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tacticturtle

★★New Dead By Daylight!★★

177 Comments

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KURI#31489 about 1 month ago

Hey! Just wanted to let you know that the Korean localization I mentioned is finished!
The code is C1654 <---------
I made sure to keep your name as the original creator.
The server is booming and people love it! Thanks for making this possible.
Thank you! :D

KURI#31489 about 1 month ago

Hello! I'm Kuri, who is having fun playing this mode.
Can I translate this mode into Korean?
It's okay if you don't have a separate translation file.
I can make the Korean version code myself, and I can inform you of the changes.
Thank you.

tacticturtle#2329 creator about 1 month ago

Hi Kuri,
that would be great! I'd love for you to make a Korean version.
As long as I'm still credited as the original maker of the mode, you are free to do whatever you like!
Thanks.

hoopagamernotfrappe 4 months ago

A random idea I had for vendetta

Unlike other killers, your HP matters. Survivors can deal damage to you with pallets and abilities. When reaching 0 HP (and not via environmental) you will be stunned for 10s before going into a rage for 75 seconds.

During this:
All generators instantly begin regressing at the start of rage
You gain a 4% speed boost
Pallets stun you for less time
Your abilities are buffed
Downing a survivor will cause you to combo them with your sword. Survivors downed this way will be put into bleed out, basically hooking them in place with less hook bar drain. Survivors that have already been hooked twice will be killed on the spot

However, you are passively a good bit slower, meaning this major buff might be a priority for winning

hoopagamernotfrappe 4 months ago

Venture is a bit weak... And what happened to Wuyang?

hoopagamernotfrappe 4 months ago *

It's mostly the secondary fire. It slows you down on use and it's really hard to hit on open maps, not to mention you need multiple hits

Not to mention venture feels slower than the other killers

hoopagamernotfrappe 5 months ago *

Someone copied the code with barely any changes and somehow it's in the front page instead of this
:(

MercysChandelier 5 months ago

As promised, here were some general concepts for suvivor abilities I came up with.
-Temporarily Decrease player size/ removing outlines to hide and dodge abilties
-Temporarily increase player size to block doorways and tske hits and possibly temprarily half a hp bar increase(45-50hp)
-Pausing hook timers/slowing hook timers for teammates
-Applying vertical or backwards impulse to killer through projectile
-Balanced Landing( A literal direct Port from dbd)
Lithe from dbd( Sojourn kinda has this though)
-Self Floating to disable footsteps? Like old Ram link but only for self
-Take a teammates cooldoon and apply for self? Maybe broken tbh this is stolen from places dbd custom game
-Passive breakdown/kindred/babysitter When hooked reveal killer and grsnt survs in range speedboost/aftee unhooked reveal killer to everyone for 25 s and break hook for 1-2mins
-Reactive Healing(Direct port from dbd)
-Zarya parital bubble heal
-Lucio heal aura VERY SLOW
-Mark a Teammate and share each others healing
-For 8 seconds increase people close to you repair speed by 33%
-Repairing gens charges ult, Ult does something
-Slow a killer down maybe customer projectile or ability
-trap to tether killer to place
-Hack killer
-Hazard Grapple for a survivor
-Reducing killer size and maybe slight slow, but reducing their size will decrewse their melee range
-Partial zero gravity/float

tacticturtle#2329 creator 3 months ago

I think the self floating to disable footsteps could work for the Reaper survivor? I'd add another buff to it like a moderate speed boost or something, but it would work well with his stealth theme and could be used alongside his invisibility circle

MercysChandelier 3 months ago

Yes that sounds interesting, like an active ability you pop for a moderate speedboost + footstep removal? If you wanted to get extra spicy it could be an impluse applied forward (no invicibility tho) instead of a speed boost. Tho actually that might not work as well with the invis field.

tacticturtle#2329 creator 3 months ago

A single impulse might make it better for hiding as well, as in you could use it to quickly hide around a corner or move to a new position if u have a short moment of being out of the killer's sight... It would also be less annoying to play against: imo chasing a survivor faster than you for a few seconds feels worse than chasing a survivor who randomly gains an impulse, even if the distance gained is similar. This may just be personal preference though.
As for it not working with invis field, it could be an optional impulse or something?

I think these ideas would work for him, I'll add it whenever I work on the mode again, ty for suggesting them!

hoopagamernotfrappe 7 months ago

I don't know what exactly vendetta could do, although she does actually have a basic melee unlike brig/rein, maybe as a killer ability:

Secondary fire makes you block for 0.65s, if you would get pallet stunned in a block, it's duration is severely reduced (0.8-1s?)

MercysChandelier 7 months ago

Was bored and made tier list when on the subway. Let me know what you think.

https://tiermaker.com/list/video-games/ow2-characters-season-18-18684150/5686343

tacticturtle#2329 creator 7 months ago *

YAY I love a tier list!

OP - I feel like Tracer & maybe Junkrat are OP, I'm not sure about the rest of them though - I always thought Hazard was one of the worst survivors :( I gave him a lil rework when I changed him to Wuyang, who DEFINITELY is OP and I need to nerf more, he's frankly disgusting

Also surprised to see Bap up there, I feel like he's Strong or Good as his self-down ability is a bit of an odd one
Zen is definitely a very strong survivor! I'm not too sure if he's OP though
Tracer irritates me a lot, I'm gonna be nerfing her and Junkrat soon

Very strong - Agreeable, but I've always felt Ram was on the weaker side, he's been buffed a lot so maybe he's better now? Roadhog I feel is just Decent or Good as he doesn't really do much, I find his abilities more annoying than effective.

Strong - all very agreeable
Good - agreeable, I'd maybe Venture belongs in strong due to their ability to spam healthpacks though
Decent - I agree
I've lowkey been wanting to buff Freja recently?? But I'm not too sure what I'd give to her

Useable - POOR REAPER's always been on the lower side of the tier list ever since this game has been a thing :(( his kit definitely deserves it tho. He's been buffed recently but I can't really do much for him without some sort of rework
I'd probably put Bastion a bit higher, they're really good if you're constantly giving out items
I've had a few ppl say I should buff Mercy and I might!! I'm a bit hesistant though

Useless/bad - Doom and Cass at the bottom makes sense. I've been meaning to give buffs to both of them. Can I ask what your problem is with Cassidy? Do you find his RNG effects too useless, or is his roll ability too weak?
I'll give Doom buffs to his passive as well as his block, he's just a bit useless rn :(

MercysChandelier 7 months ago

Maybe op wasnt the best tier name 😭

Yes old hazard was rly good as long as you werent vsing mercy or widow, i dont even remember everything he did, but his wall and leap alone are very strong ontop of his ring. I havent tried wuyang yet actually

Bap is rly good at hook saves, not only at saving others but also having others save him due to immo field. He can also throw his immo at people being chased and if timed well if gives them a 3rd hit. his only issue is that its risky to use his self down but unless you versing a high mobility killer its not too bad. Oh yeah and also he has the hook pause which is rly strong. Oh yeah oh yeah he also has unbreakable too.

Zen is rly good too, his heals is very good and is op when paired withed his synergies like mei, brig, JQ, hog, Kiriko, freya, mercy yknow the usual suspects. Even without his synergies, pairing zen up with anyone will just increase their surviviability in chase significantly as it puts the killer on a timer essentially. Additionally he is one of the best hooksavers/anticamp in the game as he has map wide mobility. Lastly hes also the best stealth survivor because zero footsteps. Very solid

Ram is interesting, he can fall off against the fast moving killers but overall his vortex is a pretty decent ability with a low cooldown, Not to mention his reduced cds and speedboost are usfel utility. His tp is definently his best part of his kit. Not noly for preventing tunneling but also very good for forcing dumb teammates to save you too LOL.

MercysChandelier 7 months ago

Unrironically hog is actually rly strong against the very good killers and he is meh agaisnt normal ones. He especially shits on echo as he can heal the partial damage from beam, and can hook her when she beams to force her to turn around and waste it. Hes also rly good against mercy blinks, junk dashes, sym dashes and winston dashes. Hes very bad agaisnt widow tho i will say that 😭. I think what makes hog decently good is that he is very good at helping teammates which is really important, and he plays well with ability stacking, (whcih is like having a team that has many abilities for killer disruption that can mitigate their long ability cooldowms by rotating using each one) which pushes him up imo. I always imagined him almost like a bodygusrd of sorts, where if hes around multiple survivors, that entire group of survivors gets increased survivalbility

MercysChandelier 7 months ago

Venture can probably go up, i put a lot of emphasis on being able to help teammates in this list and venture doesnt have a lot of that other than flashlights, but imo i definently underated them a little.

Freja mainly is bad because tracer and genji combined is usually enough for wiggle out plays(btw theres a bug where wiggle out doesnt stun the killer). Also its just difficult to even hit the shots to get rhe wiggle bar. Her dashes are good especially when using to abuse highground but overall junkrat kinda just does that dash thing better. I woulsnt say having a character that shares abilities with others is bad necesarilly, but they need some kinda niche that sets them apart and makes them good imo, or at least just be strong themselves. Maybe rework her wiggle out to something else? I think mercy suffers from this problem too, bap does the self pickup and self heal better, hog can also heal himself in chase better, and her mobility doesnt help her team that much and is very limited in how mcuh you can use it. I feel mercy would rly benefit from having a 3rd ability that helps hers teammates in some way shape or form, rn theres no reason to pick her over others.

Yes poor reaper, i rly love his invis field but his spine chill is kinda eh, not sure what can be done with him outside of a rework his passive. Either a speed boost abiltiy or a killer disruption one, if a survivor has one of those thats usually the biggedt indicator that theyre at least decsntly good

MercysChandelier 7 months ago

Bastions actually pretty decent, his two downsides are that hes VERY bad at hook saves, and he can be targeted out easily compared to most other heroes. But if hes just hiding and being a item dispenser hes actually pretty good. Unironially a hitbox reduction might be a useful buff for him💀. Maybe also an increase in ult charge if you use an item urself, like giving to teammates gives 66% maybe you coukd do 33 or 50% if he uses it. I mean venture can already item spam, I dont think it would be the end of the world if bastion could too. All of the good killers kinda destroy and overhwlem him as of rn.

DF is kinda weird, he just doesnt rly have a niche or a reason to pick him. Zen has the better crossmap mobility, hog can block dmg and heal after being hig, mauga can also block dmg and does so for his teammates too. And i feel like his passive is good but it cant save him. Outside of a full rework i have no idea what to do with him tbh.

MercysChandelier 7 months ago *

Cass' roll is pretty good when you get good rng, getting a 5 roll is compareable to a venom mine its actually good. i would say the worse part of his kit is the flashbang that gives random effects. Currently i only use it when im about to get hit, since if i use it when im not i risk losing a health state when i could have just not used it or rolled. I think as long as he's the rng hero he will be bad which is okay, but ig i would remove the negative effects as a start or maybe make the random effects more offensive in nature rather than defensive.

Also holy shit that was so much longer that I realized. I had a hour and a half to spare on the subway im sorry 😭😭😭

tacticturtle#2329 creator 7 months ago

OH Baptiste being able to use his ability 1 while downed is a bug and I had no idea that was a thing LOL, I'll fix it when I'm next available. Hopefully that bumps him down a tier and gives more reason to play Mercy

I pushed an update 2 days ago affecting nearly every hero we've spoken about here, hopefully you like the changes!!
I changed Zen's ability so he can't teleport to hooked survivors, as I always thought it was kind of cheesy, he should still be very strong but not BS now

Fair points on Ram and Road, I'll leave them untouched for now then

I agree Freja and Reaper will need reworks/changes, especially Reaper. I have an idea I might try out on him..

I changed Mercy so she gets ult on healing instead of unhooking which should help her a lot - I feel like it suits her character better too? I think her self-heal while stood/downed is pretty good as it stands, and with Bap changed she's the only one with unbreakable now. I'll see how she performs with this buff and I can look at new abilities if she still seems underwhelming

Totally agree!! Bastion has already had his size/hitbox reduced, but I'll see if I can reduce it again without making him look goofy, 33% ult on using an item sounds great too. I'll make it apply to using any items so he can claim it on items from chests too.

Doomfist :( I'll think of what can be done with him... I feel bad that one of the OG survivors has essentially been powercrept

I've put in a bunch of buffs to Cass too, his roll ability was actually bugged to have lower chances than intended LOL, I've also changed his ability 2 a bit. I still think he needs more buffs so I think I'll remove the damage negative event and turn it into an offensive buff instead?

also lol dw!!! I liked reading it all, I'm actually typing this on a train too myself, I would type more if my laptop wasn't on 8% :(

tacticturtle#2329 creator 7 months ago

While we're at it do you have any opinions/tier lists on killers?? I gave some buffs to Soldier 76 as well as nerfs to Hazard and Mercy as I feel they needed it (ESPECIALLY Hazard omg), but I'd love to buff some other weaker killers

MercysChandelier 7 months ago *

Yes I do, here! Life's been so hectic lately lol sorry. https://tiermaker.com/list/overwatch/overwatch-heroes-48403/5698434

I have not really played the mode since season 17 but this is from what I last remember, I cant wait to try the new update out and see everything.

Mercy/Hazard- The changes make them more fair and less spammy, but hands down still definitely the strongest killers. Abusing high ground is very strong for survivors, so in general any killers that don't have to deal with it are pretty strong. Aside from that, they have a lot of mobility and lethality. You can dodge Hazards dash and mercy's blink or stun them, but in general once they see you, you are kind of screwed lol. Windows dont do much against them since they can just move past or around them, so your best counter to them is to play immersive, or to bring strong survivors who can compete. Although they are very strong after the changes i dont think they will feel as BS to play against, in fact before the changes hazard was one of my favorite killers to verse.

Echo/Genji- They both play pretty similarly, genji I would argue is actually stronger on maps with high grounds and weaker windows, and echo is stronger on maps that allow her to use glide, and she plays better into strong windows. Overall, I would say Echo is a lot stronger than genji since you only need like 2 ticks of the beam for a health state, but in retrospect I would move genji up a tier. Overall both of them are relatively counterable, where genji just takes a long time to get a health state, and echo can get really screwed over by stuns due to her cooldown on beam.

Orisa- Similar to echo genji, but she has the rly funny ultra fast dash that allows her to get a free health state. Its very BS and unfair, but its also like one of the funniest things in this mode and I cant help but laugh every time I see it. Anyways shes pretty strong and very good at camping, but she struggles with high ground and curvy maps

MercysChandelier 7 months ago *

Junkrat- Decent mobility when using dash from high grounds, disgustingly good at camping hooks near the edge of the map, and pretty fun & fair anti-loop. Overall he can deal with survivor BS pretty well too since he can hit you very quickly when he finds you, plus he can deal with groups of survivors by throwing them into each other or off the map entirely. Like a lot of killers he may struggle on large maps with high grounds (Nepal Shrine).

Torb- TBH I have no idea where to place him. He is very hard to play, and since most survivors dont know what theyre doing he kinda dog walks them. Against survivors who use EMP's a lot he might struggle, but I have not gotten enough experience to be able to place him very accurately in the list. He does completely nullify pallets, windows and survivors stuns basically, but EMP's are also a very strong counter so for now I will leave him here.

Widow- Shes an icon, very annoying but also funny af. She has no mobility, but she more than makes up for that with her lethality. Unironically although she struggles on large map with highgrounds, a lot of them have tight corridors and staircases which plays to her killer power really well. She plays well into stuns but can get screwed overby speedboost and holding W.

Moira- Like Orisa she has fade which is a free hit basically, other than that her portals are pretty good and unlike most killers she can play well into big maps with high grounds. Her biggest struggles are probably defensive survivors like torb, sigma, pharah and ana, as they can make the areas filled with portals a lot safer.

MercysChandelier 7 months ago

Juno- Very annoying, pretty strong too. She doesnt really suck at anything other than mobility, she can pretty much ensure a down it just takes her a while to build up to that.

Cass/Sojourn- Very fun and fair to play as and against, they're my personal favorites. Cass has good mobility and decent anti loop, while sojourn has stronger anti and less mobility. Overall both can perform very well or very bad, and they both tend to be more momentum based in winning a round.

Ram- Usually I just stall everyone out with my drones while I chase someone. His lethality is not super strong, but his ability to slow down gen progress is unmatched.

Ana/Ashe- Both can get downs somewhat quickly, but they have long cooldowns to they're main anti-loop abilities. Ana TP is pretty decent in chase too, and ashe has some insane shit she can do with her ult.

Sym- Her dash is pretty good antiloop, and her traps rival Ram in stopping gen progress. I would what makes her on the lower end of the tierlist is that survivors abilities tend to affect her a lot more than most other killers. She very weak to stuns and other escape abilities. Also note I think her traps are bugged and dont work properly currently.

LW- Same as sym except his dash has a longer cd and he doesnt have the game slowdown.

MercysChandelier 7 months ago *

Winston- When in power, you are as strong as mercy hazard if on a flat map, when not in it you are the worst killer. I put him low because if he cant get a first hit he cant do anything, I personally suggest if he has a 1% ult charge per second passive rate gain to help remedy this.

Sombra- Small brain people see this as a stealth killer, big brained people like me realize that this is the closest we will ever get to having the zarya killer in this mode LOL. But anyways she doesnt have mobility per se but she have the ability to tp back to her original position like mercy blink or dredge remnant. Her anti loop is okay and her clone is an added bonus when it works.

Kiriko- Before the change when she could hit out of TP I put her with cass/ram/soj, after this change though, I suspect she has only mobility and very little to no antiloop. its a good change objectively, but she kinda made up for her low antiloop with the stealth insta hits, so she will likely need something to remedy this issue.

S76-same as kiriko but he lacks mobility. The nice unique thing about him is that he has an insta down. I actually think s76 is decently good on the small maps like kanezaka and malevento, but if you were play him anywhere else you would likely instantly lose.

Reaper- Overall i probably underated him but hes pretty weak. The clone wont do much unless your in a corner, but his wraith is okay antiloop, so he is likely as strong as LW if I were to go back and fix it. I think s76 is stronger on his good maps, and kiri is stronger with good rng, but in general reaper is stronger than them

tacticturtle#2329 creator 7 months ago *

This is one of my favourite ways of getting feedback!! It's nice being able to see how every character compares to each other instead of having to piece it together in my head, tysm for making this!

Just for funsies, I thought I'd make my own, you'll see it's pretty similar to yours except I've moved a few characters up/down: https://tiermaker.com/list/video-games/ow2-characters-season-18-18684150/5692729 (in retrospect I'd probably move Baptiste to Strong)

I'll take a look at changes for heroes on the upper/lower edges of the list

MercysChandelier 7 months ago

Yes i like this list a lot, i love seeing other peoples thoughts and perspectives!

hoopagamernotfrappe 7 months ago

Venture is beyond overpowered btw

infinite items is really good, and they can see chests, allowing them to easily just get whatever item they want

tacticturtle#2329 creator 7 months ago *

I'd say Venture is strong but not overpowered to warrant a rework/nerf

Infinite items sounds very strong, but blanket can be hard to get value from and flashlight can be useless against a killer that knows to turn 180 degrees. I think most of their strength comes from being able to spam Medkits

I'm with MercysChandelier that Medkits are easily the strongest item and the issue resides more with them, I think if I wanted to change Venture I'd probably nerf medkits a bit and buff the other two available items (Which I probably will be doing soon!!)

hoopagamernotfrappe 7 months ago

I propose they be reworked:

Venture (Survivor)

Burrow ability is how it was

Drill dash enhances a nearby pallet, giving it an extra blue radius around it. Hitting a killer in this extra distance doesn't stun them, but slows them by 35% for 3s.

You gain ultimate charge by opening chests, 35 each time. Your ultimate can be used on a pallet to rig it. Rigged pallets will make a sound cue and auto drop after 1s if the killer gets too close, but stuns them for slightly less time

MercysChandelier 7 months ago

I would say venture is annoying but i dont agree that venture is overpowered especially when compared to all the other survivors

Yeah they have infinite items, but items can be countered if you know how to deal with them.

Flashlights- You can dodge flashlight blinds if you turn around when the survivor is using it on you. This makes them hard to get use out of when vsing a good killer because you need to be creative with how you use it in order to use it well.

Blankets- if a survivor uses a blanket when your chasing them, you can very easily find them since they cant move while using one. So if you are chasing a survivor and all of a sudden you stop hearing footsteps and you cant find them that means they used a blanket. If you just start punching around and walking you will find them pretty quickly.

Medkits- These are definently annoying and hands down the best item for survivors. The best way to counter medkits is to play a good killer tbh, otherwise you just have to keep chasing and do your best to not let them get a lead on you, that way if they use a medkit they are forced to stand still for 4 seconds and you have enough time to catch up to them before they can heal.

Overall venture is not op, medkits are very strong, and some killers are very weak, but thats not a venture problems its a medkit one.

Additionally if we were to rework venture(i dont think we should) im not a fan of this idea for a rework. Its not good to have survivor abilities tied to only being able to be used with pallets. Pallets are a limited resources and most maps average about 6 pallets. This means venture could basically only have one ability once all of the pallets are used. The only hero that works with abilities tied to pallets is torb, and thats because he can build pallets himself

hoopagamernotfrappe 7 months ago

Flashlights can sometimes blind killers looking away

MercysChandelier 7 months ago

That is rare and not something you can do consistently, if you turn away fast enough, and i dont mean to the side like a full 180°, you wont be getting blinded most of the time

hoopagamernotfrappe 10 months ago

Zarya (Survivor)

Stunning the killer with a pallet reveals their location to survivors not at full hp for 12s

Whenever you are hit by the killer, and passively while you are near them, gain ult charge

While ult charge is full, vaulting consumes it all and places a bomb at your location that explodes after 1s, stunning the killer for 0.75s.

hoopagamernotfrappe 10 months ago

Soldier 76 (Survivor)

Whenever the killer hits you, nearby survivors are given a speed boost for 4s

Whenever at least one survivor is near you and you take a hit, gain ult charge

Once ult charge is full, you gain overhealth the next time the killer hits you

MercysChandelier 9 months ago *

I feel like this concept is a little too similar too other heros like Mei, and Rammatra. However, I like the idea of solider being able to help his teamates in a more tactical way rather that a direct stun to the killer. Heres my twist on your concept that I came up with,

Sprint Burst- [Ability one icon] lets you sprint and nearby team sprint, revealing killer if seen

Detailed Decsription: Enables the use of sprint for 1.35 seconds, survivors within 15m and LOS also gain a 1.65 second speed boost(not as fast as hit speed boost idealy). Reveal the killers location for all survivors for 10 seconds if they are in LOS when using the ability 45s cd

Helix Rocket- [Ability two icon] blinds the killer

Detailed Description: Blinds but doesnt stun the killer if hit for two seconds. Ideally done via a white/black orb around eye position and by removing player outlines or by making all survigors temporarily invisble(outlines might not work ty workshop) 60s cd

Ultimate: Gain ult when both the killer and survivor are near you, ult marks a gen for faster repair speed.

Detailed Description- Gain 3% Ult charge every second where at least 1 survivor and the killer is within a 25m range(no LOS requirement). Click ultimate button on a generator to reveal its location to everyone and increasing its repair speed by 1.33x for anyone repairing it. Last for 30seconds
I hope this concept still keeps your original idea in mind, of having soldier be a hero who helps his teamates and likes to stay close to them. I also tried giving him more of his own identity and utility and making him more unique.

hoopagamernotfrappe 9 months ago

Soldier is supposed to be Mettle of Man + Duty of Care

Zarya is supposed to be Teamwork: Throw Down + Last Stand

hoopagamernotfrappe 10 months ago

I doubt this comment will be seen, but if you want some, I have killer ideas (and Survivor ideas too)

hoopagamernotfrappe 10 months ago

Freja (Killer)
Based off of the Animatronic

6 orbs spawn on the map, you can teleport to another orb if standing near an orb. After teleporting, you are crouched and move faster for 15s.

Survivors can crouch near the orb you exited from to end your effect early and reveal you

If a survivor is too close to an orb when you teleport, they are revealed and slowed

Pressing (insert ability button) fires a heavy projectile that deals damage

hoopagamernotfrappe 10 months ago

Zenyatta (Killer)
Based off of the Dark Lord

Press Ultimate to Switch Forms

Red Form: Press Orb of discord to fire in a line across the ground, damaging nearby survivors

Blue Form: Go through vaults faster, the nearest survivor leaves behind a trail that grants you speed

Green Form: You can't see survivors or melee, but go faster. Press Orb of Harmony to teleport to a selected vault

tacticturtle#2329 creator 10 months ago

I've been wanting a dark lord killer for a while now!!! It was gonna be Juno initially but she became The Doctor somehow :(

I'm a bit against using Zen as a killer character because you can't place cooldowns on any of his abilities unless you make your own in workshop, but I do like the ideas here.
I probably will add a dark lord killer down the line, I'll see if I can incorporate ideas like this in it, as they're all pretty solid

Ty for the suggestions!!

hoopagamernotfrappe 10 months ago

Wuyang (Killer)
Original

Press Ultimate to create a whirlpool, survivors can make them decrease in size by standing in them. (Until they are eventually destroyed)

While inside of a Whirlpool, you are faster and invisible

While crouched, you move faster and sink down to a puddle (just a pile of blue effects on the ground)

tacticturtle#2329 creator 10 months ago

I would LOVE to have Wuyang in this mode

I'm a bit scared of having area-denial killers in this mode, usually they turn out to not be popular :( but a stealthy area-denial killer sounds different from what's been had before, and could be pretty unique, especially if they make him invisible as we only have like 1 killer who can do that currently

I'm gonna see what ppl would think of playing against a killer like this, ty for the suggestion!!

hoopagamernotfrappe 10 months ago

Maybe you could give him the Guardian Wave as a way to get ultimate charge and maybe to stun/slow survivors

You could also make it so it just gives ult charge unless he's in a Whirlpool, then it deals damage

hoopagamernotfrappe 12 months ago

Do you still update this mode?
I doubt it but even after all this time it's still pretty fun :)

hoopagamernotfrappe 12 months ago *

Also, some killers are removed, what did they even do?
I'm just curious of what they did before being wiped off the face of the earth

tacticturtle#2329 creator 10 months ago

from the top of my head I've gotten rid of Lucio, Roadhog, old Cassidy and Zarya

They were all pretty much the exact same issue of me trying to take an unpopular killer and make them fun to play against, but some designs were just unfun or confusing to play against no matter what I did with them. Lucio (based on The Legion), Roadhog (based on The Clown) and Zarya (based on The Twins) all had this problem

old Cassidy got removed cuz his entire kit was just really bland and uninspired?? Like it just felt really random and boring, had nothing unique to it etc, lowkey he felt like a waste of a slot even if he wasn't miserable to play against

MercysChandelier 11 months ago

Turtle usually comes back and updates it once a year or so when they feel like it XD

MercysChandelier about 1 year ago *

Hey Turtle, its Moira, hope you are doing well, just wanted to report some bugs/oversights.

Killer mercy, sigma, junkrat & winston have speed boost bugs that cause them to become omega fast as the game progresses. Im pretty sure youve seen it before and fixed it but its back in the game. Here is a clip of the junkrat killer having the bug

https://www.xbox.com/play/media/3xYwy3Cktx

Additionally there are a few sigma bugs that cause him to lose his speed boost while invisible.
Echo & Sym: Sym traps and Echo infection deem to bug out a lot

Survivors
Mauga- He can stack overhealth on a 18 second cd for both hum and his teammates. This leads to scenarios to where him and a teammate can have 1000 hp and become basically unkillable for a majority of the killer roster. My suggested fix is to keep the overhealth for him and his teammate, but add a three second duration to it. So after Cardiac Overdrive ends the overhealth bonus is taken away from both Mauga and His teamates. I feel like this way it would keep his playstyle and low cooldowns, while also introducing more counterplay and no hp stacking due to the duration limit on the extra hp

Junkrat- This isnt really new, but I thought I'd mention junkrat being very strong at the moment. Often times he can get up to 3-4 deadhards in one chase at no cost, taking minutes to catch him. Maybe one potential way to change this is to significantly increase the cd and decrease to only one charge of dead hard? He would still have a lot of power in his generator passive so I thought it would be a good change. It also used to be implemented in the past but maybe a shared resource for dash and generator progress on his ultimate? that way he can keep dash power but it takes time to build up and has more of a cost.

tacticturtle#2329 creator 10 months ago *

Ty for the feedback!!
I've fixed the speed bugs with Sigma, Junkrat & Winston; I'm not sure about Mercy cause I wasn't able to replicate it myself, but I changed some things with her code and will keep an eye out.

Fixed Sigma Killer losing his speed boost too, ty ty

Also fixed the bug with Mauga LOL
Gave Junkrat a cooldown nerf for now while I think of what to do with it, this whole patch is very last minute just to fix that Mauga bug if I'm honest

I'm gonna keep an eye out for the echo & Sym bugs cause I'm VERY aware that echo's infection is very buggy, but I've genuinely no idea what causes it

Will very likely be updating the mode over the next few days, so I'll take a look at all the issues I didn't get to address today

GruntyBoi#1672 about 1 year ago

Would be nice to see some update logs. A lot has changed since the last one. Here's my thoughts now:

  • I don't think Juno's generator link ability works at all. It looks like all it does is create a straight line that leads the killer right to the generator you're at.
  • Is Doomfist bugged? I played this mode a few days ago and none of his abilities except Power Block worked.
  • Sometimes, survivor Sigma's grasp ability doesn't give him speed/low grav even when he has ult charge available, but it still takes away ult charge
  • I don't agree with Lúcio being removed. I feel like he's kind of necessary to keep the mobile killers in check, like Mercy, Ana, Moira, the newly added Hazard, as well as Genji due to his double jump and projectiles. I'd put Echo in this category too because of Glide. Instead of wall ride stamina, you could make it so he can only wall skim once per jump, then he has to land on the ground in order to be able to do it again. If that would still be too broken (I honestly don't think it is), you could disable Boop too. Alternatively, you could have Hazard as a survivor and give Lúcio's character specific abilities to him (this would also address the momentum conservation from vaulting issue someone mentioned before). Since Hazard has the slowest and shortest wall climb of all characters that can do it I think would be fine if he has it here (and with jump slash disabled he wouldn't be able to reset it without hitting the ground first. He'd probably need to have his other abilities disabled too but that's fine.).
tacticturtle#2329 creator about 1 year ago *

thank you for the feedback! I agree I'm lacking in update logs but honestly it was quite a lot of work to document every change

  • I've tested and Juno's generator ability should work fine, I will note that the line is invisible to the killer so you don't have to worry about it leading them to you. I'll probably update the ability to make it more clear what's happening to prevent confusion
  • Doomfist received a rework disabling rocket punch & seismic slam but enabling Power Block, so this is intentional. I'm realizing I kept the rocket punch icon enabled though which might be causing confusion.
  • Interesting, will look at Sigma

  • I get what you're saying, but I don't like the idea of some survivors being necessary to keep some killers in check. Especially when the topic is mobility, as killers who are lacking in mobility could be completely obliterated by Lucio. If mobility killers do become a big issue I'd rather see them nerfed, although I wouldn't mind a Hazard survivor with some mobility, it couldn't be anywhere near what Lucio had

For the second reply:

  • Killer Roadhog was removed from the game a while ago? Idk if someone's been changing the rules of the gamemode and playing as him but he is fully disabled in vanilla
  • Yep, will have to fix that, thank you for mentioning
  • All of Cassidy's effects have the same likelihood as each other, I'm afraid ur just unlucky :(

Thank you for the feedback though! I will make some changings accordingly

GruntyBoi#1672 about 1 year ago

Had to put this in a separate reply because of the character limit:

  • Roadhog killer's clouds still affect survivors through walls, floors, and ceilings. I mentioned this before but it doesn't look like it's been fixed yet.
  • Mercy killer can use her phase dash thing while holding a downed survivor if she held the ability button before picking them up. If this is intentional then ignore this but if it's not then this should be the most important one to fix of all of these because this has been abused for far too long.
  • I feel like Cassidy survivor's random effect flashbang lands on "nothing happened" far too many times. It's kind of weird to have an ability that's supposed to trigger one of many random effects, only for nothing to happen the majority of the time.
MercysChandelier over 1 year ago

Hey, found a bug in case your interested. Rams link ability ended up refreshing the cooldowns of people i linked to basically instantly, instead of the intended slight cd reduction. I have played ram before, however this is my first time encountering it, the only notable thing I did that may have caused this is that I played kiriko some round befoee playing ram. I'm not sure if that is relevant but I have no idea

Anyway here is the clip link
https://www.xbox.com/play/media/7qe8Qiy53z

And the replay code is NXJS8G

tacticturtle#2329 creator about 1 year ago

I've taken a look at this, Overwatch Workshop is bugged and so can't get certain ability cooldowns, meaning trying to reduce them based on their current value simply refreshes them.
This only affects certain heroes, so I've made a blacklist of 4 abilities that are now unaffected by Ramm's ability to prevent this from happening. It's not an amazing solution but it's the best available with workshop rn :(
Thank you for the report!

daPVEboi over 1 year ago

Tactic? Just letting you know that you overrided your code with some random unfinished mode of yours.

tacticturtle#2329 creator over 1 year ago *

LOL
I think this was some sort of bug?? It overwrote my lobby settings with that of an old mode but all the workshop rules were still there? Thank god for that. I managed to fix it in a few hours of it happening but I'm glad there's someone here fast enough to have noticed this though, thank you!!

Eliiot over 1 year ago

I would like to see lockers and skillchecks added.

tacticturtle#2329 creator over 1 year ago

I've considered adding skillchecks to make generators less boring to repair but as of now I'm trying to find other ways of doing that, especially as I feel skillchecks might punish new players a bit? They're still totally something I'm considering though.
As for lockers, I feel like they weren't really a necessary addition for this version of the game as it's much faster-paced etc, also a few survivors have abilities they can use to quickly hide regardless, and all survivors may use the blanket item which is like a portable locker in a way

daPVEboi over 1 year ago *

We’re so back. Junk has a nerf disguised as a very fun change and Lucio deleted :0

tacticturtle#2329 creator over 1 year ago *

Yesssss, sorry for the lack of patch notes or a comment etc as I've been busy but the update should also include some changes to the killer versions of Moira, Ashe and Symmetra, as well as a rework for the Echo killer. Survivor Illari was also changed
I'm gonna put out another update in a bit with a new killer and some changes to the Sojourn killer as well, I'm really not happy with her

daPVEboi over 1 year ago *

Nerf survivors or buff killers man. It way too survivor sided and it’s impossible to do anything if all survivors gen rush. I mainly play survivor but even I’m getting tired of it.

Also can you actually nerf junkrat dash since every time I play him, I get complained for being untouchable. An increased cool-down or shorter dash speed would work

tacticturtle#2329 creator over 1 year ago

after reading the conversation below:

These are all agreeable points! I agree that no mobility is a major downside for killers, but I typically try to balance around that to the extent that I think mobility-free killers can still absolutely be viable. Widowmaker, for example, was easily the strongest killer due to her lethality before being nerfed, despite having no mobility. Soldier:76 was also a good example.

Lifeweaver might be a bit weak as MercysChandelier mentioned? I enjoy playing him but admittedly haven't seen enough other people do so to think about changing him...
I will say I do think mobility survivors are a large problem. I've definitely been a bit too carefree with handing out mobility and am planning to pull it back a little in a future update. I am also a fan of survivors that have to earn their abilities, but for the sake of variety I do try to have a limit on these.

I pushed a small update a bit after reading this post with nerfs to the Junkrat & Illari survivors as well as removing Lucio. I haven't changed Brigitte as I feel okay with where she is

If you guys have any more feedback on any problem characters that need changing, please let me know!

MercysChandelier over 1 year ago

It goes both ways too though, yeah theres a lot of op survivors and gen speeds are fast, but theres also a lot of op killers like ana, ashe, junk, moira and hook death timers are very fast. Additionally, survivor footstep noises are incredibly loud which makes knowing where everyone is and tunneling pretty easy. So to blindly say nerf survivors or buff killers doesnt work because then indirectly bad survivor heroes like reaper get nerfed and good killers get buffed

I would agree with you though that theres a lot of op survivors and killers as well as a lot of really bad survivors and killers. I think addressing them individually works better rather than nerfing the roles as a whole.

Keep in mind, most people who play this have never played it before and dont understand how it works. So its incredibly easy to loop killers who dont know what theyre doing vs killers that do. That definently contributes to that feeling of the mode becoming stale. If you ever want to play it, id be happy to play it with you!

daPVEboi over 1 year ago *

What I said was in a general sense. it's mostly killers without mobility that suffer the most like soldier 76. he's god awful and the least played killer. Survivors that have a lot of mobility need to have small nerfs so their speed is not heavily relied on and become somewhat reliant on your team to an extent.

MercysChandelier over 1 year ago

I agree mostly, though i think lifeweaver is worse. He cant really deal with infinite windows and his movement ability has a semi long cooldown, its rough out there playing him. Soldier can make up for having no mobility by catching you off guard with a invisible 0 footsteps one shot when setup correctly, i love playing him on kanezaka/malevento since those maps are smaller. Like i said though, i dont think survs or killers as a role should be changed, rather I think the invividual problem characters should be changed. Like movement survivors and killers who offer little counterplay. Like ana is good example of a strong, (mostly) well designed survivor, since she is very punishable without her abilities, but her abilities are also incredibly strong. Compared to junk or lucio who get too much free value and are always safe.

MercysChandelier over 1 year ago

I also think the best designed survivors are ones that have long cooldowns that require decision making on when you want to use them(Ana, Tracer) or ones that have to do a side obective to earn their abilities(ashe, kiri, juno, mercy, Jq, Genji).

Also here some feedback on op survivors to nerf.
Junkrat- His Dash is op and he usually always has one up. Additionally he can instantly complete a generator if he so desires, heres how i would change him.
Change:Converting ult progress to generator progress now requires you to hold the steal trap button, it will convert 33% ult charge/sec
Nerf: Only 67% ult charge is convert to gen progress
Nerf: Dash now requires 20% Ult charge to use instead of being cooldown based. It also has a 15 second cooldown
This should reduce Junkrat's power level, add more nuance to ability usuage & make him focus on doing things other than gens.

Brigitte- Often times when using from highground, distance or when healed by heros like Mei, Zen, Moira etc. She can use armor packs with low risk of her own life on a low cooldown.
Nerf: Using armor pack now makes brig broken(like echo killer) for 30ish seconds

Lucio- He might need a full rework because he is that op. Lucio along with echo and Ball in roll are the only 3 heroes that carry momentum from their movement. This means lucio can jump through a window or wall ride and bunny hop across the map to maintain his speed boost. When combined with wallride this makes him usually faster than the killer. The only way i can think on how to remove this is to remove the window jump boost he gets and to disable wallride :(.

Illari- She is very strong and already recieved a ammo count nerf, i still think shes a bit overtuned though.
Nerf- Wiretap will now be removed when a generator is kicked
Buff-Killers with the tank passive recieve an additonal impulse backwards
Nerf- Increase outburst cooldown to require 2 more shots.

Mei
Nerf- ice wall duration should be no longrr than 1.75 seconds

daPVEboi over 1 year ago *

I love the idea of earning your perk instead of immediately having it for some heroes. it also makes your perks feel significant instead of using it for the sake of it.

MercysChandelier over 1 year ago

Yeah me too! Its a great way to balance strong abilities without having to necessarily use extremely long cooldowns.

Lowtech almost 2 years ago

Can you add billy, I miss my billy :(

GruntyBoi#1672 almost 2 years ago *

Overall, this mode is very fun, but there are a few things I really don't like because I see people abusing them a lot:

  • Roadhog killer's clouds can affect survivors that don't have direct line of sight to them, so they can be slowed and revealed without ever seeing the clouds at all. Also, he can still place them near hooked survivors somehow (even though this was supposed to be fixed?).
  • If Ashe killer chains a survivor in an open sight line and reels them in but never melees them afterwards, they will be chained to her forever and there is no way they can ever escape. This allows Ashe to just fall off the map with the survivor, allowing her to instantly down them without having to hit them twice. She can also sometimes shoot people through walls.
  • I don't think Moira killer should have that many portals. She can easily camp hooks and escape routes.
  • With how huge Ana's sleep dart hitbox is, the cooldown should be a bit longer (especially Ana killer)
  • When playing against Echo killer, sometimes the placement of the white orbs and generators allow her to camp both at the same time and just never lose
  • Symmetra killer's dash should either have a longer cooldown or provide a smaller speed boost, since it is way too easy to catch up to survivors that run away.
  • A few times, I have seen people have Winston killer's charge mechanic permanently active? I don't know how they did it but it clearly shouldn't be possible.

Edit: Actually two more things: 1) Killers that fall off the map are not stunned for long enough. 1 second is far too short for that, and 2) Lúcio survivor's boop seems to barely do anything? I think it can have more knockback in exchange for a longer cooldown

tacticturtle#2329 creator almost 2 years ago

This is all good, extensive feedback! All agreeable points. If I’m honest, some of these things should’ve been fixed a while ago but haven’t been done because I was a bit lazy :( will fix ASAP!

I’ll fix Roadhog’s clouds, add a timer to Ashe’s chain, give Moira a bit of a power shift, nerf Ana killer (already considering reworking Ana survivor in the future, CC on a cooldown is super obnoxious!), make Echo’s orbs spawn away from generators, nerf Symm’s dash, and look into the Winston bug cause this is the first time I’ve heard of it

The stun timer on environmental death has been increased for the next patch, I’ll also make sure to give Lucio’s boop a slight buff too.

Thank you for all the feedback!

MercysChandelier almost 2 years ago

Instead of sombra spawning in the clone, could the clone always be spawned in and instead teleport in the direction shes looking and begin walking? And when not in use the clone is in like -1000 1000

This would make it so sombras clone is already loaded in and doesnt make the hero spawned sound effect or just straight up be invisable if you are on a lower end console

tacticturtle#2329 creator almost 2 years ago *

That’s a good idea! I’ll make sure to implement it.

One thing to note is that, due to workshop limitations, I can’t preload the bot’s hero before changing it. So there may still be some spawn sound effect and invisibility on slower consoles, but it should be far less obnoxious. Thank you for the feedback!

Edit: Just realised you were talking about survivor Sombra, oops! This should be easily implementable without any of the issues I mentioned above.

daPVEboi almost 2 years ago

https://www.youtube.com/watch?v=C-pNOQsdQ64
less goooooo. Jay3 played your mode

daPVEboi almost 2 years ago

is mercy supposed to revive dead people?

tacticturtle#2329 creator almost 2 years ago

She shouldn't be able to revive dead people as the button is disallowed, though the HUD still appears if she goes near a dead person. If you've seen this happen it's definitely a rare bug... I've disabled the ability through lobby settings to avoid potential confusion, but the resurrect HUD will still be there (blame Overwatch)

daPVEboi almost 2 years ago *

it has happened in quite a few lobbies.

Workshop.codes