perk: Sprint Burst
Free Choice: Premonition (can be any other non-selected unlocked perk)Summary of the above example:
The character in question would get all characteristic values and qualities from the personality perk, in this case example - see second post in this thread for specific values.
The character would get all the benefits of the selected perks, which in this case would be Leader, Bond, Sprint Burst and PremonitionPlease note: This is example isn't intended to necessarily be a good build.
An added bonus of the above is that it makes the player having to actually level the character before the personality perk can be change on the character, which would ensure some predictability. Furthermore, personality perks should only be unlocked for other characters when you have leveled the character at least once to level 50.
The personality and class perk could be combined, which would make it represent the character and its intended class a lot more, and it would also serve to give the class some inherent drawbacks as well as advantages.
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@Incarnate said:
@JammyJewels said:
Well, another idea could be to have the perks do more for the characters they came from. Whether that be increasing the numbers of it or giving it an additional effect.They would already do more for the characters if they were added those unique characteristics, as they would already have improved strengths in that regard. However, if they' didn't get those passively from being the character, but instead got it from a perk, then it could be attributed to being the equivalent of a personality perk.
I suggest if going the route with a personality perk, I think it should be considered to implementing a fifth perk slot, making it a primary and mandatory slot, which should only be able to be changed if for instance level 50 had been reached with the character at least once, or if the mode is KYF where everything is unlocked.
5 perks are to be selected:
- Personality Perk - Identity Function, like Dwight Fairfield. (adding something similar to the character like what you wrote).
- Class Perk - Primary Function, like healer - ie. self-care
- Character specific perk.
- Support/utility perk.
- Free choice perk.
An example of the above:
Personality Perk: Dwight Fairfield
Class Perk: Leader
Character Specific Perk: Bond
Support/Utility Perk: Sprint Burst
Free Choice: Premonition (can be any other non-selected unlocked perk)Summary of the above example:
The character in question would get all characteristic values and qualities from the personality perk, in this case example - see second post in this thread for specific values.
The character would get all the benefits of the selected perks, which in this case would be Leader, Bond, Sprint Burst and PremonitionPlease note: This is example isn't intended to necessarily be a good build.
An added bonus of the above is that it makes the player having to actually level the character before the personality perk can be change on the character, which would ensure some predictability. Furthermore, personality perks should only be unlocked for other characters when you have leveled the character at least once to level 50.
The personality and class perk could be combined, which would make it represent the character and its intended class a lot more, and it would also serve to give the class some inherent drawbacks as well as advantages.
Hm... I don't know. It's not easy to think about what how to create these characters classed based. I'd of suggested something like Identity V's method of having each character be good at something, bad at another, whilst also bringing in an item unique to them. But if anyone became like the Jock character in Identity V then all of the OchiDo wannabes would choose that character.
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@JammyJewels said:
Hm... I don't know. It's not easy to think about what how to create these characters classed based. I'd of suggested something like Identity V's method of having each character be good at something, bad at another, whilst also bringing in an item unique to them. But if anyone became like the Jock character in Identity V then all of the OchiDo wannabes would choose that character.I don't think it would be hard to create the class perks, because they're litterally already to some degree insinuated by the characters perks and backstory, but also by various game mechanics, like healing, repairing, sabotaging, running, cleansing, buffing other teammates, etc.
As healing is a mechanic in the game, that pretty much suggests a healer/medic class perk, you could say the self-care perk sort of is that and then not, because it increases efficiency of medkits and allows you to heal yourself at reduced efficiency, where having more healing mechanics benefits added would've made it more so a healer/medic class perk.
An interesting thing to consider which could make the medic / healer class perk very dangours not to bring, If it was changed so survivors couldn't heal each others without a med-kit, but could still help other survivors back up on their feet - if it was it could look something like this:
** Example
Medic / Healer - Class Perk
Benefits: Unlocks the ability to heal others without a med-kit at 50 % the normal healing speed.
Increases the efficiency of Med-kits by 10/15/20
Reduced Healing Skill Check difficulties: 10%/15%/20%
Increased Healing Skill Check Probality: 5%/10%/15%
Med-kit consumption rates are decreased by 20%/40%/50%Note: If survivors can still heal each other without a med-kit, then increase the healing speed to 75% of normal healing speed.
Botany Knowledge could still be taken as a support perk, it would just make the medic / healer super efficient with med-kits, which may not even be necessary and if so it would just be a waste to take, but good for other non-class healers.
The above should give a good indication of how I'm thinking the class perk could be like.
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The only way to make this game scary is to remove the terror radius because you cant be scared by something if you know were it is and hide from it.
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@Global said:
The only way to make this game scary is to remove the terror radius because you cant be scared by something if you know were it is and hide from it.But then the significance of stealth killers would be null and void. Myers would be the most OP killer (because Nurse could give herself away by her wheezing.)
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@JammyJewels said:
@Global said:
The only way to make this game scary is to remove the terror radius because you cant be scared by something if you know were it is and hide from it.But then the significance of stealth killers would be null and void. Myers would be the most OP killer (because Nurse could give herself away by her wheezing.)
Most of the stealth killers are insignificant anyway xD but myers would be pretty cool tier 3 with no terror radius
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@Global said:
@JammyJewels said:
@Global said:
The only way to make this game scary is to remove the terror radius because you cant be scared by something if you know were it is and hide from it.But then the significance of stealth killers would be null and void. Myers would be the most OP killer (because Nurse could give herself away by her wheezing.)
Most of the stealth killers are insignificant anyway xD but myers would be pretty cool tier 3 with no terror radius
Well. Maybe that says something as stealth killers as a whole... I'm hoping the new killer is a stealth killer and can change that.
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@JammyJewels said:
@Global said:
@JammyJewels said:
@Global said:
The only way to make this game scary is to remove the terror radius because you cant be scared by something if you know were it is and hide from it.But then the significance of stealth killers would be null and void. Myers would be the most OP killer (because Nurse could give herself away by her wheezing.)
Most of the stealth killers are insignificant anyway xD but myers would be pretty cool tier 3 with no terror radius
Well. Maybe that says something as stealth killers as a whole... I'm hoping the new killer is a stealth killer and can change that.
The point of stealth Killers is that they can surprise Survivors and get one "free" hit, thus cutting the chase time in half. I suggested the removal of the TR for stealth Killers, but was immediately shot down due to it being "too powerful".
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@Orion said:
@JammyJewels said:
@Global said:
@JammyJewels said:
@Global said:
The only way to make this game scary is to remove the terror radius because you cant be scared by something if you know were it is and hide from it.But then the significance of stealth killers would be null and void. Myers would be the most OP killer (because Nurse could give herself away by her wheezing.)
Most of the stealth killers are insignificant anyway xD but myers would be pretty cool tier 3 with no terror radius
Well. Maybe that says something as stealth killers as a whole... I'm hoping the new killer is a stealth killer and can change that.
The point of stealth Killers is that they can surprise Survivors and get one "free" hit, thus cutting the chase time in half. I suggested the removal of the TR for stealth Killers, but was immediately shot down due to it being "too powerful".
I believe all stealth killers should have an "ambush" attack that can only be used 1 time at the begining of a chase. To bad piggy got before wraith
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@Global said:
@Orion said:
@JammyJewels said:
@Global said:
@JammyJewels said:
@Global said:
The only way to make this game scary is to remove the terror radius because you cant be scared by something if you know were it is and hide from it.But then the significance of stealth killers would be null and void. Myers would be the most OP killer (because Nurse could give herself away by her wheezing.)
Most of the stealth killers are insignificant anyway xD but myers would be pretty cool tier 3 with no terror radius
Well. Maybe that says something as stealth killers as a whole... I'm hoping the new killer is a stealth killer and can change that.
The point of stealth Killers is that they can surprise Survivors and get one "free" hit, thus cutting the chase time in half. I suggested the removal of the TR for stealth Killers, but was immediately shot down due to it being "too powerful".
I believe all stealth killers should have an "ambush" attack that can only be used 1 time at the begining of a chase. To bad piggy got before wraith

I know what you mean. I just wanted the Wraith to be able to attack once while in stealth, followed by a long cooldown similar to lightburn.
0