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Eyes Of Belmont + Object Of Obsession interaction
In yesterday's patch, you "Fixed an issue that caused the Eye of Belmont perk to behave inconsistently when paired with Object of Obsession perk." I suppose the inconsistency was that since Object only shows you the killer aura as a result of them seeing your aura, the duration their aura is revealed to you by is never…
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Finishing Mori "system"
Originally, this system included multiple functions (Last Standing with "heightened senses", basekit Unbreakable after 45 seconds, Finisher Mori if everyone else has escaped or is hooked or slugged) and was designed with the intention to create a more climactic, cinematic and satisfying end to matches, with the killer not…
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Victor pounce recovery
After successful pounce attacks that don't result in latching onto a survivor (i. e. downing an injured survivor or hitting a survivor under the effect of Endurance), Victor recovers back to his full movement speed in a fraction of the time it used to take. This was not mentioned in patch notes, and if anything the fact…
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D&D perk buffs
Dark Arrogance: Should also increase the speeds of picking up and dropping survivors by 25%. Two downsides for one upside isn't good enough. Alternatively, make it increase vaulting speed by 50% (as well as increase stun and blind duration by 50%). Languid Touch: Either make it only proc on survivors disturbing crows while…
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2v1 and 1v1 endgame scenarios
Endgame scenarios where only 1 or 2 survivors remain have often been criticized for the undesirable gameplay they can yield. With only two survivors left alive and generators left to be done, the match is regularly a foregone conclusion, as either of the survivors being found will usually lead to their death, only seldom…
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Killer vaults stuttering
Platform: Supposedly any, but I play on PC. Description: If you vault a window normally as killer, the vault stutters, and keeps you stuck in the animation for a brief moment even after the action has ended. So much so that you actually lose some distance on survivors. How often: Every time.
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Various little performance tweaks
General recommendation: In the in-game graphics options, choose fullscreen mode (as opposed to windowed fullscreen), disable anti-aliasing and V-Sync. Ideally run the game at your monitor's native resolution. Go for a smaller resolution if you are struggling to get high enough a framerate on that native res (make sure to…
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Various HUD improvements
The introduction of HUD indicators for survivors has had tangible improvements particularly for the solo survivor experience, but I feel like the concept can be expanded upon now that it's had time to settle in. Why not also implement progress indicators for healing, cleansing, gate opening? Show survivor loadouts to other…
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Various perk buffs
Some easy perk adjustments that are realistically feasible to implement. Ace In The Hole could allow you to loot Ultra Rare and below add-ons, not just Very Rare. Looting is unoptimal gameplay as it is, why not buff perks that make it more attractive? Aftercare shouldn't deactivate when being hooked. It is outclassed by…
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Skull Merchant improvement proposals
Skull Merchant continues to be a problematic design, with global average killrates going to show that she is too easy to play as compared to how difficult she is to play against, and being able to injure survivors without a hit sprint and afflict Deep Wound, Broken and Hindered as well as gain Undetectable, Haste and…
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S-tier killer balance proposal
Nurse, Spirit and Blight are generally said to be the three killers far and away above most other killers in terms of lethality in the hands of a good player. I'm sure if you look at your stats you can also see that these killers have the highest killrates that are being achieved, and the most players boasting ridiculously…
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Mayhem Modifier
Just a quick idea for a fairly easy-to-implement Modifier that could be great fun: Everything is randomized. Perks, offerings, items, add-ons, survivor characters, cosmetics - no player has any idea what they will load in with, until they do. Even the killer character could be random. Hell, even which player ends up being…
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Breakable walls
Breakable walls just aren't a very interesting gameplay mechanic. Some are essentially mandatory for (most) killers to break, others are simply walls because you basically never want to break them. There isn't really any decision-making involved. It's a bit sad the only new general gameplay mechanic to have been added in…
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Handful of Quality-of-Life suggestions
Some of these have likely been suggested numerous times, but might as well: Letting go of an interaction during a skill check should not cause the missed skill check event. There is no reason for this to be a thing. It's a completely random happenstance that has no real counterplay and can decide between win or loss.…
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Doctor lunge
Platform: PC Desc.: It's been one too many times that I didn't connect a Doctor hit that I was sure I was in range for. Seems as though Doctor's lunge is shorter, or otherwise bugged.
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Server Desync
Platform: Any The game servers currently seem to cause a desync between clients, introducing what is essentially artificial latency and leading player models to appear more offset from their actual positions. This is obvious when you look at the now very frequent instances of reverse pallet stuns, where a survivor will…
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Busting some hit registration myths
We've always known how the hit detection system in DbD works: The killer client calculates whether a survivor's hurtbox overlaps with the killer's hitbox, and these hit calculations are performed exclusively on the killer client (the killer player's PC/console). Both of this has been stated and demonstrated by the devs…
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SWF loadout restrictions
I have talked about this fairly often, but I figured I would shoot my shot and open a dedicated thread for this suggestion, because I think it is something that would be very beneficial for the game. This ended up a quite wordy submission, but I feel like everything I say here is important for the central idea. I have…
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Statistical evaluation of an interesting tournament
Over the last weekend, www.twitch.tv/Wwispy1 held a tournament in which every character, perk, item, add-on and offering was allowed. This makes it special because usually in tournaments there are a various restrictions for these things in place. I have taken stats on a plethora of tournaments in the past, and every time…
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Halloween event tome
I had unclaimed challenges left in the event tome, I didn't think it would disappear entirely and I would still be able to claim them at a later point. Now that it has disappeared, I don't think I got any of the BP from those challenges, but I'm not sure. Anybody else that had unclaimed challenges and know for certain they…
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An oversight with Knock Out
Platform: Any, I presume. I'm on PC. Description: If a killer using the perk Knock Out downs a survivor with a basic attack, other survivors outside of the range at which Knock Out is supposed to hide the downed survivor's aura can still see said aura for a split second as the survivor goes down. This didn't use to be the…
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Event-specific hit validation
I'm convinced that the general hit validation system that according to you has been implemented into the game months ago does not actually function. Hit validation has one job and one job only: overrule a client hit if it is deemed erroneous on the server. The fact that overruled hits practically never happen even if the…
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Problems with unhooking and trap-setting speeds
The unhooking and trap-setting interactions (Trapper, Hag) both suffer from the issue that only 1/3rd of the respective animation is actually affected by action speed modifiers. If you look at the interactions, you will notice that the progress bar does not start filling until some time after the animation has begun…
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Saboteur QoL
There's two small issues about Saboteur that I think remedying would make the perk much nicer to use. The more obvious issue of the two is that the perk goes on cooldown even if its user merely attempted to sabotage a hook, rather than actually succeeded in doing so. I don't think there is any good reason for this -…
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Breakable walls
Breakable walls have been the first new universal mechanic introduced into the game in years, and now that they've been in the game for more than a year themselves and are present on a variety of maps, I think there has been enough time for the team to oversee their impact, review their performance, and consider…
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Unhooking interrupt animation
Platform: Any Description: When a survivor attempting to unhook another survivor is interrupted and grabbed by the killer, the hooked survivor also gets locked into the grab animation. This makes it impossible for a third survivor to rescue the hooked survivor until the animation has fully played out. Steps to reproduce:…
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Blast Mine and Repressed Alliance interaction
So this is not strictly a bug, but an unharmonious interaction. If you repair generators such that both Blast Mine and Repressed Alliance are active, you will first only be able to activate Blast Mine, and then you have to stop and start repairing again before you are able to activate Repressed Alliance. Also, you will not…
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A particular problem with MMR
I have usually made relatively good experiences with the MMR tests. In the rank-based matchmaking system, the skill disparity between players in a given round can be and regularly is huge, players are being thrown into games more or less randomly, the system does not treat a 100 hour player any differently from a 4000 hour…
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NVM
Nevermind.