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Can Pig use an RBT to Mori a Deathhook Survivor?
Lots of people seem to want to get a headpop. Instead of incentivizing scummy gameplay to get a passive headpop, can you introduce an active headpop in the form of a conditional Mori? If a Survivor is on Deathhook, and they still have an RBT on (inactive or active), can the Pig have access to a special Mori that lets her…
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Please revert the Aura change for Pig, and make her RBT's less prone to Tunneling/buff application
Using the Jigsaw boxes as a "watering-hole" feature (You know where survivors likely will be based on RBT status) is a fun map strategy that makes playing her tactically rewarding. This does mean that a Survivor can easily be tunneled if they were previously Hooked and have an RBT on. However I think this stems from how…
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How varied is the gear progression now?
Tried this game a while back, and felt that there was a lot missing in terms of gear progression and variety in order to retain interest for raiding bases. Are you able to unlock a significant amount of sidegrades/upgrades for gear/equipment? How long does that take? Do they try to make mechanically similar gear with…
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Haunt Perks
This is suggestion for a Perk archetype that focuses on the creation of temporary objectives to navigate towards to gain time-limited buffs, being interactable by both Survivor and Killer. (leveraging the Haunt specters that spawn outside of the Void, in Haunted by Daylight as the objective marker). Basic Mechanics - "When…
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Suggestion on adding the Void to the Base Game
I like the void, its ambiance, and its design, and the possibilities it has with hook interaction and map mobility, and the addition of the Haunt prop. It'd be cool if it was added into the base game. However, I think it could be tweaked in such a way as to add gameplay value for the base game, such as doing the following:…
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Iron Will rework suggestion
Looking at Bite the Bullet, it's interesting how a complete lack of sound can make for tense deception plays by healing around terrain line of sight blockers during chase (with the caveat that you stop moving). I don't use Iron Will all that much, but it seems that it's not that great at suppressing audio effects that the…
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Suggestion for stylization constraints for the "Calling Card" system
Heard about this system loosely via youtube, and it reminds me of the Call of Duty system (hopefully old MWII) That being said I do hope they stick with an overall stylization constraint, that being related to the Tomes, as though it's a torn page from a book, comic, painting, etc. Rather than the neon-gasm highly animated…
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Would these Executioner Changes make him a more engaging zoner less played for anim-lock hits?
First - Make his zoning outside of anim-locks more appealing: Torment Trails will hinder Survivors for 1s if not crouched over. Second - While still keeping the dodge-ability of Punishment of the Damned, allow the Player to use it tactically to zone ahead in regards to chase: Holding the Attack Button will lock The…
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Some Killer Perk Rework Suggestions
The following Perks I thought were kind of meh, (And Shadowborn will need to be changed if they introduce FoV changes) so here are some ideas on how they could be changed: Beast of Prey When Exiting Chase (and no other Survivor is in Chase), become Undetectable for 16/18/20s Overwhelming presence Survivors have their Great…
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Trapper Buff - Traps Start Armed
Don't play Trapper much, so not sure if it's a buff or a nerf, but it seems weird to me that the "Hunter's" Traps don't start armed, as though they were placed beforehand. Seems like it could also be a buff, since Survivors wouldn't know what is and isn't trapped already, maybe even adding in a nice jumpscare if they run…
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The Executioner - Please remove the Propagation Delay or the Danger Indicator
The danger indicator and the Propagation Delay, coupled with the delay on the Attack even firing, means it's really simple to dodge outside of animation locks, just by working off of the Danger marker. Not even by trying to predict the attack, akin to Huntress. Please remove one of these, so that Survivors have to…
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The Executioner Addon Ideas
Punishment of the Damned applies Torment to Healthy Survivors Basic Attacks apply Torment. Punishment of the Damned creates Torment Trails. (Restricted Trails are not created) Putting a Tormented Survivor into the Dying state with Punishment of the Damned sends them to a Cage of Atonement. Trails of Torment Hinder…
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The Executioner Torment Trail Buff
It'd honestly be nice to see Survivors Hindered when they cross over his Trail of Torment without Crouching. This can then let it be used as a corralling tool in chases, and a pre-placement hazard if there are known strong Loop exits.
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Sadako Power Suggestions
I don't like that Survivors can disable the TV's for such long periods of time, as it hinders Sadako's mobility. However I understand why it is 'gated', given that her using the mobility is what applies condemned to Survivors. I think that her Slowdown is convoluted and too closely tied with Sadako's Manifestation…
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Event Items Should not share the Same pool as Event BP Offerings
I've noticed that compared to my Killer Bloodwebs, I get fewer Event BP Offerings as a Survivor, and in its stead are event items (that don't even have event specific goals that give BP Bonuses in Trial or something). Probably as a result of them just being labeled as "Event", with a random element as to what in the pool…
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Exhaustion Perk Ideas
Ocular Slip: When Standing still for 2s this Perk Activates. Press the Active Ability Button to disappear from View for 4s. (Still has collision) After that duration or after moving, reappear with a Loud Noise Notification. Kick Dirt: Pressing the Active Ability button while Sprinting causes you to kick dirt in front of…
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Perk Suggestions
Went through the Perks in the game and stringed together how they interacted with game mechanics and how they did so. The following are suggestions Perk ideas I concluded were lacking derived from that: Survivor Perks: A Perk that allows the movement/creation of Totems. A Perk that allow Survivors to interact with their…
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Masquerade Event Mechanic Question
Will Killers be able to perform a “Breakable Wall” Break Action on the blocked Vaults to remove the entity block? Or will certain Vaults just be a “screw you”, like the chute vault on The Game?
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The Singularity - Power Addition Concept
Introduce Gestation Pods Firing a biopod at the ground creates a Gestation pod. Over 30s Gestation pods grow in size. During which, collision with Survivors will cause the Gestation pod to pop. After 30s Gestation pods gain collision, being able to block survivors. Sprinting Survivors that collide with fully grown…
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Map Item Buff
Maps are great for solo information, but sans comms it's hard to disseminate that information to other Survivors. I propose a buff to fill in that comms gap and to give the map some team-play interactions: Place Marker Action Press the Active Ability Button while channeling the Map to place a Marker of Light, consuming 4…
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Spitball Concept - An Axiom of Fear - Killer Environmental Objective/Hook Incentive
Basic premise is to give an environmental objectives to Hooks for all Killers to make Hooks be less "samey". Hooking a Survivor "Awakens" a Hook The Killer can "Commune" with the Basement Shrine of Sacrifice and can Teleport to any Awakened Hook (That has not had a Survivor on it for at least 8s).The Awakened Hook then…
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Counter-Slugging Mechanic - Self-Pickup at Hook
The Dying state gives a feeling of helplessness. Appropriate, given the Killer "got you". Only being able to be picked up by another Survivor is also appropriate, given that one of the Survivor themes is that through cooperation, a stronger foe can be overcome. Slugging (Keeping a Survivor in the Dying state) itself isn't…
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Game Mode Suggestion - Legion's End
Gameplay synopsis: Hide and Seek. When the Seeker finds a Hider, they join the Seeker's side. Queue Single queue. No Survivor/Killer queue. Five players. Map Autohaven Wreckers - Gas Haven Objectives No Generators. No Hooks. Few Pallets. Accelerated bleedout timer. Hide or die. Killer One of the five players is randomly…
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Would Killer Basic Attacks destroying Standing/Dropped Pallets be more interesting?
(Spoiler) Nevermind, turns out I completely overlooked the details of the anniversary event. Thought Survivors were just able to poop out Pallets.
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Anti-Camp Questions
Why does it slow down when a Survivor is in the radius instead of stopping entirely? How "slow" is slow? Can Survivors prioritize bringing chases around Hooked Survivors, especially utilizing reassurance, in order to leverage this mechanic even with the slowed buildup? How does this interact with mutli-level maps where…
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Killer Releases should probably slow down in favor of Core Mechanic Releases
At this point given the size of the Killer Roster, an added Killer doesn't shake up the game as much anymore, given how large the roster is. A New Killer might only be used by a small percentage of players on the Killer role, only reaching a small percentage of Survivor players. In terms of player retention via new…
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Survivors Should Not Leave Blood Pools While Walking/Crouching.
One of the easier ways to find out where the Survivor went after returning to the Hook when you hear the Unhook notification is to simply follow their Blood Pools, which they will always leave (sans Perk) If Survivors did not leave blood pools while Walking (and Crouching), there would be an option to try and walk away…
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Rough Anti-Camp/Basement/New Mechanic(s) Idea
Looking for feedback on how this might play out from a gameplay perspective: Hooked Survivors have a Specter form on the Basement Hook, if they are Hooked on a non-Basement Hook. They can be unhooked either from where they are actually Hooked, or they can be unhooked from the Basement Hook via their specter. This should…
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The Pallet Problem - Mulling it over
Problem: For the Basic Killer, all Pallets spawning at Trial start cause significantly bloated initial chase times, effectively snowballing Survivor generator repair each second the Killer doesn't achieve the first down due to a lack of any Altruism Loop (All Survivors start Healthy). (Definition - Altruism Loop: Survivor…
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My Suggestion for the Med-kit Archetype
The current issues with Med-kits overall, ignoring Heal speed, are its time-efficiency when performing a self-heal, and the resulting time deficit when using the Med-kit to perform an altruistic Heal, in addition to the bloated amount of charges that can be gained from add-on stacking with Perks that refill charges.…
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Chapter Concept Speculation - Tools of Torment
Based on the Teaser, this is my quick guess at what the Chapter could be: Power: Dead Eye Place a Dead Eye Trap on the Ground. Dead Eye Traps will rotate counter-clockwise and scan for Survivors within a certain distance. (?) If a Survivor is spotted, the Dead Eye Trap will sound an alert and begin to Charge a Laser Shot…
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Reworking Distance Based Exhaustion Perks in Favor of Loop Interaction
The purpose is to make Exhaustion Perks more on-demand, while reducing their raw value usefulness as extra distance that disproportionally impacts non-mobile Killers given the nature of Loop chaining, and making them designed around augmenting how Survivors interact with Loops instead of just being more Health states for…
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The Fundamental Issue with Dead Hard
I used to be a proponent for Dead Hard, its on-demand nature gives players a greater sense of agency, and the distance gained is about that of something like Lithe or Sprint Burst. While all of that is true, there is one fundamental feature of Dead Hard that the other two Perks lack: It activates at the tail end of a chase…
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Dark Corners - Hiding spots for Urban Settings
Basically it’s a corner with no global illumination. Though the corner (and models inside it) can be illuminated by the The Killers Stain.
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Rework Breakable Walls - Minor Dynamic Map Element
Breakable Walls currently only ever start the Trial closed, and must be destroyed by the Killer and are rather binary with their interaction: The Killer wants to Break the wall because it's a detriment to them for a given Loop, or they want to keep it as a detriment to Survivors. This generally means that they will never…
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Would you interact with a “Guillotine Vault” in a Loop?
The concept is this: It’s part of a solid Long Loop Wall that can be “raised” by a Survivor out of chase to create a Vault Window. (Imagine a kind of hatch-like window that a survivor props open with a nearby support) This can then be Vaulted by both Killer and Survivor. Killers can choose to Destroy the Vault by breaking…
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Tile Concept - Dead Zone Loop - Iteration 2
A Tile with a Jungle Gym made of some low but mostly High Walls short in length that completely obscure vision through them, but can be moved through. A Fire Barrel in the center of this Loop suppresses the Scratch Marks and Footsteps for all Survivors that are inside the Tile. Crows sitting on the top of the Hedges/Shrubs…
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Windows and Zanshin - Add Duration and Trigger Conditions
Map tiles are not static. Seeing upcoming vaults/pallets through walls can tell you the layout of an upcoming Tile (potentially problematic) and if a Pallet has spawned (potentially problematic) without having been in that Tile at all, or if a Pallet has been dropped/broken (fine for SoloQ). If these Perks get reworked,…
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Delay Showing Dying Survivor Aura
Looking for the Aura of a Dying Survivor when they go down gives precise information as to where a Killer is, especially if the Killer can only get a down with a close range attack. It can also provide a sense of comfort and certainty if it’s far away. I would recommend delaying the Aura reveal of a Dying Survivor until…
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The Knight - The Assassin's Patrol Path (Spirit Orb thing) Should not be visible
I would suggest that the Ghost Orb shouldn't be visible at all for any of the Spirits when placing their pathing as it removes any mindgame potential, but given the specialization the others have I think just for the Assassin would be best.
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Knight's Summon Guard needs to spawn on the Knight, not in front of the Knight
It is so bloody annoying to try and summon/order on something right in front of you. (Especially if you want to try a fancy quick Carnifex chop into a Pallet that was just dropped in front of you) I also figured out that the Knight can't spawn a Guard if there's any Terrain about 2 Survivors width's in front of you, really…
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All Pallets spawning at Trial Start pushes the Meta towards Slowdown and Anti-Loop
The first few Chases in a Trial have many more resources available for a Survivor than at the end of the Trial. For any Killer that doesn't have hyper anti-loop, the start of the Trial has a lot of bloated chases that you need Slowdown to mitigate (assuming Survivors are bringing Perks that increase their time-efficiency).…
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Shrine of Languish (Basement Hook Change + Punish Tunneling + Reward Hooks)
As the Killer Hooks Survivors throughout the Trial, the Basement Shrine grows in Power. Emitting whispers and moans in increasing intensity, while also appearing more ominous. If the Killer gets a Kill and the Total number of Hooks is not more than twice the number of total Killed Survivors, the Basement Shrine will…
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Perk Archetype - Delayed Gratification
When a Player is near a Goal, instead offer an alternative to be capitalized on. EG: Survivor Perk 1 While near a Generator above 90% completion, you can heal yourself at normal speed (Completed Generators do not count). Perk 2 While near a Hex Totem you can heal yourself. You gain 50% increased Healing speed nearby an…
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Perk Archetype - Brand
Press the Ability Button while near an Interactable World Object. The Perk effects trigger when another entity interacts with that Object.
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Camping/Tunneling are the leading cause of imbalanced matchups - to the Killers detriment
The more 4Ks you achieve by targeting only one survivor, the more MMR moves you up to where that one survivor is harder and harder to catch. Camping and tunneling is a feast or famine playstyle too. So once you hit the MMR where Survivors start to avoid you successfully, it’s usually a stomp. And after this point if the…
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Recent Discussions on PC website doesn't show Topic Category
Recent Discussions doesn't seem to indicate which category a topic is in, nor does it allow quick navigation to said category should you want to quickly enter it.
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New Loop Archetype Concept - Deadzone Loop + Fire Barrel Rework
Take the Autohaven deadzones that are just a patch of trees, and also put in a bunch of traversable bushes of various heights that completely obscure past them. Even then, normally, if a Survivor was in a place like this, a Killer could simply follow the sounds a Survivor makes/their Footsteps, breathing, scratch marks,…
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Add Disabled Heal Prompt for Broken Survivors
Broken Survivors lack clarity on if they can be healed or not for new survivors. The only indicator that they cannot be healed is a symbol on the Character Portrait. Please add a Heal Prompt that cannot be performed that simply has the text "Survivor is Broken and cannot be Healed" for Survivors near a Broken Survivor.…