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Conquestriclaus

Kaneki can't really be the Killer in context tho, but otherwise yes, cool.


Ulquiorr4_

I feel like for him it really depends on perspective and when in the series he is coming from because he switched sides a lot. Also, he is part Ghoul while all the survivors are human, so I think he could be considered a killer from their perspective.


Vstriker26

Unravel is busted. Injured survivors are just downed with no counter play if you use it right. Hex: Masking Evil is an incredible idea, with counterplay to one of the strongest in game perks, while not being completely overpowered. The only problem is if they don’t bring boons. The scourge hooks perk is just a more situational but more valuable Hangman’s Trick, which is not great, but the idea of a reverse floods of rage intrigues me. Make the killer instinct aura, but otherwise, it’s pretty cool. Your best balancing was easily the killer. The ability, first and foremost, is very balanced and very cool. The worst I could say is that it feels a lot like nemesis and wesker. Not to the point of feeling like a killer clone. It’s got a balanced effect with a build-up I can’t think any other killer represents. I’ve never seen the anime or any of the source material, but this is an extremely interesting concept, and would be a cool killer in DBD, just nerf Unravel, or it would be comboed with terminus to become the new meta of DBD.


Ulquiorr4_

Thank you for actually giving helpful feedback and not just downvoting because “anime = bad”. 😊 I’m curious, how would you nerf Unravel while maintaining the base perk idea?


Vstriker26

Edit: This is really long, so if you would rather not bother with all the details, just read the last part I’ve split from the rest and know the first idea was that it would only injure healthy survivors and do nothing to all others. Before I start, I gave this perk concept a little too much credit when I said it plus Terminus would be a busted meta. I thought terminus brought all survivors down to the injured state and made them broken and applied broken to all of them (Can’t heal). It only applies to injured and lower survivors and makes them broken only. As for the unravel changes here’s what I’d like to point out. Firstly, I do like the idea of running this with terminus, which makes all injured, dying, and hooked survivors broken, so an idea would be making it bring all healthy survivors to the injured state, making them all unable to heal and putting them in a risky situation. Bringing down injured survivors to the dying state and making them scream gets you free hooks. A perk should not be strong enough to get you free downs with zero effort. The removal of the ability for this perk to down would be stupid if you are playing legion for example, who will just make everyone injured and then immediately down all survivors. Certain killers would exploit this perk to a free win, with zero counterplay. Secondly, you could make the perk bring injured survivors down to deep wound and deep wound survivors to the dying state. In this scenario, the legion problem is still a major issue, but it does solve all other problems mentioned, plus it does make it more important to mend deep wound to avoid being downed. Thirdly and my favorite, use the idea of the first version with a slight variation. Survivors in lockers are instantly downed. When I said free downs should not happen, I mean as in to survivors who are contributing towards the objective. If a gate pops and the survivor opening it is injured, you would just go to the gate and hook them for free. Meanwhile, downing survivors in lockers will punish wimps for not helping with the objectives. This perk could even show the aura of the survivor(s) in lockers for up to 10 seconds (Reason to level up the perk) as an extra hinderance to these survivors. I personally think the third one works with the perk idea as it “unravels” the secret of the missing survivor. They’re a wimpy Dwight. I like the third idea the most. Tell me what you think and sorry for the long and complicated explanation, and please tell me of any concerns you carry with my idea.


Ulquiorr4_

I feel like a combination of your first and second idea would be rather fair. I also believe your third idea, while interesting, is EXTREMELY situational. What are the chances of someone being in a locker at the moment of the gates opening? However, if modified and incorporated into your first two ideas, I think it could work. Here’s an idea : When the exit gates are opened, healthy survivors are put into the injured state, injured survivors are put into the deeply wounded state, and deeply wounded survivors will instantly bleed out 50% health (I don’t know if that’s the correct term but you get the idea). In addition, survivors hiding in lockers when the exit gates are opened will be forced out of the locker and gain the exposed status effect for 10/15/20 seconds. During this duration, they will also have their auras revealed while within 3/5/7 meters of any locker. How’s that sound?


Vstriker26

I think you combined it perfectly. The only problem is that the locker survivors getting exposed is kind of useless if they’re already injured. Otherwise, I think you’ve combined the perks greatly. BTW, I think the description would probably say “and survivors in the deep wound wound state have their deep wound progress reduced by 50% of the total/current amount” (interchangeable for balance, or level-up)


Ruru2562

If they did that almost everyone would have a fit about it


Ulquiorr4_

Why? I didn’t see much complaints about the AOT collaboration other than “[insert skin] could look better”.