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Holylock

Holylock

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Holylock
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    1. Why does the killer move at 4.4 and have a terror radius of 36 meters?
    2. What does webbed status effect do?
    3. Maybe double the radius of "No Escape"
    4. Arachnophobia is a worse version of Unnerving Presence
  • Something like this?

    • Deadly trap: Trap a Generator by performing the Damage Generator action. The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check. Failing the Skill Check results: Losing a health state if the survivor is healthy or putting in deep wound if the survivor is injured. Deadly trap has a cool-down of 60/50/40 seconds.


    1. Beast of prey: a better dark devotion? 
    2. Bloodhound: i liked it
    3. Clautrophobia: i loved it
    4. Dragon's grip: cool idea
    5. Dying light: all myers' perks need to have a obsession, the same reason why all hag's perks are hex
    6. Forced penance: it's not the right buff for this perk, maybe a different effect (oblivious? hindered?) 
    7. Furtive Chase: cool idea, but it kinda need others perks to have better use
    8. Gearhed: i liked gearhead current version, it's a good idea for new perk
    9. Scourge hook: Grim embrace: it's worse than current version
    10. Grim embrace: it's interesting idea
    11. Hangman' trick: it need something to be good
    12. Hex Huntress lullaby: i liked it, but it can be overwhelming for new players. 
    13. Insidius: cool idea, it's a little similar with trails of torment
    14. Jolt: the buff that perk needs
    15. Knock out: 1000/10
    16. Scourge hook- Monstrous shrine: it need something, it's kinda weak by itself 
    17. Opression: i like it
    18. Overchage: maybe reduce time that survivors are incapacitated
    19. Overwhelming presence (v.1): i don't like it, i don't see why use this perk
    20. Overwhelming presence (v.2): it's interesting, but i think that need something
    21. Unnerving presence: it's cool for a new perk idea, i just think that unnerving presence need buff, not rework. i like impossible skill check build with doctor.
    22. Pop goes weasel: ok, but it could increase how long that is activated, since you reduced the regression
    23. Predator: weird idea, i thought different idea for this perk, but your idea is something interesting. it can be use like a tracking perk, that's cool.
    24. Remember me: i loved it, but i don't think that need reduce the time per token
    25. Territorial Imperative: I don't understand how this perk can be good
    26. Thrill oh the hunt: I also think it shouldn't be a hex
    27. Unreleting: i liked it


  • Killer perks:

    Scourge Hook- Corrupted Innocence: Each time a Survivor is unhooked from a Scourge Hook, the following effects apply: The Survivor suffers from a 33 % self healing penalty. Other survivor that heal him scream and get exposed for 40/50/60 seconds. The perk only deactives after exposing someone.

    Friends until the end: You become obsessed with one Survivor. The Obsession can only escape after being the last Survivor remaining in the Trial. Whenever the obsession gets healed, other survivors auras are shown to you for 5/6/7 seconds.

    Don't touch what is mine: Whenever you damage a generators, the aura from survivors that were working on that generator are revealed to you for 3/4/5 seconds.

    Unknown presence: At the start of the trial, you become undetectable for 15/18/21 seconds.

    Funhouse: after vaulting a window you gain a undetectable effect for 6/7/8 seconds.

    Hex- Burnout: The last 2/3/4 Survivors hit with either your Basic Attack or Special Attack suffer from the Exhausted Status Effect.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894245#Comment_2894245

    Because he makes that perk look like an S tier perk.

    yeah, but it most likely that survivors aren't so serious about winning the match

  • de boa, mas o que você está na discussão?

    in Traps Comment by Holylock
  • @RodrigoFlecha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894244#Comment_2894244

    Eu estou usando o Google tradutor kkkk, não tenho culpa se o site da Behavior não está em português Brasil!

    De boa, é meio foda isso (eu comentaria mais se tivesse português apesar de comentar bem pouco). Mas serio, tem que algumas discussões suas que achei bem engraçadas, porque ficou muito diferente. Sobre a discussão, você está falando de não poder colocar armadilhas no portão? ainda pode (a única restrição para trapper mesmo é colocar em frente ao gancho, talvez n dá para colocar muito colado do gerador)

    in Traps Comment by Holylock
  • @RodrigoFlecha what language do you speak? My guess is portuguese, am i right?

    in Traps Comment by Holylock
    1. Gearhead - C: the information this perk gives is very good, it can help me look for another survivor or know which generator is being repaired
    2. Surge - B: saves a bit of time, regress generator and gives information if nearby generators are being repaired, i think it's a very good perk
    3. Claustrophobia - E: I've never seen this perk work, sometimes I only know the killer has it after I see his build
    4. Iron Grasp - E: Holding survivors on the shoulder longer has no advantage in the match unless they bodyblock what is rare


  • @Celodrix said:

    I don't understand what meta perks are xD

    Dead hard, Borrowed Time, Unbreakable, Decisive Strike. Use these perks and escape becomes easier

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847323#Comment_2847323

    An easy killer in the hands of an expert is oppressive.

    Wraith is the simplest killer to use in the entire game. If Wraith was made to be harder to use, then I think it would be fine if he was buffed.

    Yeah, but wraith was never an oppressive killer even with previous buff

  • One question: do you want to have fun or just escape? Sometimes you can have both but not always. If you just want fun, you can use off-meta perks and try different builds. If you just want to escape, use the meta perks and item (particularly medical kit).

    Where did you get that survivors only escape 2% of the time? If you use meta perks and have decent teammates, it's possible to escape a lot, especially against average killers.

  • @danielmaster87 said:

    If they had an add-on that gave him quickscoping, I would play him again.

    Unfortunately, the developers will never do that :(


  • @AtraXis said:

    My opinion on your suggested changes :

    Snake oil : I don't think slinger needs any addon to make him faster when he aims, as the current aiming speed is too fast in my opinion (like, you can walk the entire road of Dead Dawg Saloon while aiming, starting with the survivor next to you, and when you reach the end of the road the survivor is still at max lunge distance. It's pointless to have more speed) .

    Rickety Chain : I think it's fine to have a meme addon. I rarely use it but it's fun to make the match a bit more challenging sometimes.

    Rusted Spike : very good idea to pair it with the current Honey Locust Thorn effect. I always found it odd that a green rarity addon had a worse effect than its yellow counterpart.

    Poison Oak Leaves : why not, the current version is pretty much useless anyway.

    Marshal's Badge : I always wanted an addon like this on slinger. I think it's boring and beyond useless to have your terror radius reduced if you aim. Having an addon like this would allow more interesting moves. I'd make it -8m instead of -6m though.

    Jaw Smasher : why not, but I'd never play it. It would mess with muscle memory.

    Wanted Poster : big no on this one. I would really encourage tunneling, which is far from being a good idea. Perhaps a better effect would be to highlight non-regressing generators. This wouldn't be strong but at least it would be interesting.

    Honey Locust Thorn : I would leave this effect to its current addon Bayshore's Cigar. I think it's too strong to be a green.

    Bayshore's Gold Tooth : very interesting idea, I love oblivious addons and this would be a good way to implement one on slinger.

    Prison Chain : far from being ok, but I don't have any idea to make it good. The current version does pretty much nothing 99.9% of the time.

    Gold Creek Whiskey : your idea is a better way to implement an undetectable addon than the current Hellshire Iron, I like it.

    Bayshore's Cigar : no, I think it's too strong. It reminds me of Alchemist's Ring on Blight. I think it wouldn't give survivors enough of a grace period once they get injured after being speared. They would need to make distance against an already reloaded gun, while with the current reload speed they still don't make it outside of the speargun range when injured.

    Barbed Wire : why not, but I'm not a big fan of this one.

    Hellshire Iron : definitively better than the current one and the old one as well.

    First, thanks for the feedback.

    Snake oil : I couldn't get a better idea for this addon :(

    Rickety Chain : I don't think the meme addons are ok. Almost no one uses them and they are a waste of space in the bloodweb. The only one I love is Prayer Tablet Fragment because it adds a play style and doesn't just nerf her power.

    Wanted Poster : oh, I hadn't thought of that (I screwed up on that one). New idea- Wanted Poster : Each time you reload The Redeemer, the auras of survivors within 12 meters of Deathslinger are revealed to you for 3 seconds

    Honey Locust Thorn : I think it can be green without any problems.

    Bayshore's Cigar : I understand, I thought the same thing too. But the combo possibilities made me very interested in this add-on (also the possibility to improve 4v1 of the Deathslinger). New idea - Bayshore's Cigar : Hitting a Survivor with a harpoon shoot will reload The Redeemer after 5s

    One question: which other killer would you like to have the addons changed?

  • @Aesyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2838446#Comment_2838446

    1-Obrigado não tinha certeza dessa informação

    2-A parte de vê a perk do assassino poderia ser permitido em grupos com pessoas que não tem ninguem que seja contato. Assim não tem como quem morreu passar informações para um desconhecido e diminuiria os hacks pois sinceramente são poucos que ficam assistindo até o final e dos que ficam vivos são poucos que reportam. Quando menos espaço der para trapaças mais longe vai o jogo.

    3-Pode até não ser essa ideia em questão, mas essa perk precisa de um upgrade para ter realmente alguma utilidade e voltar a ser usada por alguem. Literalmente ninguém usa e por sinal muitas perks se tornaram desinteressantes para o uso

    4-Não é questão de necessidade. Ao meu vê seria algo legal um sobrevivente andar o tempo todo ferido com risco de cair para poder usurfruir da resistência em um momentos chave que nem o kit médico com reagente. Se ele falhasse na ativação será derrubado pelo killer.

    5-Negar pode até não ser mas deveria ter alguma alternativa para reduzir vantagem de armadilhas. Killer tem perks e habilidades que inutilizam perks e itens de sobrevivente. Fora que é sempre uma aposta se seu perk vai ser útil ou não. Levar perk de granada, mina e lanterna por exemplo para uma partida de Killer que não sofre cegueira ou com dama de ferro por exemplo é inútil.

    6-Quis dizer manter o preço permanentemente baixo. Digo isso porque tem dias que levo mais de 5 minutos para achar uma partida e isso me assusta um pouco quanto a vida útil desse jogo pois pelo menos da minha parte é meu favorito.

    3- Concordo com você, há vários perks que precisam ser buffadas (algumas são simples mudanças). Só discordei porque a ideia eu acho que não seria boa para o jogo

    4- Estar ferido não é totalmente risco atualmente, há o raio que indica quão perto está o assassino, perks que ajudam quando você está ferido (duro na queda e resiliência), se está perto de um loop forte, deixar a cura 99%

    5- Atualmente a eficácia das armadilhas do trapper estão sendo reduzidas a cada atualização de mapas, alguns mapas estão com menos vegetação o que dificulta colocar as armadilhas (exemplos de mapas péssimos: The game e ninho do corvo). O mapa (item) tem capacidade de mostrar as armadilhas do trapper (através de add-on), tenta usar e vê se acha justo

    6- A demora da partida nem sempre é relacionado com menos jogadores no jogo, mas a distribuição dos jogadores também interfere (quantos são assassinos ou sobreviventes), isso varia com horário que você vai jogar. Há também uma coisa que está acontecendo atualmente a experiência de assassino está cada vez menos agradável e alguns assassinos estão se tornando obsoletos, isso pode gerar perda da quantidade de assassinos (o que leva mais tempo para procurar partidas) e uma certa repetição de assassinos

    1. "Conhecimento botânico" já aumenta a velocidade de cura sem kit médico para ações mencionadas
    2. Vê as vantagens do assassino depois de morrer e antes de terminar a partida era algo tinha no jogo. Bem, isso foi tirado, com total razão, pois tornava injusto contra Swf (bastava um só morrer que tudo mundo sabia o seu build e jogava de acordo com o que você estava)
    3. A ideia para "espirito calmo" é péssima, nenhuma vantagem tem que negar o poder do assassino, no máximo diminui um pouco a eficácia
    4. Pelo o que entendi da ideia "proteção da alma", é péssima ideia e totalmente sem necessidade para essa mudança
    5. "Pequena caça" fazia isso antigamente, mas foi alterado pois como disse antes, nenhuma vantagem deve negar o poder do assassino
    6. DBD tá sempre com preço baixo (sempre rola uma promoção)
  • my ideas for survivor' perks:

    1. Visionary: The Auras of Generators are revealed to you within 32 metres. Each time a Generator is completed, you see the Auras of all other Survivors for 8/9/10 seconds.
    2. No mither (rework): After being unhooked or unhooking yourself, gain Endurance Status Effect for 8/10/12 seconds.
    3. This is not happening (rework): When you are injured, others survivors can see your aura. Whenever another Survivor is put into the dying state by any means, your movement speed is increased by 5/6/7% for 8 seconds.
    4. Technician: Failing a Skill Check while repairing: Prevents the Generator Explosion. Applies the default Regression penalty. Reduce Regression penalty of 3/4/5 %. Technician reduces the audible range of your Generator-repairing noises by 8 metres.
    5. Tenacity: Your ferocious tenacity in dire situations allows you to crawl 30/40/50 % faster and also recover at the same time. While crawling, pools of Blood are suppressed and survivors can determine your recovery progress of dying Survivors by the intensity of your aura at a distance of up to 48 metres away.

    And for killers:

    1. Territorial Imperative (rework): After damaging a Generator, each survivor that was repairing has their aura is revealed to you for 3/4/5 seconds.
    2. Oppression: When damaging a Generator, up to 3 other random Generators also begin regressing. Trigger a difficult Skill Checks if a selected Generator is being repaired. Oppression has a cool-down of 40/35/30 seconds.
    3. Hangman's Trick: Your ingenious modifications to Hooks alert you of tampering. Gain a Loud Noise Notification when a Survivor begins sabotaging a Hook. Unlocks potential in one's Aura-reading abilities. While carrying a Survivor, see the Aura of any Survivor within 6/8/10 (or 8/10/12) metres of any Hook. Hooks destroyed by sacrifices repair automatically after 30 seconds.
    4. Overwhelming Presence: Your presence alone instils great fear. Survivors suffer from inefficiency and affected Survivors' Item Consumption rates are increased by 40/45/50%.  Survivors within your Terror Radius have their item Consumption rates doubled.
    5. Dying Light: You become obsessed with one Survivor. Each time you hook your Obsession, all survivors suffer from 20% (maybe 25% or 30%, but don't stacks with other penalty) penalty to repairing, healing, and Sabotaging speeds for 20/25/30 seconds. When a Survivor rescues the Obsession from the Hook, a random survivor will become the new Obsession.
  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824882#Comment_2824882

    Not really, NOED doesn't enable this problem... face camping Bubba can easily use his chainsaw and that's even worse than using NOED in a camping situation.

    Not "enable", I don't know the word that i would say for this (unfortunately, i don't practice my english) and hit M1 is easier than M2.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824866#Comment_2824866

    1. So at best they get a draw?

    2. That's ######### teammates. Same thing easily happens without NOED

    1- No, i would say more common result.

    2- Yeah, i know that survivors' fault and without noed that wouldn't happen. Probably get more upset with that situation because i play solo and i'm most likely in a terrible matches streak.

  • No, i play solo and off meta perks (my build now is any means necessary, iron will, bond and fixated). About video, i think that playstyle is bad for the game and unfun. 

  • "The killer does this because it's the only way to get 1, 2, 3, 4 kills" - No, that's a lie. Camping can be best option to win a match and that's okay (you should do if it's best option), but saying that ONLY option it's a totally lie. There are a lot of killers that camping for different reasons and not all because they need that to win. 

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824866#Comment_2824866

    Problem is definitely not in NOED in either situation, it's survivor or camping.

    Yeah, but that perk enable something like this happen and i think it's not right. I would change to be like: every survivor that got hooked one time become exposed and if hooked twice, he can get mori or quick mori (like Final Judgement)

  • I hope that bubba's facecamping ability get nerfed and his add-ons (Long Guide Bar, The Grease and Depth Gauge Rake) got reworked for better.

  • There are two situations that don't like with NOED:

    1. Facecamping bubba that got more 1 kill because of NOED. I know that we should expect NOED in that situation, but i think it's kinda easy to get 2 kills with that playstyle and not healthy for the game.

    2. When a killer played so badly (for example have 1 or 2 hooks) and down me (first time) because of NOED, but my teammates somehow lose their brain cells and got down. I know that if I wasn't in the hook, i could easily handle this situation

    1. Teammates can screw up a lot of matches, even easy matches.
    2. It's easier for a killer makes a match terrible for other side.
    3. Sometimes you need DS or borrowed time, just to have a fair match
    4. Make kindred a basekit will not turn all SoloQ matches better. The problem is more matchmaking than communication, some survivors have questionable choices in match, i have seen a lot terrible plays.
  • @Gorik said:

    I put a post up recently asking players, Why aren't you playing Killer?

    https://forum.deadbydaylight.com/en/discussion/311637/why-arnt-you-playing-killer#latest

    And something I have noticed is a lot of comments being aimed negatively at COH.

    Having used and gone up against this perk multiple times I wanted to give my opinion, and hear yours.

    For me COH can be a huge game changer for both roles.

    When I am playing Survivor in a SWF I would call it a great perk, for Solo I would go so far as to call it Invaluable.

    But when I am playing Killer, I also have found that COH can work for me. Having 1 or more Survivors run clear across the map to use it definitely takes pressure off the Gens for example, and the Nurses Calling value can be insane.

    So how would you balance/ change COH, or would you leave it as it is?.

    MY CHANGE.

    My change would be to just remove the Aura of the Totem for other Survivors.

    This would offer the sound and visual effects of the Boon more of a chance to play a part in the Perks use and force the survivors to use precious Gen time searching for it.

    That is of course if the Killer didn't get to COH first, but Survivors would find that out the hard way having no Aura to rely on from across the map, this would obviously be far more effective against people not using Mics, but would likely still work fairly well against say 2 teams of 2.

    I personally feel this perk may need to be looked at again, but honestly right now I am 50/50 when it comes to COH.

    If you remove the Aura of the Totem for other Survivors, COH become a swf only perk and that's terrible. How i think boon totems should work: everytime a survivor boon a new totem, they gain 8 (maybe a little lower) seconds penalty, that gives survivors a chose if they want waste more time boon a totem or do gens.  

  • The game (map): totally survivor-sided for most killers

    The game (game): it's not completely survivor-sided. In scale of 0 to 10 (0 is killer-sided and 10 is survivor-sided), i would say 7 or maybe 7,5 (for average killer). But not every match survivors will have a advantage, depend on maps or perks or add-ons you use and other things. 

  • it's sad that we lost hawkins and received Eyrie of crows

  • ok, some of your ideas are really bad. For example:

    1. Boon: Circle of Healing: Amazing, i find a totem to boon just to use self care, it's better bring self care. Oh yeah, now others survivors can use self care, it's so good, now everybody will waste more time healing. 
    2. Borrowed Time: a anti tunneling perk that don't protect from tunneling, that's incredible idea
    3. Decisive Strike: i'm so excited to see a cloaked wraith chasing me for 15 seconds
    4. Built to last: So, I will be in the locker for 14 seconds to receive 33% of the charges. Cool, wasting 42 seconds to get the brown medkit with a full charge.
  • This will only make the experience of playing killers miserable (more so than currently). This game is not balanced by hooks, so forcing the killers to play this way will only increase imbalance.

  • can you explain exactly what was nerfed? 

  • @str4wberryp said:

    Seriously, it's one of the most ridiculous powers in the game. If you get hit by a bottle, expect to be downed.

    There's literally no counterplay after getting hit by a bottle:

    1 - You can't see #@!t

    2 - You can't loop around anything because of the slow

    3 - He can just keep spamming bottles faster than a huntress can throw hatchets

    4 - If he brings the finger add-on it's game over, you're going down with a hit and should just ######### on hook and move on

    Changes I'd make to clown's power:

    1 - Increase reload cooldown or make him reload on lockers like huntress and cringester

    It just makes no sense that he can do this while the above have to search for a locker. It doesn't even make sense lorewise, he just CREATES bottles out of nothing

    2 - Reduce slow duration

    Description.

    3 - Rework his power and make a new one that's actually fun to play against

    This would be the best choice for the game's health, a total rework to something more fair and more thematic (seriously, why would a clown thrown random bottles around - and WHY would it SLOW you?)

    I'm pretty sure i'm not the only one who's upset with the current state of clown.

    Honestly, you probably don't have a lot experience if you say that clown's bottles have no counterplay. His power is easy to handle, but not fun for some people. So, if you wanna know how counter his power, it's simple, just keep in mind two things:

    1- Pre drop pallets

    2- try to connect loops 

    Remember he's a M1 killer and has slow mobility, he will have hard time if face good survivors. And all your suggestions just make one thing clear: you don't play clown so it's kind bad try to make suggestion when you don't undestand both sides.

  • @smcgrath86 said:

    On multiple occasions, I have seen sabotage timed perfectly so that the killer arrives RIGHT at the moment the hook falls, yet the killer still has enough time to walk past the fallen hook and mount the carried survivor on the next-nearest hook anyway. What is the point of this mechanic if a sabotaged hook doesn't hinder the killer or save the survivor?

    what build do you use to sabotage a hook?

  • Both are B tier killers, which means that they aren't a lot strong and they can be countered by windows (serious, windows are their main nemesis). 

    1) "they can use bamboozle to deny windows" yeah, but at the same that they can trick you just one time and they become more predictable

    2) "that's easier said than done" it's survivor job knows where is good loop and how to play efficently 

    i can explain more why i think that they don't need a nerf if you want.  

  • As an old and new wraith player, I think his add-ons are good as they are. There is no need to nerf any add-ons, but if you were to change, it would be like this: the silent bell add-on would change to purple and have a new effect any surprise attack would leave survivors broken for 90 seconds and the aura add-on would increase in rarity ( honestly , there is no need to nerf this add - on , but I 'll suggest an idea , why not?) and you can hear his terror radius at 16 meters while invisible ( still immune to auras ) . I played a few matches with the aura and terror radius add-ons yesterday, but survivors still complained about the purple add-on, even me with terror radius while invisible ‘-‘. Well, I hope the add-ons won't be nerfed.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455500#Comment_2455500

    I need help with Demo? Feel free to review them all though

    I didn't start with add-ons, so my list won't be good. I'm doing the perks first and then the add-ons.

    Add-ons:

    ·      Rotten Pumpkin: okay

    ·      Black Heart: Slightly reduces Cool-down of missed Shred attacks (-0.5 seconds)

    ·      Rat Liver: okay

    ·      Rat Tail: Increases the number of available Portals by 1. Slightly increases Portal Opening speed.

    ·      Sticky Lining: Slightly increases Portal Sealing time for Survivors. Slightly increases Killer Instinct Detection range when charging Of the Abyss.

    ·      Viscous Webbing: successful shred attacks afflict survivors with mangled.

    ·      Rotten Green Tripe: okay

    ·      Mew's Guts: When knocking down a survivor with shred attacks, all generators within 20 meters of you start regressing.

    ·      Barb's Glasses: okay

    ·      Eleven's Soda: Reveals the Auras of Generators being repaired in yellow while traversing the Upside Down and for 3 seconds after emerging from a Portal.

    ·      Thorny Vines: Slightly reduces Shred Recovery time after successful Shred attacks.

    ·      Brass Case Lighter: Reveals the auras of Survivors who seal your portals for 6 seconds. Once out of contact with the Portal, the Oblivious effect persists for 30 seconds.

    ·      Violet Waxcap: slightly increases the maximum shred distance (+2 meters)

    ·      Deer Lung: remove the downside

    ·      Lifeguard Whistle: okay

    ·      Vermilion Webcap: okay

    ·      Upside Down Resin: When a survivor cleanses a portal, suffers from the Incapacitated Status effect for 12 seconds

    ·      Unknown Egg: Survivors injured with Shred attacks suffer from the Broken  Status Effect for 90 seconds.

    ·      Leprose Lichen: okay

    ·      Red Moss: okay

  • Is there a specific killer you'd like to see some ideas for? or some perks? (I used google translator if the phrase seems strange, I know English, but I'm not confident in my English)

  • I read and liked some ideas, I even commented a little. I would comment more, but I'm doing something similar at the speed of a snail.

  • it's amazing how there are still people who want to nerf the pig

  • Why? it's such strange idea.

  • The problem I see with this idea is the fact that the killer avoids a survivor because he is an obsession

  • I think you need to play some more to understand the game better. I didn't understand the logic of long waiting times with an “easier for killers” matches (in my opinion, I find it easier because the skill of an average survivor is less than that of an killer, but from the moment that the survivors know what they're doing, a difficulty increases considerably)

  • Ghost face

    • change recovery time to 20 s
    • survivors who reveal ghost face reduce 20% from stalk meter

    Hag

    • increase burning traps time
    • disable traps at 8 m whenever unhooking someone

    Myers

    • slightly increase Evil Gain rate when Stalking
    • hit or grab in tier 1 make him tier up
    • in tier 3 he can break pallet slightly faster
    • He can level up manually
    • evil incarnate recover slowly

    Legion

    • Frenzy Fatigue lasts for 3 seconds
    • No more basic hit penalty
    • Secondary power: legion gain undectable status, but he walk same speed as survivor and can't hit (2 s transition time)

    Demo

    • increases The Demogorgon's Movement speed while charging Of the Abyss by 4%


  • Trapper

    • Maps don't reveal traps
    • can walk over traps whenever he isn't carrying a survivor
    • 2 traps at base
    • slightly increase disarm time

    Wraith

    • reduce uncloaking time to 2,5 s
    • revert uncloaking speed

    Hilbilly

    • reduce starting heat
    • slightly increase chainsaw cooling rate (maybe)

    Clown

    • Direct afterpiece bottle hit increase hindered effect by 5%
    • slightly reduce antidote activation time

    Plague

    • Better foutains location
    • Pallet stun reduce 15 s from corrupt purge insted of cancelling
    • slightly increase vile purge charge rate

    Spirit

    • when she is in her power, it should show some glimpse of her or some scratch mark
    • passive phasing when she activate her power (maybe)

    Pig

    • All traps have a specific number box to take off that chosen randomly ( i don't how to explain this)
    • Combat straps as basekit
  • @Tinker said:

    Hello Devs,

    I have a suggestion for the Leatheface addon called The Grease. It doesn't make any sense at all and only helps in very rare cases when using the Light Chassis addon. So how could you make the addon better? All you have to do is speed up the overheat. From 5.0 seconds to 3.5 seconds. So the overheat mechanic would be much more dangerous, and there would finally be a reason to use The Grease addon. It would also be a lot more difficult for face campers to get along with Leatherface chainsaw. Please consider this change. It only has advantages. The numbers are adjustable, of course, but in my opinion 3.5 seconds makes the most sense. The same change for the Long Guide Bar addon of course. ^^

    I am a Leatherface main, and it makes me sad that this addon is useless. And to all forum users who see this: please let me know your opinion on this idea! ^^

    Your idea is pretty bad, because instead of fixing the add-on problem, you created a problem for the add-on to be useful.

  • @6yXJI0 said:

    Just because of addons that change the durations of his charges, thus making it hard to memorize all the timings and forcing you to look at the to not miss the end of the charge.

    Or an Easier way: Holding ability button will automatically consume chainsaw tokens when they are about to end.

    The timings for each charge is counting the saws. 4 saws, use 1 charge, 3 saws, another charge.

  • @Dira970 said:

    Each survivor should have a small buff which will make him different than the others.

    Different passive abilities for all the survivovrs.

    Dwight passive 3% extra genspeed.

    Claudete passive 10% faster healing.

    Ace passive Dont lose Addons on Escapes.

    Nea passive Stun Reduced by 85% on height drops.(can change balance landing so it can get 1sec faster with nea)

    Kate passive Wiggle 15% faster.

    Tap passive can see totems within 6 meters range.

    Jeff(jesus) passive 25% extra time on the hook(i know it sound bad).

    Cheryl passive 15% speed for unhook.

    i can list more, but thats an example to how to make the game much cooler and more fun for everybody.

    characters in dbd are not unique because the perks can be used on every character.

    this way u can make your game way more fun and unique.

    that is a horrible idea for many reasons:

    1. making each survivor different from each other is bad, because everyone would need to level up all the characters and deal with terrible grind
    2.  This would create a new meta in the game and some survivors would be chosen more than others.
    3. this would make balancing the game more complicated. in addition, it would have the problem of either making passive abilities very weak (and making passive addition meaningless) or doing too strong (and creating more problems in the balance of the game)
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