New Chapter: Fire and Blood

Ber_the_Red
Ber_the_Red Member Posts: 9
edited September 2020 in Creations

Overview

"The Warrior" is a killer idea developed for counter the biggest problem for killers main players: the so called "gen rushing".

His personal perks help him on being a threat for bold survivors, as long as he remains honourable in his faith, and slow down the generators repair.

Difficulty rating: Hard

Lore

Back in the ages, the warriors were recruited by the God of Fire itself for living in a perennial life of war and fight under him control. Was for them an honour to serve the strongest of the gods by being him personal army. After the fall of the old gods, and so the death of the God of Fire, the army of warriors disbanded.

There were a civil war among them for take control of what was left after the fall of the old world and the beginning of the new one, but soon they learned that a civil war is never honourable. The faith, the rules, the honour became an obstacle in this internal war against themself.

They fought for only one thing now: survive. The God of Fire's eyes were not upon them any longer, there were no reason for show the gods how much they worthed. The only thing left was to live for existence; but this leaded them to annihilation, to see friends as foes, to trust no one, to abandon all they thought was right.

In this chaos, some organized themself as a group for fight together at the end of the world. But soon those groups came in war each other.

Surtur joined the group under the Crow banner but soon he found himself in middle of war against who used to call brothers. Some of them were unrecognizable for how much they mutated form after have abandoned all ideals that used to make them great.

He won the war at least, killing Jess and the few more left, but the War toke the life of all his mates and brothers that didn't subjugate to an existence without honour.

That war against himself didn't please any good on him, but left him only sad and angry for everything he lose.

In seek of the perennial age of war and fire, Surtur reached the overworld and become a valuable resource for the Entity now: he cannot live without serve and being a killer for the Entity can now satisfy his lust for killing.

Stats

Gender: Male

Nationality: Unknown

Realm: Volcano's town - The abandoned village / The fire city

Power: Rage

Weapons:

  • Fire Axe
  • Fire War Hammer
  • Fire Trident
  • Fire javelin
  • Fire Great sword

Speed: 110% / 4.4m/s

Terror Radius: 24 Meters

Height: Tall

Ability: Arsenal

You're ability allows you to change weapon at any moment, giving you access to many different playstyle for hunt down the survivors.

  • Fire Axe: your primary basic weapon
  • Fire War Hammer: You can charge a hit that can put to dying state any survivor you hit. Requires to be charged before being used. The recoil for missing and hitting a survivor is increased. You can break pallets with it (very similar to kanobo of The Oni)
  • Fire Trident: You can hit survivor from higher distance (+30/50%) and even behind a pallet directly in front of the survivor. The recoil for missing and hitting a survivor is increased.
  • Fire Javelin: You can charge and throw your weapon as a bolt. Requires to be charged before being used. The bolt is very fast and run in a streight line, stopping only when it hits anything. After it stops, it is recalled back to its owner.
  • Fire Great Sword: You can swing your weapon hitting everyone in his path (360° all around him). Do not trigger stun animation when hit a wall but it is very slow (50/70% slower than the regular hit to any survivor). It has a slighlty higher distance (10/20%). Can hit multiple survivors and the swing pass through everything, eventually hitting survivors behind thin walls. The recoil for missing and hitting a survivor is increased

Passive Ability: Rage

You know no defeat. Everytime a generator is completed your Rage grows in power making you more dangerous in every form.

For each generator completed your Rage reach a new level for 1.30/2.00 minutes (between 1.30 and 2 minutes, depens what is more balanced). After the time have passed you lose one level and you go back to the previous one. If a generator is completed before the level time is expired, the timer reset and you gain the new level. If you kill a survivor or a survivor dies, you lose one level.

You start the trial with Level 1 Rage.

For each Rage level:

Terror radius increased by 4%

  • On First Level:

Normal speed and normal stats

  • On second level:

Speed increased by +5% on the killer base speed.

Vaulting and breaking pallet increased of +5% on the killer base vault and break speed animation.

Recoil for special weapons increased by 5% on base killer stats.

  • On Third level:

Speed increased by +5% on the killer base speed.

Vaulting and breaking pallet increased of +10% on the killer base vault and break speed animation.

Recoil for special weapons increased by +10% on base killer stats.

  • On Fourth Level:

Speed increased by +10% on the killer base speed.

Vaulting and breaking pallet increased of +15% on the killer base vault and break speed animation.

Recoil for weapon increased by +15% on base killer stats.

Survivors suffer the exposed status effect


Each time the Warrior gain or lose a new level, a loud grunt( becoming louder and similar to a scream in rage for each level) warn the survivors mapwide and the Warrior change behaviour in a more savage and brutal look.

Important note: When the Warrior goes back the previous rage level he loses the status for that rage level and set new status for the courrent one.

Exemple: Switching from rage 4 to rage 3 the warrior loses 5% speed, vaulting, breaking, swapping and the survivors are no longer exposed.

Also, "The Warrior" can lose a level of rage after the 2 minutes. When the timer expires, it stops untill another generator is completed. that means survivors can not camp or hide for a lot ot time waiting for all his accumulated rage to expire to level 1. The only way to lose another 1 level is by kill a survivor.

Important thing: The timer works only for 1 level of rage (for example: if The Warrior reach level 3 rage, the time will bring him back to level 2 rage, than stops and the next completed generator will bring him again to tier 3) and the only way to lose another level is by killing a survivor.

Power Trivia:

  • The different weapons can be chosen by a menu next the killer's power by pressing the M2 or scroll M3 and selected with CTRL or M3 button
  • The weapon's icons are showed on bottom middle screen
  • After choosing a weapon, an animation of 2.5 second will swap the current weapon. While swapping weapon the killer suffer no speed penality but he can not attack in the meantime
  • The weapon swapped will change form in the new one in a blow of flames.
  • There are a totals of 5 different swapping animations, one each weapon. 
  • There are 3 different behaviour for the killer based on his power level: on level 1 he's standing straight and walk similar to The Shape. On power 2 he's now walking similar to The Trapper, breathing heavly. On power 3 he is curved on his back similar to the Oni, and he starts to glow on flames making him more detectable. On power 4 or above he's curved as he's charging similar to the blood rage of the Oni and he's considerably glowed in flames.
  • Standing too close to hoocked survivors will make you lose your rage much faster (around 50%). This is referred to the "calm" the warrior feels when he's close enough to defeated foes. 
  • However, being in a chase next to a hooked survivor won't let him rage fade faster.

Arsenal and "coins"

An idea for this killer would give him a system to get "coins" whenever a generator is completed (for a max of 4 coins).

The killer starts with the Fire Axe and can unlock the next weapon after the first generator is completed.

A "coin" can be spent for "unlock" a selected weapon at his choice.

Add-ons

Rare: Back scabbard

  • (you start the trial with 1 coin for your Arsenal)

Very rare: Double scabbard

  • (you start the trial with 2 coins for your Arsenal)

Common: Leather gloves

  • Slightly reduces the time animation for swap the weapon.

Uncommon: Iron spaulders

  • Moderately reduces the time animation for swap the weapon.

Rare: Metal alloy armour

  • Considerably reduces the time animation for swap the weapon.

Common: Burnt book

  • Survivors suffer with Blindess status effect for 45 seconds when finishing repair a generator

Just a few pages are still legible.

Uncommon: Philosophy book

  • Survivors suffer with Exausted Status Effect for 30 seconds when finishing repair a generator

Half of a Warrior ability comes from experience and self-awareness.

Rare: Astronomy book

  • Survivors suffer with Oblivious Status Effect for 30 seconds when finishing repair a generator

The universe hides many powerful secrets. Hold them and you'll hold the gods power.

Uncommon: Liar's tongue

  • Slightly increase the timer before Rage expires.

"Lies have short legs."

Rare: Brother's eyes

  • Moderately increase the timer before Rage expires.

"The left from the older, the right from the youngest. Beware to trick the wrong foes."

Very rare: Franx's dagger

  • Considerably increase the timer before Rage expires.

"Trophy of a fallen old enemy. Every action has its consequence".

Ultra rare: Iridescent Jail key

  • Every survivor who finish repair a generator at least 24m. from the killer will suffer the exposed status effect for 30 seconds.

"The old jailer's key where he was once locked up. A strange power make it glows in many different colours".

Common: Obsidian blade

  • Hit target suffers from a slightly Haemorrhage Status Effect.

Uncommon: Sapphire blade

  • Hit target suffers from a moderately Haemorrhage Status Effect.

Rare: Diamond blade

  • Hit target suffers from a considerably Haemorrhage Status Effect.

"A very sharp and fragile blade for perfectly cut through the human flesh".

Uncommon: Burnt Iron blade

  • Hit target suffers from a slightly Mangled Status Effect for 120 seconds.

"A rude rusted weapon. Optimal for leave the victim in pain".

Rare: Serrated blade

  • Hit target suffers from a moderately Mangled Status Effect for 120 seconds.
  • Slightly decreases Repair speed of Survivors injured by the fire weapons.

"A brutal blade design for rip through the flesh."

Very rare: Volcano metal

  • Hit target suffers from a tremendous Mangled Status Effect for 120 seconds.
  • Moderately decreases Repair speed of Survivors injured by the fire weapons.

"The blade of this weapon is infused in the power of fire, leaving perennial wounds on his victims"

Very rare: Little plant in a pot:

  • You start the trial with level 2 rage.

"He used to be a great warrior, my best friend. I will never forgive nor forget his murderer."

Ultra rare: Jess Head:

  • You can mori your victims on level 4 Rage

"A warrior dies when nothing remembers him. I won't let you die, my old enemy, so you must carry your shame as long as I live."

Add-ons trivia:

-Slightly(0.5 secs)/moderately(0.75 sec) /Considerably (1.0 sec) reduces the time animation for swap the weapon.

-Slightly(20 secs.)/moderately(40 secs)/Considerably(1 min) increase the timer before Rage expires.

-Slightly(10 secs)/moderately(15 secs)/Considerably(20 secs) reduces recovery time for special ability.

-Slightly (-5%)/Moderately ( -10%) reduces generator's progress speed.

all add-ons that modify the same effects do not stack

There are a totals of 20 addons:

  • 3 common
  • 4 uncommon
  • 6 rare
  • 4 very rare
  • 2 ultra rare

Mori

While the survivor is laying down, the Warrior swing a powerful strike with his axe on the survivor's arm, cutting it off.

Survivor scream in pain while the warrior walk around laughing leaving the camera angle and leaving the survivor in pain.

The survivor is shocked and screaming and try to crawl away.

Short after the Warrior, in a frenzy rage and lust for blood, suddenly jump on the survivor, striking him multiple times with his axe in a bloody fury, cutting him in pieces while fire explosion come out through the axe's blows.

With the pointy part of his weapon impales the survivor head (or where it should supposed to be, cuz DBD doesn't like decapitations) and taunt in a powerful scream opening his arms rising the bloody weapon with the cut head on it.

Perks

Labyrinth:

  • Tier 1: Rare
  • Tier 2: Very Rare
  • Tier 3: Very Rare

Hex totem. The survivors on injured state suffer from hallucinations that consist in: Fake generators, fake hatches, fake totems, fake chests. Interact with the hallucinations reveal the survivor aura for 4/6/8 seconds in a range of 28 meters.

"From the ancient underground Cities comes his power, and the weak will be lost in this maze"


Honour:

  • Tier 1: Uncommon
  • Tier 2: Rare
  • Tier 3: Rare

After a survivor has been rescued from the hook that survivor is marked and you gain 1 token up to 8 tokens. Each token slow down by 4% the generators repair. Putting the marked survivor on dying state will make you lose 3/2/1 coin/s. You can have up to 2 marked survivors at same time. If an unmarked survivor is hooked he becomes marked and the second-last survivor marked lose his mark.

Note: Thanatophobia could change in slowing healing speed


Vendetta:

  • Tier 1: Uncommon
  • Tier 2: Rare
  • Tier 3: Very Rare

After a survivor successfully stun you, you become obsessed with that survivor. Everytime the obsession is chased the obession will suffer from the blindness status effect for 20 seconds and put the obession from healty to injuried state will also apply a deep wound status effect. The perk can be used once every 60/80/90 seconds.

"punish for the bolds will be soon delivered."

Perks Trivia:

Labyrinth's hallucinations take place in map spawn points where normally there could be a possibility to spawn an interactive object. Hallucinations have a cooldown of 20 seconds. Labyrinth's hallucinations consist in:

  • Fake generators: In all places where could be a generator spawn a fake generator. When a survivor interact with it trying to repair it his aura will be revealed. When the generator will stop to be repaired by any survivor, it will disappear.
  • Fake hatches: When the hatch will spawn, if the totem is still active, in all places where could be a hatch spawn a fake hatch (for a max of 4 hatches). When a survivor will try to interact with it, his aura will be revealed and the fake hatch will despawn.
  • Fake totems: All totems are enlighten. In all places where could be a totem spawn a fake totem (for a max of 10 totems). When a survivor interact with it trying to break it his aura will be revealed. If the survivor will interrupt the totem it will disappear. If the survivor break the fake totem it will break normally but will give no bonus (for example will not activate Inner Strength)
  • Fake chests: a max of 7 chest appears in the level (including all "real" chests). Interact with the fake chests will reveal the survivor's aura. Interrupt the action will make the fake chest disappear (after completing the animation for close the chest). Successfully search a fake chest will spawn no item."

The perk will give the killer no audio warning but just reveal the aura.


The perk Honour is setted to low tier perk, even if could be a very strong perk that afflict generators repair, because is a very specific perk that could be easly counter. The survivors see the icon on bottom right, therefore the survivors will know that the killer will prioritize the unmarked survivors, so they are "relatively" safe from being put to death state as long as they are marked. However, if the killer chooses to put them on dying state anyway, the perk effect will be minimized or even canceled.

New Realm and maps

Overview

The new Realm have place in a village not far from an active volcano.

There are a current of 2 maps. "The Abandoned Village" prominent colour palette is blue and "The Fire City" prominent colour palette is grey and orange.

in "The Abandoned Village" looks like a medieval city where all its inhabitants left their home immediatelly leaving almost everything intact. is raining (more like a drizzling rain). There are some houses and stores explorable. The village, like any medieval village, have houses quite close each other and small streets.

Landmarks

The central square in the cente have always a generator

The church has always a generator

The butcher shop has a basement

Not far from the windmill is the killer shack



in "The Fire City" looks more like a complex medieval city with tall buildings in stone. The city was completely set on fire and all its inhabitants who couldn't flee were killed and sacrificed. Is located not far from the volcano that is possible see. There is a river outside the city but it is blocked by walls. One escape gate is always on the bridge next to the river.

Landmarks

There is a walkpath under the bridge and 2 stairs that connect it on the bridge sides.

The main building has a second floor and there is always a generator


(all the images are not mine, they are created by other people and vaguely represent the reconstruction of the environment.)

Possible Achievements

Adept Warrior: Achieve a Merciless Victory with The Warrior using only his 3 perks.

Daemon from Hell: Kill with your hands a total of 4 survivors with Rage 4. (requires Jess Head add-on)

Unbeatable: down a survivor a total of 30 times after they complete a generator

New Survivor: Eldur Handersson


If the primary aspect of this killer is to defend the generators (and I mean slow down the repair progress) so also the new Survivor would have a main aspect that orbit around defending: Defend his survivability.

Gender: Male

Role: Escaper

Nationality: Iceland

New Survivor's Perks:

Death Delay:

  • Tier 1: Uncommon
  • Tier 2: Rare
  • Tier 3: Very Rare

When on the hook, as long as you are within the killers heartbeat radius, the entity's sacrifice speed is reduced by 10/15/20% and hook escape chance is increased by 3/4/5%.

Lucky Charm:

  • Tier 1: Uncommon
  • Tier 2: Rare
  • Tier 3: Rare

After being rescured from a hook the perk will activate for a max of 90/105/120 secs. If another survivor is hooked this perk will be disabled. If you are hooked for the second time in a row (so no other survivors have been hooked after your first escape from the hook and this perk is still active) you'll enter second phase but will not activate struggle, giving you access to escape attempts.

Back Door:

  • Tier 1: Rare
  • Tier 2: Very Rare
  • Tier 3: Very Rare

Once per trial, sprint into a looker and stay hidden for 3 seconds will make you disappear from that looker and appear in a random locker in the map in a 20/24/28 meter range.

Conclusion

I have to admit that see this killer, even reworked, in the game will make me very happy. By the way, i dont pretend it and I consider this guide as a good way to show some creativity.

For the people that expected more from the lore, i just say that i could write books on it and on how the beginning and the civil war developed, but we are not here for this and this brief lore is written only for make this killer more interesting with a backstory behind.

The perks and the ability are concepted not for make him overpower but for force the matches to be slow and more tactic.

This way, we are importing a new idea for change the already complex playstyle of the game.

So, facing "the Warrior" would force the survivors to play more hide and seek, also tactic what generator and when to do it for force the Warrior on low rage level and so making him not a big deal.

Paradoxicaly, the NOED would be a wrong perk on the killer, because the survivors could have more time for do all totems.

That's where Labyrint perk pop in. The survivors that spend too much time on secondary objective could be hardly punish for this.

Also, being a warrior makes him a "man" of honor and with a code. The "code" could be reflected on a "Dead by Daylight" code where all survivors have to be threated equally and give them good chanches to fight back.

Here where the Rage pop up. Having a story of sadness and anger make him easly fall in rage for any event that put him in disadvantage. So, bold survivors that count on them ability to outsmart the killer would than have to face a crescent threat that could more easly down them down.

At last, here where the "Calm" effect show up. After having defeated a foe, there is no more reason for being angry at him anylonger, and being next to the defeated foe would create a sensation of peace on the killer. That's why the "Rage" ability considerably fade faster when too close to an hook and when a survivor dies. Also, this prelude the "patrolling" and "camping" strategy of the killer, considering he would become "weaker" doing so.

Another idea would give the ability of the:

"Fire Blast"

Press and hold the Active Ability button to perform the Fire Blast and make a generator in view to explode and regress. Every survivor too close to that generator (1 meter) will be put to injured state.

The Fire Blast power has a cooldown of 90 seconds

Thanks for take some time for read my artwork.

Post edited by Ber_the_Red on

Comments

  • Shymare_11
    Shymare_11 Member Posts: 494

    My entire thought while reading this was super forever Freddy, idk. I see what you are trying but there there isn’t much balancing when it comes to his stats and such. His speed for one is too fast, I know that gen rushing is the only way to see tier four but just think about this: the killer can just sit in the middle of the map for 80-100 seconds (a gen takes 80 seconds without any toolboxes or great skill checks) and watch as 4 gens go off and now they have the equivalent of a noed with 130% speed, mind you that is 5.2 m/s, for 2 minutes not even taking in account for any add ons or perks that will extend this time or increase your speed. I am also assuming this apply to all of the warrior’s weapons including the JAVELIN, a ranged weapon that has no range restrictions or the sword that can hit through walls and I guess obstacles. I love the thought but that is one of my biggest concerns thought there are more. Such as the random status effects for completing a gen or the absolutely no confer play for labyrinth besides pure luck that you choose the 1 of dozens of lit fake/real totems to cleanse. Also you’re reasoning for the rarity of honor is not very correct, it very easy to ignore a survivor or two to get all 8 tokens with labyrinth, unnerving presence, and distressing/thananophobia to completely slam gen speeds. He’s cool and has a lot of creativity but he’ll need some massive rebalancing, maybe even reworking, with other perks and his addons in mind to get him at least not someone survivors will at least consider to play against.

  • Ber_the_Red
    Ber_the_Red Member Posts: 9

    Thanks Shymare_11 for your questions.

    First, the killer doesnt reach 130% and i would prefere to answer the questions about the killer, not correct whom don't read carefully.

    Is the killer too fast?

    On first level, the one he would probably spend more time, he's as fast as an huntress. On other levels he's as fast as any killer with the exception of the last level, that he has the benefict of the No One Escape Death (+5% speed and one shot). Considering the survivors can easly avoid to get him to level 4 if they just what it, it is totaly not overpower.

    Could the killer stand still and wait for the generators for easly reach level 4 rage?

    Yes, of course he could, but it is a risky tactic that will penalize the start of the match. Similar to "The Shape" that pretends to be afk and stalks the curious survivors waiting for them to get close enough for use the "tomb add-on" for insta-kill them. Not realy effective, in my opinion.

    Could the killer hide with Insidious and let the survivors pop the generator unaware of his presence?

    No because, similar to The Shape, the killer produce a singolar noise when reaches different levels of Rage. The intensity and brutality of the noise will determinate the level of Rage. With the "little plant in a pot" add-on, the noise is produced at the beginning of the match.

    Does the Rage afflict the special weapons ability?

    just a little that sometimes can be influent, but it is a minor change.

    Is the killer overpower?

    We should try it before say. Just an in-game test could define it, but i ensure we worked hard to create and balance him. Also, consider that on rage 1 he is slow as an huntress but the JAVELIN does not work as the hatchets: It need to be charged and that throwed (quite similar to a fully charged huntress hatchet). This is why he has many startegies for "looping", depending on the loop.

    Is the perk "Honor" a strong one?

    It could, as alredy wrote above, but we need to consider many facts: The first one, if we accept Honor as a perk in game, we would also accept to change Thanatophobia for make them fit togheter. Similar to daying light, this perk become stronger each time a survivor get hooked, but here why is "Weaker" than Daying Light:

    • A survivor must be unhooked first. (no bonus if he dies. Max 8 tokens) while Dying Light requires to hook the survivor (every hook count. max 12 tokens)
    • The survivor unhooked must not have the mark on him.
    • The perk can lose power by just downing a survivor. This in particular is the major weakness: The survivor marked can push on the generators and force the killer to put the survivor to dying state or ignore him. If The Killer put the marked survivor to injury state, the perk lose stacks. If the killer ignore the survivor, the survivor can complete the generators and complete the game.
    • The killer should not "Tunnel" the survivors. This of course is the killer choice that now would give beneficts with this perk. (and of course benefict to the survivors)

    This is why this perk is "Stronger" than dying light:

    • +1% bonus than Dying Light 3 on slow generators progress. Bigger pressure on generators
    • If the obsession dies, you wont lose your points.
    How the perk Honor synergize with other killer's perks (and add-ons)?

    The stronger and bigger impact on generators repair speed is given by 1: Thanatophobia 2: Dying Light. A mximun of 16% of Thanatophobia + 18/24% of Dying Light + 32% Honor = a max of -72% on repair speed. If we would accept to rework thanatophobia, than it is a max of -56%. Than, at its worst, it is possible to do a "generators build" adding whatever else you like to slow generators, for example: Pop goes the Weasel. This way sounds like easier generators controll for the killer but harder controll on "loops" and catch survivors. Personally i see nothing wrong on it, also because these Perk Build already exists.

  • Ber_the_Red
    Ber_the_Red Member Posts: 9

    I spend some time to make some hypothesis on how this killer perks, add-ons and ability synergize with other perks:

    Fire Great sword + any perk that gives Insidious for some seconds such Tinkerer, Dark devotion, Trail of torment and in minor part Hex: Retrebution and Nemesis. Possibly, sneak on generators, surprise 2 or more survivors work togheter and hit them all. Hard stuff to get but could be funny.

    Astronomy book add-on + Iridescent jail key add-on + bitter murmur. incentrate your build on sneak on survivors who complete a generator and punish them hard for this.

    Little plant in a pot add-on + Franx's dagger add-on. The best combo for benefict of your passive ability.

    Jess head + strong genrushers survivors premade. "I dare you now"

    Diamond blade add-on + bloodhund + sloppybutcher (or Volcano metal add-on) + Stridor. Incentrate your build on seek and kill the injuried or/and the sneaky survivors.

  • Blackamber7
    Blackamber7 Member Posts: 1

    There was an error rendering this rich post.

  • Shymare_11
    Shymare_11 Member Posts: 494

    I first wish to say that I once again like the idea and would like to see something like it in dbd but now I guess I need you to explain some things. One, if the warrior can’t reach 130% then how? I’m assuming that the +5% at tier 2 will add with tier 3 for +10? If not then I got confused of that, also he will still be faster than almost all other killers except maybe blight, spirit, and possibly wraith (of which are known for their fast speed when using their abilities) currently in the game at tier 4 (120% speed=110% base speed plus the 10% of tier 4). Two, I know that the javelin needs to be charged like huntress’s axes but once again he is faster than her and he will not need to account for distance (a big part of huntress’s difficulty curve) since the javelin by your words will travel “quickly” in a straight line and will not stop until it collides with something. Both meaning that aiming for the warrior is easier unless he is chasing in an area full of obstacles and walls, which I mean is fair, but it also comes back on its own so there not much of a penalty for missing like when huntress needs to restock at lockers. But I’m going to accept that since he only has one javelin to throw, right? Anyways, I have no qualms with javelin unless what I theorized is true. Third, honor doesn’t lose all its stacks after hitting someone, I read it’s description. It says that if he were to hit a marked survivor he would lose 3/2/1 coin(s). I’m pretty sure that isn’t even half of the coins possible. Then again it’s very hard to get all 8 tokens so I guess lose one is very damaging. Also, do you think that we should basically nerf a perk that is functioning fine and has very little problems to accommodate for a new perk instead of changing the new perk so that it accommodates for the existing one? If you say that nerfing thananophobia is better than changing your perk to balance thing idk what to say back cuz this is just preferences but I think if something works don’t change it for the newer guy. Finally, you have address how there is no real counter to labyrinth. Using the it’s a hex so it’s counterable excuse is plausible here because it adds in lit totems that makes it so that you need relay on pure luck instead of skill to find it. Is the only way to get by is always staying healthy? Anyways, sorry if I’m wrong or seem harsh. Btw saying I did read carefully should be a valid excuse for poor writing, it takes time to decipher what you’re saying though the numbers and confusing layout.

  • Ber_the_Red
    Ber_the_Red Member Posts: 9

    Thank's again for your interest. It makes me very happy to confront my idea, like we are taking it seriously.

    • So, yes, top speed for The Warrior is supposed to be 120% only on Tier 4 Rage (requires 3 generators to be completed in a row) and it is a tier that basically gives you the noed status effect.
    • The JAVELIN would be a bit faster than a fully cherged axe from huntress, for make an example, and you guessed right: the Warrior has only 1 javelin that can be throw, recalled back and throw again (like the arpoon of Deathslinger). In my mind, i made the Javelin a bit faster that a fully charged axe, yet not immediate as the arpoons. The cooldown between shots is a bit less than the deathslinger arpoon. The range is infinite. Can only be throwed after being charged. Charge the shot is almost as long as fully charge a Huntress Axe. So, useless in loops but potentially lethal on open maps.
    • "do you think that we should basically nerf a perk that is functioning fine and has very little problems to accommodate for a new perk instead of changing the new perk so that it accommodates for the existing one?" It is an interesting, yet clever, point. In my mind, by the way, I was considering some facts about thanatophobia: Whenever we talk about this perk we have 3 killers in mind: The Plague, The Legion, The Nurse:
    1. For the plague is one of her most precious perk that often force the survivors to seek healing and buff her ability. If thanatophobia would change (not nerf) in just slow healing speed she wont need it anylonger.
    2. For the legion is, as well, one of them most precious perk. But if If thanatophobia would change (not nerf) in just slow healing speed (instead of 4% let's say... between 6 and 8%) than it is quite a buff for them, because The Legion are very good on injury survivors but not so good on close a chase and kill them. This change would realy force the survivors to play injured because healing would take too much time, speeding the game but also making it risky.
    3. For the nurse, If thanatophobia would change (not nerf) in just slow healing speed (instead of 4% let's say... between 6 and 8%) it would fit better with "Nurse calling".
    4. Plus, combo this perk with Sloppy Butcher -25% healing speed would have a strong effect
    5. At this point we would arrive to the perk Honor: Why would honor exist? 2 major reasons for a more fair gameplay: Avoid the "tunneling" on survivors and slow generators progress. The 2 reasons would give beneficts to both sides penalizing the unfair gameplay (the "tunneling" and "gen rushing" are the 2 major complain about gameplay for the players)
    • The hex totem: Labyrint is ment to punish the tryharders, force the survivors to stay away a little from the generators and seek heal by other survivors or medikits. Offhand, I see it a strong perk for killers as The Plague and The Legion that injury a lot. Yet, being a totem, the counter would be Being healty and destroy it. Not much more to say about if not considering a "token" system for aura ability for anyone who fall in a hallucination or just adjust the aura ability range.
  • Shymare_11
    Shymare_11 Member Posts: 494

    Okay I see now. I just want to have a few things clarified. I once again assumed that the only change made to thananophobia would be what it could effect, which would be a nerf, but increasing the penalty for healing speeds from 4 to 6 or 8 definitely makes up for the loss of versatility. Besides that everything else is cool, nice job. I’m going read it over again tomorrow with a clear and hopefully better reading skills than right now. If there anything else, I’ll note but I highly doubt to that cuz it’s already well fleshed out. Anyways, thanks again and I hope to more like this from you!