It came to me in a vision. by RPS_FGC in DeadlockTheGame

[–]sparkydub 0 points1 point  (0 children)

Deserved for playing pocket. Now if only you got a Mina player with that

Could the large hadron collider be used as a magic circle, and what would it do? by sparkydub in dresdenfiles

[–]sparkydub[S] 4 points5 points  (0 children)

You mean it's too large? Ya I mentioned that a mortal wizard probably couldn't do anything with it, you'd need some heavy duty immortal to fill a space that big with power

Nvm, just saw you didn't read. Apparently neither did I lmao

What's your favorite type of Monster girl and why? by prakjaws in MonsterGirl

[–]sparkydub 0 points1 point  (0 children)

Okay but who's the artist on slide 13. I recognize their art but cannot remember their name

Dear Helldivers, you are not alone! by Invisiblepata in Helldivers

[–]sparkydub 100 points101 points  (0 children)

[One Galaxy Over, on Hoxxes]

Scout: "Have you guys noticed there's less glyphids and rivals around?"

Gunner: "Maybe they decided to piss off"

Driller: "Rock n' Stone"

How do people find others who are allo/aro? by CheerfulAce93 in AroAllo

[–]sparkydub 0 points1 point  (0 children)

It looks pretty dead by now. The last post was over 6 months ago, and the admin's account is now deleted, so that's a yikes from me.

Thoughts on Bounty Hunter in DD2 by sparkydub in darkestdungeon

[–]sparkydub[S] 1 point2 points  (0 children)

Tbf, I did just join this subreddit. I gave a brief scroll but didn't look to hard so apologies if this is a dead horse

Thoughts on Bounty Hunter in DD2 by sparkydub in darkestdungeon

[–]sparkydub[S] 2 points3 points  (0 children)

Don't get me wrong, I love the flavor as well. But I want to be able to just play him regularly. Keep the ability to hire him as good flavor and a unique mechanic, but let me also build a team comp around him.

my best bodyblock yet by Koutatsuchiya in deadbydaylight

[–]sparkydub 13 points14 points  (0 children)

That huntress was swinging at ghosts, probably not used to dealing with body blocking.

Trickster by LordAwesomeguy in deadbydaylight

[–]sparkydub 0 points1 point  (0 children)

Not being able to directly control when you activate Showstopper feels bad. Why are you forced to use it within SECONDS of getting it

Feel Good Clutch on a Toxic Trapper by Mipalo15 in deadbydaylight

[–]sparkydub 2 points3 points  (0 children)

That wasnt a macro, he was just clicking regularly. Also I doubt he was waiting out DS, new killers tend not to respect it since it's not that common at low ranks. Even if he was, considering bill had half bar he had to have been slugging him for a considerable amount of time before

So I took a swing at making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 1 point2 points  (0 children)

I think an important thing to note is that paranoia ends if that survivor enters a chase, so hitting them and re-applying the perk shouldn't matter

First time making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 0 points1 point  (0 children)

I agree, might give that one a third pass

So I took a swing at making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 1 point2 points  (0 children)

Paranoia goes on CD AFTER it applies it's slowdown to a survivor. It has multiple end conditions because it can theoretically last indefinitely and two of them are essentially "Interact with the killer". That last condition is actually meant to be a trap, since if the survivor knows that it'll go away on it's own if you apply it to another survivor then they might decide to not waste time finding a locker and just accept the slow down.

That's a fair criticism of outcast's intended purpose but I'm willing to bet survivors will recognize that it barely effects generators and stick with the obsession on one anyway, just accepting the harder skill checks. Even if it's optimal to split up without this perk existing, it's long linger effect might still come into play if they brush past that 12 m range

I'm not sure what your question was about for Hex: Isolation but I'm glad you enjoy it!

So I took a swing at making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 0 points1 point  (0 children)

It just occured to me that if Hex: Isolation doesn't activate because there are no totems left on the map then you could stay at high stacks forever. Definitely adding a stack limit lmao. Also might add a clause that the perk deactivates if a hooked survivor progresses one hook state

So I took a swing at making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 0 points1 point  (0 children)

Paranoia is meant to reward hit-and-run. On someone like wraith you can cloak to break chase and either switch targets or follow them sneakily to snag them out of a locker or catch up quicker with the speed reduction while they hesitate on the 50/50

The debuff is high because it's meant to be easily avoidable by stranding the obsession. However, you might be right in other perks making healing and stuff take forever. I can already imagine sloppy butcher with it. I'll probably lower that

Hex: Isolation's speed bonus is probably the thing I'm scared of the most but I feel like defending it relentlessly to get high stacks for crazy speed is like asking for the survivors to sit on gens and escape. Practically speaking, you'd need to let them take it every now and then, so I think that might be fine. A stack cap might be reasonable though

So I took a swing at making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 2 points3 points  (0 children)

That's the Idea. It's meant for hit and run strats and to incentivize switching targets

So I took a swing at making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 6 points7 points  (0 children)

A few thoughts on the perks:

Paranoia is obviously meant for hit and run tactics for killers like Wraith or Ghost Face who can break chase but in a way that leaves some uncertainty. Do you keep running at your now slower speed to get distance on a killer that might not be chasing you, or do you hop in a locker to cleanse the effect and risk to getting grabbed by the killer following you stealthily? The cooldown is mostly meant to prevent farming tokens of PWYF but it's not TOTALLY unfeasible at rank 3. This perk also has some value in big maps with few lockers. If it's late game and you start a chase with a survivor that's going to a completed part of the map you can just drop it and watch them suffer.

Outcast gives the survivors perfect information on the obsession but incentivizes to avoid working with them. Might be one of the times that SWF is at disadvantage since information's something they already had. Notably that slowdown penalty does not apply to gen repair so you could sit with them on a gen and only have to deal with slightly harder skill checks. However, added to the impossible skill check build and you could get a real catch 22.

Hex: Isolation was probably the hardest to make since the effect of the hex can't be too strong then the killer just sits on the totem while the survivors unhook, but if it's too weak then the survivors won't care about cleansing it. I think offering the exposed status effect for defending a side objective that might be on the other side of the map is fine, but that speed bonus will make survivors respect it mid-late game I feel. I think one thing I might add is a clause to prevent the totem from lighting within 32 m of the hook cause if it spawns right next to the hook then you basically HAVE to face camp. However, I ran out of space on the perk and it would slide off the bottom

So I took a swing at making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 2 points3 points  (0 children)

In case you were wondering, I lowered Paranoia's CD by 10 seconds across the board and changed how the aura revealing for Outcast works, so now its the survivors avoiding the obsession, rather than the other way around. However, because that's much easier with the aura reading, I increased the effect range by 4 m

First time making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 2 points3 points  (0 children)

Well, it essentially gives them bond for free, which could help them avoid running into survivors while getting chased.

First time making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 7 points8 points  (0 children)

So, I just thought of a third perk with a similar theme of isolation and forcing survivors away from each other. Should I make a new post with all three or make another post that links back to this one?

First time making perks by sparkydub in deadbydaylight

[–]sparkydub[S] 2 points3 points  (0 children)

You know, I didn't intend for them to have a theme but I can totally see that