#Fallen rework/port forward to D2

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maiden pike
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for those who dont know how Fallen worked in D1, she would set traps, up to a maximum cap, and a statue would be automatically summoned every 2 traps set (next to the trap). Each statue would emit a glow only to the Fallen when a survivor was in close proximity. Once max traps are set, Fallen would emit loud rumbling to nearby players, and if she came into close proximity of a survivor, she would be forced into physical form, and had 8 seconds to kill people. During these 8 seconds, she could (on a short cooldown of 2 seconds) phase back into ghost form temporarily, effectively allowing her to "phantom" through doors, at the cost of her not being able to kill during that short timeframe.

in the 2019 rework, her hunt phase time was extended to 30 seconds, and her statue glow mechanic was reworked to be based on flashlight shining.

funny enough, fallen has not ever functioned off a "must look at me" type of system despite being a weeping angel, and I think that should be a thing. its hard to balance, but its in character for her, and I think it could be interesting to see it in Damned 2.

with that being said, I want to share my idea of how fallen would look in D2, and see what people think - I made her base power, her energy gains, and 4 abilities, which I offer two potential ideas for each one. let me know what you think of either the base power, abilities, or both. also open to any new ideas if you have one, make a comment below

maiden pike
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Fallen should retain her D1 concept/aesthetic, where she does short-distance teleport/phasing.

when shes in hunt form, the player sees her in a static form, teleporting in small paces towards the player. this should be kept the same, however, you can expand on it and have the fallen enact a new pose/facial expression each time she comes out of her miniature phase

vestal apex
vestal apex
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I like this, and most of the mechanics, we already have it implemented in some form.
Should be very straight forward to prototype and test this.

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would liek to know peoples opinion on interaction A or B.

tacit crane
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I would also suggest, that the currently controlled statue will have red glowing eyes to signal to the player - "you are spotted".

Blight's orbs signal the player that they are spotted, Lurker's mines, Mary talking to you through dolls.

Also, Fallen should be able to talk through statues I guess.

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Iteration A is Phantom-like. You are always in danger and need to be 100% focused entire time, which is not a current design.

Lurker: look at the ground in front of you and you are mostly fine
Blight: orbs
Mary: react to her appearing.

Mary and Blight are unique in a sense that they have "peaceful-hunts", where they are an indirect danger; look at Mary and you die, or feed Blight info and it can immediately hunt you after "peaceful-hunt".

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Iteration B is more similar to the current design philosophy of Blight/Mary.

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Also a question. Can the Fallen start Hunt anywhere it wants or it needs to be in a statue? That's a huge point

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If Fallen needs a statue to hunt, then room camping becomes less viable strategy (looking at you, Lurker).

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I see potential in both iterations, but need a more coherent design document to weight all the pros and cons.

If we go with Iterations A ("Lethal at all Times"), out-of-hunt I would suggest it having a delayed attack with a sound alarm, maybe 0.6s. Survivors often stand in one place to finish the puzzle, so it will give them a grace time to react to out-of-hunt kill. But it depends how loud and unique the movement sound is. Maybe the movement sound would be fine as a grace mechanic.

tacit crane
# tacit crane If Fallen needs a statue to hunt, then room camping becomes less viable strategy...

It also could be a combined mechanic.

If Fallen starts the hunt from the ghost position, it quickly spawns the statue and after a small delay you'll be able to move (1.5 seconds?). Could also use a more... heh... animated animation. So it will give a grace period for the survivors to react somehow.

If Fallen starts the hunt from the statue, it can move immediately - should've destroyed that statue! But then raises a question - what if the statue is in progress of being destroyed? Will it have a "ghost position hunt" grace period or just instakill poor survivor who was doing what the game wants him to do? I think grace period also will be needed in that situation.

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Speaking of grace period, I really like how it sounds on paper. What I hated the most against Lurker, is it can instakill you if it was lucky.

Since Lurker has sprint, could it have a grace period while spawning to hunt? We could also add, that if Survivor steps into the Lurker's trap, and Lurker is nearby - it can instakill the survivor with a special animation. A reward for placing a successful trap. But could fine even without it.

What I hated when I played Blight (we played with them only once), that I could "real-hunt" after "peaceful-hunt". But since you guys already planning on reworking him, I'll leave it to you.

tacit crane
maiden pike
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I did think of the fallen statue bit showing glowing red eyes, however, it would take some element of surprise out of the monster

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the idea was to make players question if the statue they see is really the monster, and they need to pay attention to it because it may come to life for a short period of time even if it isnt (if ability 4 or something similar is added)

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the fallen can start a hunt anywhere she wants, but she she should be able to tell that survivors are near her, like the first game (her hunt was forced to occur if a survivor came within X meters)

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fallen power should stay manually activated, it was a frustrating experience playing fallen in D1 and being forced into power by people who were already prepared and expecting it, effectively wasting your power (back when she only had a 7s hunt)

maiden pike
maiden pike
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devs wanna know which iteration people would like the most so they can start a prototype possibly

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so far, the things that arent concrete in either design are:

  1. how many statues there will be (and there MUST be a difference in amount between each iteration; the first one is lethal, the second one is a more bodyblock/scare/energy machine kind of playstyle

  2. how many traps (or any other mechanic) does it take to fill up her bar to summon statues (it doesnt have to be traps set, but this is what D1 fallen used, so I've went with it as a baseline)

  3. how does a hunt initiate

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the statues in D1 also broke only when you fully channeled the flashlight on them the full duration - it could be changed in D2 to be more unique/dynamic, like shining a light for 2-3 seconds will start to decay the statue, with additional light accelerating the process, so it only takes 1-2

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with the idea of allowing survivors to shine a light on it very briefly, and causing statues to eventually crumble due to decay

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idk, theres a lot of intricacies with this monster that can be done hence why I want to share the idea and see what people think

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anything to add is helpful and appreciated

sonic harbor