Comments
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Not really, people go next in completely salvageable situations often. I'd say about 80% of the games I see someone go next could've been won easily if it wasn't made into an early 3v1.
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I think if they made Snares put people to sleep faster than default, it might be a workable compromise? Like if you ran the addon and you hit a Survivor with a Snare, they'd fall asleep in a couple of seconds instead of having 30s removed from their timer. Having to put people to sleep with a projectile instead of a beam…
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DBD Wrapped? That's cool, can't wait to see mine!
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There are checkspots for loops even without holes in the walls. I mean, unless you count shack window as a hole in the wall I guess. Do you want people to close their eyes when standing still or something?
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Failing a skill check is probably the worst option in terms of waking up. It's only really useful in a pinch.
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This is 100% the reason dying Survivors automatically wake up. As long as you wake up often (or before you pick up slugs) it should be fine, but I see the potential for concern. It's way easier to wake up now, I'm unsure if it will end up being a major problem but we'll have to see if it'll be obnoxious in practice when…
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I have gotten a handful. It's a little underwhelming but something that should be buffed carefully because it could be overpowered if they take it too far.
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For the record, this is what it looks like: (It shows on waking up for some reason but it's the same effect when healing, it's kind of hard to see from a picture in the dream world but quite obvious when you're watching it happen real time)
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It's the best of both worlds, the perk gets healthier AND better at the same time.
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Remove the Obsession immunity from the perk's effect. Then you aren't forced to tunnel to get the most value out of it.
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That'd potentially screw over plays where someone's already dead and you've reached endgame. Getting open the gates quickly and leaving so the other person can leave through the hatch is a great advantage in a 2v1 endgame scenario. You're always going to get people who hide for endgame, but Wake Up isn't specifically an…
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Honestly, it'd be better if it highlighted the Exit Gates permanently to your team once you interact with them yourself. Your idea isn't necessarily bad, I just think it's more on brand because the current effect is designed to reveal the gates themselves more than your own aura.
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I don't think Vigil really needed a buff at all. It DEFINITELY didn't need a buff to the percentage on top of that.
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Not really? It's a lot more flexible than Sole Survivor. I'd rather have a teammate run Wake Up and be able to get the gates open quick if we make it to endgame, and fall back on it if they're the last one standing than just running Sole Survivor and only being able to use it in the latter situation. (Although there isn't…
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Yeah, it's kind of hard to tell when it happens from either side. There should be an effect on your screen if you're hit with a Dream Trap while awake, and some sort of particle and obvious sound cue for the killer side.
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There is a visual feedback, there's like a new smokey effect that appears around you when you're healing and can be teleported to. It could be made a bit more obvious that you're potentially in danger, perhaps.
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I have to say I'm reaching the same kind of point, unfortunately. A lot of it is due to how a lot of the playerbase seem intent on deliberately making the game miserable for other players, and BHVR seem allergic to basic QoL changes that'd prevent the more egregious methods of doing so, and the fact that every other lobby…
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That's only the first totem, Hex: Pentimento would like a word. and if it's the Thrill you break, you no longer have to worry about it. Hex: Undying would like a follow-up conversation after Pentimento's finished. People are not "playing dumb with this perk", you are either blind to or blatantly ignoring completely busted…
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You must allow us to run builds that end the game in 5 hooks 80-90% of the time or…… you don't have Christmas spirit? What?
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It was only partially reverted. You still see the Aura of an item that's currently revealing you, it just went back to 12m instead of 8m.
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That's just bad luck. It doesn't prevent you from going to that map if the RNG rolls that way by itself, it just cancels the offering. Honestly Sac Wards could probably do with preventing cancelled maps from rolling at all, because it kind of feels terrible to cancel a map offering and end up there anyway lol
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It just feels wrong.
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These were both things that were not in the game from the beginning. They had to be added, and they were added for damn good reasons.
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Firecrackers being a permanent item with a full addon set would be a very cool idea. It's been requested for ages. I think flashbangs would have to be addonless though due to how Limited Items function. The concepts are not compatible.
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Hi Mandy, I have two quick questions related to Thrill: Will Thrill be going back to 10%, or will it be greater or less than the previous iteration? With the event coming up before the next hotfix slot, are there any plans to address Thrill in the short term? I know there was a situation recently with Apex Legends where a…
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Mainly because Hellfire ignores practically every obstacle in the game, and is very easy to walk people down with since he does not slow down significantly while charging it. He also has a large variety of other tools at his disposal, when a lot of other killers with ranged attacks do not.
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It's super unnecessary and comes across like they don't know what they want to do with the killer at all.
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Hellfire was far too spammable. It needed a cooldown nerf.
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No, I'm just saying you're highlighting beamers/flashbangs as a reason to slug in that lobby when they literally do nothing to you since you have Lightborn equipped. Also nobody mentioned the Flashbang bug in this thread so there really wasn't a point in bringing it up, but for the record I think it should be fixed ASAP.
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Highlighting all the flashbangs and beamers is really funny when you have Lightborn on. They literally are wasted slots at that point.
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I think deliberately trying to upset people and waste their time is bad taste no matter how you put it.
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I think Dissolution is fine, the most it needs is a 5-10 second timer increase or the ability to refresh if you get a hit while it's active. It's probably one of the most underrated perks in the game as-is. I swear by it on a bunch of killers and it's a powerhouse.
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I like that tile but the fact that it can just straight up not spawn a window is wild. It should be a guaranteed spawn on that tile otherwise there's basically no point in it being there. The pallet is extremely unsafe without a window to chain it to.
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The reward for p100 is simple: number go up, brain feel good. (In all honesty I'd really love to see a small reward for hitting p100 though)
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This post sounds like it was written with ChatGPT. Anyway, Thrill is busted atm. It needs a buff from it's previous form but this isn't the way to go about it.
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It should reveal the closest totem instead of the furthest, have a 25/30% speed buff instead of 20% and should get a token system (but that last one is more of a QoL thing).
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They should buff Counterforce even though they're nerfing Thrill honestly. That perk just isn't very good.
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They should make it so if the only people left in the trial are either on the struggle phase or in the dying state, then the finisher mori should be available. No point making people wait for ages. It's no fun dying near a killer until your teammate gives up, and there's a good number of killers willing to wait to get the…
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Due to how positive and negative modifiers affect each other in DBD, Counterforce's +20% does not really counter Thrill too significantly. Also: Simply ignore the totems. Lol, lmao even.
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Probably because these perks were very underused, BBQ and Prove were not. This change is too much by the looks of things, but it does need something to buff it from it's previous iteration.
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Oh yeah I've been playing for years so I'm well aware of how syringes used to be. The last time they were changed was over 5 years ago, though. They're well overdue a nerf in my opinion, they're extremely strong.
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Syringes are pretty easy to use, you just predrop for ~24 seconds and then you heal a health state. That, or, pop it and get on a gen for an essentially zero-time heal. I think they should give an instant 50% unregressable heal instead of passively healing you, and make it only consume the addon instead of the whole…
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I think they are talking about the fact that you can get practically unlimited Ultra Rare addons once you hit p100, which can be problematic in some cases where addons are overtuned (and kind of left that way due to their "rarity"). Not just for Survivors specifically, although lobbies with multiple p100s tend to come with…
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BHVR clearly do not have the capacity to balance maps properly in any reasonable amount of time. Map offerings getting removed doesn't mean that the devs will suddenly be completely blind to a map being an issue. Player feedback is still reliable on that part. However, what it does do is stop them from being abused.
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Ignoring totems by…. doing the totems? You do know Penti requires you to actually take out totems to work, it's punishment for doing the side objective.
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30% gen slowdown is insane. Combine that with the fact that there are perks that can light up every totem on the map, and that are hexes that you absolutely HAVE to cleanse, otherwise they're game ending. They are not very easily removed provided the killer plays around them, a Pentimento totem near a hook or in the middle…
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I'm almost certain they've been debating the issue internally. Sac Wards getting dropped to Common rarity could possibly be a sign of more things to come. It's no guarantee, though.
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Those 2 screenshots are at least over 4 years old?
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I mean it does have a defined hard cap. 5 in regular games and 10 in games with Pentimento. (well, 4 and 9 since you can't cleanse another totem once you've done them all).
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I don't think you know what infinitely means.