Comments
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This might be pedantic but it is important. Some perks have flavor text in addition to the rule/mechanic text. The important part is that the rule text should be correct.
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Personally, I would change the Plague's power in the following direction : I would add more thresholds/stages/tiers to the disease. After the initial infection, the first threshold would make the survivor infectious and vomit. The second would put a survivor into the injured state and impose the broken status. The final…
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Personally, I dislike how the Cypress Mori is a joke and how the Ivory Mori is so strong you basically have no reason to use the Ebony Mori. Essentially, I would be happy with the following changes : Cypress Mori : Grants the ability to kill one Survivor who has reached the second hook stage and the last Survivor by your…
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I have to agree. I keep having too many of these. I even tried to use one each game and I once managed to run out of the common (brown) ones ... on one character. Also, I was just thinking that the mist offering could give increase bloodpoints to all players so that they would be used more often. Like some kind of better…
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I thought it would be great as a tournament format. The points gained as killer would be worth four times the points gained in the other rounds. Now all that is left is determine how points are gained ... and find a way to keep the number of games played to a minimum as the number can quickly get out of hand. Also the…
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I agree that the self-healing action should be available by default. I would be a bit harsher with the numbers. While you could self-heal without Self-Care, it should be a clear inefficient use of your time. I would probably increase the injured penalty and rework a lot of the unused / bad perks to help counter that.…
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I was thinking the total time spent on a generator would be stay the same. The idea was that you would want to open generators that you pass by so that the killer would be distracted when he came by but I guess you can already do that by repairing a generator for a few % except that it would give a minimum "progression"…
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1st hook : 5% increase in every action 10% speed boost for 5 seconds Once 2 different survivors have been hooked : action speeds are 35% slower for 1 minute (for survivors ?) Once 3 different survivors have been hooked : action speeds increased to 20% for 2 minutes gen regression becomes 100% faster Once 4 different…
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This got me thinking maybe Prove Thyself could act like a reverse Thanatophobia where for each injured (and dying) survivor you get the bonus regardless of the distance. This would be more balanced as having the full bonus for essentially the whole trial would be too good. Also, it kinds of keep the flavor as when others…
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The reasonable way to do it would be to create some kind of overlay for the prestige blood. Then you could apply the overlay to any texture. Simply add a checkbox in the cosmetic tab for the prestige. It would still be a lot of work to make it, check if all the current cosmetics work properly with the overlay and to fix…
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This is exactly what I want to point out. Nurse's Calling should state that it specifically affects the Snap Out of It action or Coulrophobia should place an exception on it. The ideal would be to have Nurse's Calling define a category of action, like maybe have it affect actions in the Altruism category (might mean that…
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According the the wiki there are currently 10 things in the game that it affects. Actually 8 as both Empathy and Wake Up! already have unlimited range. Personally, I think that both Open-Handed and Plunder's Instinct should be reworked, at least slightly, so that they work better together. Plunderer's Instinct could give a…
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I like those. I mean the change in category should have been done a long time ago. The Survival category does not have enough action in it and escaping the Killer is not about boldness but about survival. Wiggling should definitely give BP. This is how repairing, healing and chases works. I don't see why it should not be…
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Things that I would expect a DBD movie to have : -The first four survivors -The Trapper -The inability for the survivors to communicate with each other, either speaking is spooking the crows which alert the killer or they each speak different language. -Showing a few references to the game (survivor personal perks, killer…
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To summarize, Self-Care takes 20 seconds to heal yourself. Having another survivor heal you takes 10 seconds. This means that 4 injured survivors takes 40 seconds (10 each) to heal all 4 while 4 injured survivors with Self-Care would only take 20 seconds. Likewise, it takes 5 seconds for a survivor with We’ll Make It to…
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I kind of like it but the permanent aspect is kind of brutal. Unless you meant that the penalty is limited to the survivor hit. I mean with this version once you reach two hits you have the current Tanatophobia at 1 injured. 2 hits to get 6 % current is 1 injured survivor 3 hits to get 9% current is 2 injured survivors 4…
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I was just thinking how all these things were affecting the immersion and how they are kind of needed for new players otherwise they would have a steep learning curve. I mean imagine not having the exposed condition and having to learn all the different ways that you can get one hit (actually you still have to learn about…