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Just give killers unrestricted aura reading
Because this wishy-washy business is so damn messy. Last survivor perk pass, we got buffs to Dance With Me, Deception and Diversion, perks designed to mislead the killer and get them to drop chases… And then the very next patch, you nerf Distortion and make Predator hard-counter all of them. If killers just always know…
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Champion of Light made me realise something...
We got Scavenger for toolboxes, Residual Manifest and now Champion of Light for flashlights... But the items that have completely fallen out of use have not had any perks made for them. Not even a stinky 'If you're the last survivor alive, the next chest you open is guaranteed to contain a usable key' or something like…
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That's what you reverted!?
The 'disables when a survivor dies'? BHVR... Listen... Ruin would've been a slam-dunk if you had reverted the regression rate, as it would then be a powerful perk with notable effect that is broken by tunnelling. Now it's a bad perk that has regained its synergy with tunnelling. Reverting the regression rate but keeping…
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The 'side objective' and the Perk tax - a suggestion
I just finished reading a comment by @mizark3 in a topic discussing the balance changes in 6.1 and onward. Well thought out, very elaborate, worth a read. In it, Mizark made the suggestion of having Deja Vu, instead of granting a persistent, flat bonus to repair speed to the 3-gen, it might work better if it were to stack…
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I like how responsive you're being with these PTB updates
Really feels like the devs are listening with a lot of the changes. Kudos, devs, it's appreciated!
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Suggestion for scream notifications
When a survivor screams, add momentary red spikes around their portrait on the HUD. This re-establishes the ability to discern which survivor screamed in specific perks, AND it helps the hearing impaired.
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Sore Ankles tome challenge needs to be deleted
Even if you do have Balanced Landing, it's a serious risk to take long drops in a chase, making this challenge come too close to 'soft throw the match'.
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Something to consider: What did DS get replaced by?
Ostensibly, it's OTR: Both are very clearly marked as anti-tunnel perks since they offer protections to a survivor that has been unhooked as long as they don't get/take the opportunity to help their teammates. OTR is basically couched in the same language that DS was, that marked DS as an anti-tunnel perk, so it's…
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I'm not seeing this discussed enough, IMO
No Mither nerf. That's it. That's what I want to see discussed.
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Anti-tunnel and anti-camp: Two baseline mechanism suggestions
I might have something good here, let me know what you think... Let's start with the simpler one: Anti-tunnel. New Baseline Function: Desperation A survivor that is pulled off a hook immediately gains Desperation for 60 seconds. This effect is removed when the survivor performs a Conspicuous Action. If a desperate survivor…
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A suggestion for OTR: Higher risk, higher reward anti-tunnel
To start off with, here's my projected problem for Off The Record: With the excellent change to not allow endurance to stack up unconditionally, OTR is taking a hit to the part it played in that awful looking meta. That part is fine. However, this now makes OTR worse for both sides of the fence than its functional…
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Decrease the BP boosts, but keep them in the game
In regards to both WGLF and BBQ & Chili, I get your reasoning for removing the blood point bonus on both perks. After all, you plan to reduce the grind, and so you reason they're no longer necessary. However, there's a second side to these effects that you appear to have overlooked and that make me want you to keep them…
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"We like the way NOED encourages Survivors to pre-emptively cleanse Totems"
It doesn't. You may want to pre-emptively cleanse a godspawn totem if you come across it, but you definitely don't want to pre-emptively cleanse anything else unless you have strong indicators that NOED is in play. Let me just lay the situations out... Situation A: 5 totems cleansed, killer has NOED = NOED disabled, killer…
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I do have an issue with the CoH nerf
But it's not that it's getting nerfed. It's just the approach taken. If there's one thing that DBD deserves to be commended for, it's the incredible complexity of its mechanics. DBD is comprised of a vast amount of component mechanics. From the big things like generators, hooks and exit switches to smaller components like…
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So here's a wild idea I got from watching Ohmwrecker play Prophunt with friends...
What if DBD ditched survivor and killer queues, and just made one overall queue, where players are randomly assigned their role? Havoc, I know, but it might shrink the us vs. them gap a bit, weaken the cutthroat, competitive nature, and allow players a better perspective of both sides.
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Who is the current license holder for the Halloween franchise?
Asking for a friend.
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Killer concept - BHVR
New Killer: BHVR Power: Coal Fumes BHVR sells NFTs, consuming vast amounts of power to generate. Rampant usage of fossil fuels creates noxious fumes that suffocate the trial grounds. Survivors are disgusted and disconnect at random. 1st perk: Pretty good job so far Everything falls apart at the seams, including the trial…
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I dislike the way ground target powers work with obstacles
I'm specifically talking about Pinhead's portal placement here. It's difficult to concisely describe what I mean, but let me try and illustrate... P = Pinhead, ( ) = Where the power is getting placed in practice, X = Where the power is getting placed in theory, | | = obstacle, S = Survivor So here's the scenario... P - - -…
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Positive feedback for killers - Emphasise the hooks
Match 1: Killer gets looped for 6 minutes by one survivor. All gens are done, NOED pops, they down that survivor, hook them, camp them to death. Match 2: Killer spreads his hooks out to avoid tunnelling/camping. Gets 9 hooks, kills only one. Which of these two killers is the better player? It's obviously the latter, since…
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Is Pinhead's chain hunt not supposed to prevent vaulting and pallet dropping?
Because if it's just a minor slowdown, it seems like it's really not worth using outside of a complete dead zone, since you slow yourself down more than the target in most cases.
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Hook camping has to be removed
It is the single worst thing the game has to offer. Make the hook timer stop as long as the killer is within a set distance from the hook.
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I'm a bit concerned about No Way Out
Not the current form of the perk, which is fine. Serviceable at best, a bit underwhelming, but so are the majority of perks in the game. But the buffed version rubs me the wrong way... Increased the base time of the perk to 12 seconds Increased the bonus time for each token to 6/9/12 seconds The perk only activates…
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Suggestion: Prestige permanently unlocks perks
I've picked up here and there that people are thoroughly annoyed with the way the bloodweb throws random perks at you to unlock and level, which means that as you acquire more perks, you are sometimes left leveling up dozens of times before a perk becomes available, all at pure RNG. My suggestion is that Prestiging a…
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New player experience resets loadouts
Platform: PC Description: I've played DBD for a while now and have selected outfits and perk builds for my characters. After doing the revamped new player experience, I found that all my characters had all their perks and cosmetics de-selected. Steps to reproduce: Equip loadout on any survivor or killer. Go into new player…
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Flashbang QoL: Audio cue on hit
Because it's really hard to use and it's really hard to tell whether the killer is blinded or not. Just an audio ping for successfully blinding the killer with your flashbang would be nice.
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All survivors should be able to (barely) pick themselves up from downed state
Just had a match against a Nemesis that had the good fortune of going up against at least one survivor that refused to touch gens, even if it that gen was the last one to be done and already at 60%. This Nemesis proceeded to slug the last two survivors remaining and then refused to pick up and hook either, leaving both of…
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2 BPS + Bound Envelope
Rando gets downed after one gen and immediately ragequits. Second person gets hooked while I'm halfway on a gen, I get spotted while making my way over for the rescue, so third person has to go in and get the save. Right as I go down and get picked up, she passes by, gets spotted. Agitation starstruck, she gets the unhook…
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In about 10 matches as Trickster
Literally half have been on Lery's. What the hell is going on that Trickster keeps winding up on a map that renders him useless? Also, I swear he got nerfed down to 105 or even flat 100 movespeed, lost a kill last match because I can chase a survivor for minutes without catching up, and there were no vaults or pallets…
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Improving survivor build variety - Changes to perks
I've never been one to run meta builds, but I can see why DBD's survivor perks tend to gravitate heavily towards them. A lot of survivor perks are difficult, if not nigh impossible to use, but I feel that a few small touches could improve their viability or appeal. So, here are some suggestions... For the People Perk is…
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Improving 'Survival' BP gain
Currently, you get about 5K if you survive and around 2K if you don't, with very little variance. Survival score events are extremely rare and don't award a lot of points, making this entire category a pain in the neck and the reason why survivors get so few BP in comparison to killers. I've got two suggestions in regard…
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Saw a huntress chuck an axe through a standing pallet
To hit the Yui behind it in full cover. And I'm not talking about her moving behind cover and getting lag-registered, she was standing there for about three seconds, carefully inching around to keep the pallet between her and the huntress. The huntress, after the match, made no qualms about it. "I can hit people through…
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Second hookstate should not be RSI simulator
Especially since it's possible for a bit of lag to swallow some input and kill you outright. Can't we change it to the same thing the cage of atonement has? Just periodic skill checks?
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Autodidact has a lot of options for improvement
As it is, the perk is fun, but not that good. This is mostly down to the fact that it requires good RNG on top of getting the right circumstances. However, the perk has many different ways in which it could be improved to give it better consistency and make it a more relevant option. Currently, you incur a 25% progress…
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Judgement of the Damned should apply Torment
Torment is not a strong effect and the trail really doesn't do a good job of applying it, at all, since survivors tend to run out in front of you, not follow behind you. And you're not allowed to draw it near hooks or objectives.
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Context keys need to be far more responsive
I'm doing an old challenge for 6 pallet stuns, and half the time when I try to drop a pallet on a killer, the context action does not pop up properly. It's the same issue as pulling someone off a hook and spending a full second staring at them before you're allowed to start healing.
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Reworking Regression
So there's been some frustration about gen rushing and after playing Killer for a bit for some challenges, I can see why. Sometimes games close out just a bit too fast. Playing as Pyramid Head with Trail of Torment, though, also drew my attention to another issue, which is that generator regression rarely works. For that…