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NotGabriel

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NotGabriel
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  • its crazy that this thread got as much attention as it did, I was expecting to get very little attention outside of trolls but it warms my heart knowin some of y’all like my idea! Even popping back on the forums all this time later I can see this aged well!
  • its crazy that this thread got as much attention as it did, I was expecting to get very little attention outside of trolls but it warms my heart knowin some of y’all like my idea! Even popping back on the forums all this time later I can see this aged well!
  • Looking back I do think I’d like to redo the concept as it’s outdated and my thoughts have changed, it’s pretty crazy that this post from January is still getting love and honest feedback. Thanks mate!
  • I want to believe that ever since they reclaimed Freddy to the Wes Craven estate and Englund’s interest in playing Freddy one last time, that they could possibly negotiate some kind of deal. I think what could happen with time is they change Freddy entirely (kind of like what they just did with Bill). Would be cool if…
  • Haven’t touched this thread in a long time, super cool seeing people still like the ide. Thanks for the feedback and nice words!
  • Thank you for the kind words about this project! I originally had them unavoidable but the feedback was basically they’d be frustrating and have no counterplay which I didn’t like. I felt the need to lower his movement speed because of his potential to both be across the map quick and get someone stuck with a trap. He’s…
  • yee That concept is really cool too!
  • Thank you so much for the positive feedback, suggestions, and support! I really like these ideas specifically the Blindspots changes, with the exception of holding traps for reduced cooldown. I think that kind of perk would encourage not using the traps at all when I believe they should actively be used.
  • I’ve decided I like the way the Springtrap functions currently with all changes included, so I won’t make anymore edits to the design. I will be later rewriting this post with all the changes included, as well as crediting the peeps who gave me the great change suggestions! Thank you!
  • I like the perks but feel the power is a little weird, I’d rather a power that better represents the gameplay of Fnaf 3. Great job nonetheless a lot of work was put into this!
  • The mentality that a horror characters don’t belong in a horror game is pretty funny to me. Idk where the Fnaf hype started but I’ll ride the hype to the end!
  • I don’t agree. A killer is allowed to be good, and without stealth he wouldn’t represent the games well. And for the record Springtrap is a rotting corpse in a rabbit costume. Thanks for the feedback!
  • Thank you for the feedback. I feel like oblivious is a worthwhile effect to give as it adds more jumpscare potential to the kit which is what Fnaf is all about. Plus without it all the traps would do is alert the killer and basically be clown but with traps.
  • I’m happy with changes made and will see what others think before making further changes.
  • maybe you’re right, but I feel as though Blindspots is the bulk of his kit, giving stealth and mobility like no other, which is why chase speed feels fair. It’s why Hag and Spirit move slower because of their high mobility powers, they still ended up being pretty good I’d say. Thank you for the feedback nonetheless!
  • Thanks for the feedback! I’ve already implemented some changes so refresh and tell me what you think. I think it should be noted that the survivors all get a very obvious notification when he’s vanished that can be prepped for. If you know the killer can just show up why keep doing a gen you know?
  • What exactly makes Fnaf not a place for Dbd? The game was and arguably still is wildly popular, and has proven itself very impactful towards the horror genre. Your opinion is yours but I highly disagree
  • Yea the more I thought on it the more the phantom traps seemed way too powerful. I’m thinking of ways to balance it. Thank you for the feedback I wanted to get a response before editing it and making a bad killer concept.
  • Thanks a lot! I poured my heart into this to try to be as faithful to the series as possible
  • I don’t understand the hype around everything. The nerfs are nerfs but it’s not gonna stop skilled players from doing well with her it’s that simple, so chances are she’ll remain top tier. It’s just like the Nurse rework but even less punishing to the skilled player lmao
  • I know right? It makes no sense.
  • A proper Robert Englund Freddy would be great, and I’d love to see the Wazzup mask for Ghostface, the mask is on Fun World’s site so I can totally see it happening.
  • I feel that every character (except Clown tbh) has a build that can ascend them to crazy levels, take Bubba for example. The “Bubba Train” build popularized by Otzdarva really boosts Bubba’s pressure and lethality immensely because of his resourcefulness with PWYF and anti tunneling nature of Furtive Chase, or a injure…
  • Those are some cool ideas! Some early concept ideas I had was that you could inject survivors with blight to make them louder and bleed more glowey blood, which makes them exponentially easier to track, the way they got it off was to have a Pustula basically stab them to suck the blight out. I was worried mechanics like…
  • Yea perks were hard for me to come up with. The power is very limited forcing you to be resourceful with the use of it. The amount of Pustulas on the map is the amount of times you can power up, and I’m not sure for how long each go. I’m thinking if he should have a secondary power of some kind to make him not a total M1…
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