DBDnerd
DBDnerd
About
- Username
- DBDnerd
- Joined
- Visits
- 203
- Last Active
Comments
-
I love I’m all Ears, Great Job!
-
Though I love his idea with all my heart, if dbd were going to do a grudge thing, they would make a skin for sadako all at most.
-
I like the idea, seems very unique, nice!
-
goes well with her style, good job!
-
Anger Eternal = Hurbris + Nemesis.
Tactical Technition: Aura intensity is not needed.Like the idea though
-
magic of words is op. Think about it 💭. As a Ghostface main, using my power (without stalking) insta downs??? Or a Pyramid Head insta downing with his power, wow. Huntress: 7 hatchets, all insta downable. There is a iri add-on for this, but with SEVEN HATCHETS, that goes crazy. Or Trickster, one knife = 1 down, sheeesh. Wraith surprise, Boo! Insta down. Seems over powered. Sorry for the rant, but the rest seems valid. Maybe should add more to his power, like a corruption meter or something.
-
the ghost face shopping place that we saw in the trailer would be fun, have lots of places to have stealth, but have some open areas like a camping section, that have a unsafe pallet that you could loop. This might also include parking lot if we want to put a lot of work into it.
-
Cool Idea, but the sad thing is that there is no way BHVR puts this in the game. Still, I like the idea, and all the downsides that go with it.
-
Another Idea:
The Sacrifice.
A Sacrifice to Nature to gain Power, in return, a horror wonderland.Weapon: A Cherry Blossom attached to her hand. (Think nemesis whip, but with a flower, and more nature like and green.
Power: All Will Be One. Whenever one or more survivors are weak, it boosts you, and hurts them. For every injured, downed, hooked, or dead survivor, you grow. When there is no one injured, you are basically just a M1 killer with no real power. When there is 1 person injured and etc, gain Vine Whip. When there are 2, gain Infecting Affection. When there are 3, Vine Whip grows in power, and all 4 allows a Mori, if they have max Sacrificial Material stacks.Vine Whip: A Long Range Attack with a Hefty Cool Down. At its 1st Level, a successful hit hinders the survivor 7% as it hits (like direct unknown UVX hit). At its second stage, it now also increases their Sacrificial Material stacks. At Third Level, it now also takes away a Health State.
Sacrificial Material: You can not get rid of these stacks, there are 5 levels, at max, the survivor is exposed, and can be moried if you are at 4 stacks.
Give feed back. 👍
-
The Boon is just a better Dark Theory. Hemorrhage got mass nerfed, so he need a different iri add-on, but overall it is a pretty good idea
-
The Blossom.
4.4M/STall
Power: Overgrowth, and Vine Rupture.
Blooms: A Bloom (Flowers) Is by every generator. (Like within 16 meters). You see these auras in green. Survivors must tend to these blooms with a watering can. When survivors don’t tend a flower for 60 seconds, it does a poison cloud. Survivors can search glass chests and grab watering cans.
Poison Cloud: A 32 meter radius of lime poison seeps out of the bloom. This makes survivors hindered 3% instantly, incapacitated while in the cloud for 10 seconds, and exposed after 30 seconds and more. (This gives a clownish bottle effect that gets more powerful as your in the cloud). These effects linger for 5 seconds after leaving the cloud.
Vine Rupture: A blooms aura becomes purple when it uses poison cloud. You can use Vine Rupture after 10 seconds. (You can select via arrow, like Freddy). This will injure anyone tending to it, or anyone within 6 meters. This will also down, and will use killers instinct on downed survivors that were downed because of this.
One With The Vines: If a Bloom has not been tended to for 120 seconds, you may teleport to that bloom. The bloom will no longer have the poison cloud, but will come back 100% faster till the poison cloud.Just The Iridescent Add-Ons.
Iridescent Watering Can. All Blooms Always are using the Poison Cloud. Watering cans no longer appear. Poison can now only Hinder survivors.
Cherry Blossom. Poison Clouds Now Exhaust survivors instead of Hindered, and Make Survivors Oblivious instead of Incapacitated.
This is my mid idea. 👍 -
my thing just early submitted, really unhappy bout it.
-
Solid Idea
-
@Marc_go_solo said:
These are 3 perks that came to me today, based upon a killer who is was a magician. No idea of the power, but the perks seemed interesting. Some of the names come from magician terms. Apologies if any have been mentioned before:
1. Palming
There is nothing so satisfying as a simple vanishing act.
You start with 3 tokens and can hold up to a maximum of 3/4/5 tokens. Whenever a survivor perk would have revealed your location, your aura will not show. If multiple survivor perks act at the same time, this uses just 1 token. Gain tokens by every time you injure or down a survivor by a basic attack.
"Now, to make this member of the audience truely disappear!"
2. The French Drop
Misguiding is like gaslighting. It's all about where you want them to look.
When in chase, the perk activates. Stand still and face the direction you wish to work the perk before pressing the secondary action button. Your terror radius will move at a speed of 4.6m in the direction you faced for 10/13/16 seconds. Whilst the terror radius is moving, you become undetectable. This perk has a 60 second cooldown. (Good for making survivors think you are moving away from them, and also may worry survivors in the other direction).
"You saw me put it there. How can you doubt that?"
3. Servante
Knowledge of incorporating props in shows can lead to nasty surprises.
At the start of the match, 3 pallets light up as rigged. Once any of these pallet is destroyed you gain a token where you can interact with any unused pallet to rig it. If a survivor stuns you with a highlighted pallet, the pallets springs straight back up and smashing. The killer is still stunned, but the survivor screams, reveals killer instinct for 6 seconds and suffers from both the blindness and deafened effects for 20/25/30 seconds. Survivor vision also blurs, similar to the Clown bottle effect for a few seconds.
"Be careful with that. We wouldn't want any unfortunate accidents, would we?"
Cool Perk Ideas, would love to see The Magician as a killer!
-
*gain a token, up to a maximum of 5 tokens. Up, not it.
-
@Underwear_Model said:
Mikaela needs competition from a magical baddie. I think this would make for a great killer paragraph, and I love the idea of a killer that comes with storms and lightning. Please let me know your thoughts and criticisms, and what you like about the concept. Thank you!
https://us.v-cdn.net/6030815/uploads/UDGKIQ6OISBF/nancy-downs-concept-2.png
Seems like it would fun, but it feels like it is missing a big amount of stuff.
-
Sloppy Butcher REWORK Idea.
When a Survivor is Hit with a Basic Attack, they are inflicted with Mangled, Hemorrhage, and Unbearable Pain for 100/110/120 seconds.
-
@StarLost said:
I'll start.
Nemesis:
- Empty Rocket Launcher (Uncommon). You now have 4 zombies active on the map, but you no longer gain mutation from killing zombies.
- Poisonous Hunter Claws (Uncommon). Infecting a survivor with your tentacle strike also injures them.
- Purified Virus (Common). Any survivor that is killed while infected spawns a zombie at their location.
Hag:
- Human Effigy (Uncommon). The illusionary Hags spawned by traps will now pursue survivors for 3 seconds after spawning. Teleporting to your traps incurs a 20 second cooldown.
- Rare Swampland Fish (Ultra Rare). Instead of summoning traps, you raise a clone of yourself that actively seeks out and attacks the closest survivor. This clone moves at 80% of your movement speed, is destroyed if stunned or blinded and lasts for 20 seconds. Summoning a clone takes 3 seconds, and you may have 3 clones active at any time.
Wraith:
- Diamond Dust (Ultra Rare). You can no longer decloak. Instead, you can attack while cloaked, but you move at your base uncloaked movement speed. Your terror radius is no longer suppressed while cloaked.
Pig:
- Hoffman's Final Trap (Rare). Jigsaw boxes no longer spawn. Instead, the trap must be disarmed by another survivor, and imposes several difficult skill checks. Failing any of these will place the trapped survivor into the dying state. You can only have one active trap at a time.
Doctor:
- Bloodstained Paddles (Uncommon). Your illusions now turn to follow survivors, and have a terror radius and stain identical to yours.
Purple Ghost Face Add On:
Recycled Cloak:
When cloaked, hitting a survivor, missing an attack, and etc do not make you leave the cloaked state. When you hook a survivor, you exit cloaked form, and the cooldown is doubled.
Green Xenomorph Add On:
Mechanical Malfunction Disk.
Downing a Survivor within a 24 meter range of a Flame Turret destroys the Turret.
Yellow Nemesis Add On:
Empty T-Virus Vial.
You get 100% Extra Contamination when hitting a Zombie. But you no longer gain Any Contamination from hitting a Survivor.
-
Malicious Ambush should be
Purple: 28
Green: 26
Yellow: 24
-
Sneaky Ambush should be
Purple: 120
Green: 110
Yellow: 100