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Lastchild

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  • @BringShaggytoDBD said:

    Are there any plans to do something about this? The darkness makes going against dredge one of the worst experiences in the game.

    He's already got map pressure by teleporting to lockers, which also prevents survivors from hiding, and has the anti-loop ability. Does he need the darkness as well?

    Instead of darkness, they could bring back the fog making it difficult to see objects without making you completely blind. Obviously fog would make it harder for the dredge to see survivors so it wouldn't apply to him.

    When the developers of this game try to bring something new :

    People complain.

    If the developers do nothing : People complain.

  • I'm suggesting something to you, rather than opposing every suggestion I make.


    Bring your versions of the nurse.

    Think, as I did, what it might be, and talk about it.


    I had the courage to post ideas, you can do the same.


    Do not count on me to do everything for you, you have put me in a state of exhaustion.


    That's all you really know how to do.

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236366#Comment_3236366

    she already has a power.. ambush, I use it in chase all the time, you're trying to make pig enjoyable, but I really don't think you're doing that here, I'm a pig main, and I wouldn't enjoy that plain and simple, she's simple enough rn, if she needs a rework, this is not it

    Can you explain to me from the killer point of view, from the killer feeling, what is wrong with all the suggestions presented ?

    I would like to understand why you would not like to play it if it was as presented here.


    You say this is not the place to talk about a Pig rework.


    Do you see a place other than the feedback / suggestion part of the official BHVR forum to talk about this ?

  • Since when does GhostFace lose the unfilled gray stalk gauge if it hits a survivor with a basic attack ?

  • You make me work hard, you have no mercy... :

    -  4 seconds fatigue when using teleportation.

     - She can't ignore the pallets

     - She can, however, ignore windows.

     - When fatigue ends, his speed drops to 4.4 m/s for 5 seconds.


    @Starrseed @GrimReaperJr1232

    @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236528#Comment_3236528

    This would be basically the same as legion in his power... You will just get hit.. This is terrible idea... And still she would be just a weaker version of other killers... For Example Demogorgon or Nemesis... Also 4 seconds in which she fatigues? Or no fatigue and just 4 seconds later she can blink again?

    Also i generally like it that she offers a special form of counterplay: Breaking line of sight and taking unique pathing... Making her the same boring killer as many other would be terrible... There are more than enough killers that hit you over pallets, windows and so on... No need for another one...


  • @Archol123

    @GrimReaperJr1232

    @Starrseed


    - Nurse can ignore windows and pallets.

     - Its Cooldown after blinking is 4 seconds.

  • @Gandor said:

    I think you have wrong effects for different levels. The effects should go from most benign to most punishing (because strong effect at lvl1 means you can't "dodge" it - you will get it by single TP next to you).

    lvl1 - hemmorage

    lvl2 - mangled

    lvl3 - blindness

    lvl4 - exhausted

    lvl5 - hindered (say 5% should do it)

    lvl6 - exposed

    lvl7 - mori-able

    (maybe swap levels 4 and 5. I am not sure which effect is stronger)

    Note that sadako is all about number 7 (lore-wise). So you need 7 levels. Also these levels would be a huge buff so maybe change the TV cooldowns to 80s after sadako teleports and 120s if survivor disables it by taking the tape (this encourages survs to actually use the tapes).

    For adding levels and effects in order of power ok.

    But for television I would put the time at 80 seconds maximum, because 120 seconds is too slow for nothing. In addition, survivors will want to interact with television at all costs to save time on their conviction.

  • @Gandor said:

    I didn't like this suggestion at the beginning. But as you added the condition that she can no longer blink thru walls, this would be pretty balanced change. I like it.

    The only bad thing is, that this would make her too similar to demogorgon.

    The demo :


     - has a shred.

     - Can place portals.


     How would my suggestions for the nurse make her look like him?

  • @GrimReaperJr1232 said:

    Let me tell you what would happen...

    Nurse would hold W through loops , wait for you to commit to a vault or some other animation, and then blink to get a free hit you can do nothing about.

    She's slower than survivors for a reason.

    If this is your concern :


     The nurse cannot ignore the pallets.


     That should fix the looping issues.


     If that's still not enough for you I guess Nurse shouldn't be able to skip windows too.


     But keep in mind that a killer must be playable and have access to and use their power.


     You also have to think about the killers, not only the survivors, that's what I try to do in my previous Rework on the Pig :

    https://forum.deadbydaylight.com/en/discussion/351428/rework-the-pig#latest

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236352#Comment_3236352

    so.. is that also coupled together with the fact that you still have a death timer, or is it only the random effects

    because if it isn't you're going completely against the point of a reverse bear trap, but if it is coupled, you're just making her even more oppressive

    We have to find common ground with my file and your objections...

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236344#Comment_3236344

    ghost face is an original character NOT based on the movies

    Michael literally stalks characters in the movies, and that is undeniable, they perfectly captured his character in this game and I literally won't have this conversation, you are objectively wrong about not basing powers of the movies.

    but as well, it's not even about the JB the pig could camp the correct one in the game as it is if she was lucky enough, it's the fact that you included a key, and an item that can be knocked out of someone's hand, if that exists, I can just camp that item for as long as I want, and they literally can't win the game, at least 1 of them can't, that's objectively unfair, the way pig is, works for the most part, I think we need to leave it alone unless some crazy exploit gets discovered where she can totally win and there's nothing you can do about it.

    and if you wanna think about the character's powers not being based on the movies, think Freddy Kreuger, his power used to be like the movies, and then they changed him, and a complete outrage broke out because he should work as he does in the movies, but he really doesn't, people care about that, so I wouldn't just brush it off. SAW is my all-time favorite horror franchise, and I really care how Tapp and Amanda are presented, I wouldn't be happy with a change like this

    My idea doesn't destroy Pig's concept of traps and we can very well put the timer back to either random effect or basic effect in addition to the random effects I presented.


     I remind you that a game must be enjoyed by these players, by the majority of players.


     In my opinion, the idea that I present would make more players want to play the Pig, because it would have an active power that can always be used.


     She may very well have a power based on luck and remained a character appreciated by a very limited community of players.


     The first interest of playing killer is still the use of powers.


     Concerning Freddy, I'm also working on his Rework file, I'll release it as soon as it's ready.


      In the meantime I just released the nurse's rework file : https://forum.deadbydaylight.com/en/discussion/351524/rework-the-nurse#latest

  • You seem to appreciate the "luck" side of the Pig's power, so here is a new proposal to complete what I said earlier.


     When a Survivor wears an RBT, they "ramdomly" suffer "one" of the following effects :


     - Hindered.

     - Mangled.

     - hearing (15 seconds).

     - Incapacited (15 seconds).

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235935#Comment_3235935

    the fact is, making it so that all she has to do is knock a key out of someone's hand is way too easy, the pure fact that pinhead has a carryable object that can be knocked out and oppressed, makes him EXTREMELY powerful, I'm a pig and a pinhead main, so I know how ensuring people don't get their boxes on both killers works

    if I can just continue knocking a key out of their hand chasing them across the map, then leaving them and guarding their key, I could quickly get a head pop that way, it's a trashy way to play, but let's be fair you made it easy to play trashy with this gimmick, the reason pig is the way she is, is because that's how the traps are in the movies!

    they reworked her so she can't camp boxes, you're completely right, however with this update, YOU LITERALLY GIVE HER THAT POSSIBILITY BACK, allowing her to look at the label on the key, and camp the box that belongs to it, or camping the key itself, either way, not a good idea I'm sorry, I can tell you put a lot of effort into this, but like I'm sorry it would just make things worse

    it is enough to add a 5th JB, which will take the letter of the survivor who goes there at the time when the Pig camp the initial JB where he intended to go at the start.


     It's been 2 times 2 of you tell me that the power of the Pig is based on the movies but if we really limit ourselves to movies for Licensed killers Myers and Ghostface shouldn't be able to expose the survivors just by looking at them.


     This is a video game, and my main point is that all killers should have their powers available often.

  • @Pumpkinbros said:

    pig could just run franklins and do nothing but camp all the boxes like??

    that would make her literally more powerful, head pops constantly

    How could she camp 4 boxes ?

  • @RaSavage42

    The success rate of 100% allows the survivors to get by because it would be hell without, given all that I propose.


     On the other hand if you find that it is too simple.

     We can very well increase the speed of skill checks and the time required to successfully remove the RBT.


     All I deplore is the "lucky" side of the current power.

  • @RaSavage42 said:

    So allow me to shrink this down.... damn stroke

    The RBT's are "labeled A-D"... and so are the JB's and the Keys that Survivors can see... NO (have you watched any of the SAW films)... Either all of the boxes are visable or the farthest one... She's not like Freddie... I do like the labeling of everything

    So any Survivor that has a RBT on and is still injured suffers from Hindered, Mangled and Deafened??? I would add Blindness to that (so that the Survivor can't run as fast, harder to heal, Can't hear well and can't see any auras

    And The Pig can reuse the RBT? is there an animation of her picking it up? or is it automatic?

    And are you removing the Active state a RBT can be if the timing is right??? That's the biggest slowdown she has... If the trap doesn't activate after each and every Gen getting completed that what's the point of having the RBT's... it forces Survivors to stop repairing Gens for however long and can swing the Match into the Pigs favor... or can set up a Survivor or two to die if they don't act fast enough (I've gotten a couple 2 Head Pops in one match)

    NO 100% removal rate... make the Survivors work for to it... like that've done

    I like some things but I don't like others

    Addons are next so I'll give some time to think of what you'd with them

    JBs are visible in the distance via Aura as usual.


     The keys to unlock the JB are visible from afar also via the aura, if you wear an RBT.


     If you find that the hearing effect is too strong, remove it and keep hindered and mangled.


     If a survivor removes a RBT, the pig regains 1.

     She has to go search a locker to find some that are available.


     And since I disapprove of a power based purely on luck, I came up with my idea of ​​what the Pig might be.

  • @AngelOfHope said:

    I want to note that I am LOVING the changes you've made so far to the game! I have bought this game for so many of my friends and spent a whole lot of money on it. I love the game!

    1. Allow us to see our progress on our current Tome Challenge or Daily Ritual during the game. This will help us know if we did what we were supposed to do to earn the challenge or ritual.
    2. Let us see how many hours we spent as Killer and how many hours we spent as Survivor. That would be simple, However, if you want to make it more detailed, how many hours we spent on each survivor/killer. And even further, the number of wins/losses with each survivor/killer. However, I'd be happy with just knowing how many hours I spent on Survivor and how many I spent on Killer.
    3. Give more Bloodpoint Codes! I haven't seen any for a while other than with my Prime Gaming. It gives players incentive to play.
    4. One way to reduce face camping is to make the timer on the hook go slower if the killer is within so many meters of the hook.
    5. One way to reduce tunneling is to deduct emblem points if the killer hooks the same survivor twice in a row.

    I disagree with your ideas to correct the camp and the tunnel.

     I come to present two ideas that mechanically prevent the camp and tunnel killer without penalizing it:



     Camping :

     When a survivor is hooked, the latter is teleported to a hook located at the other end of the map.

     And for 1 minute, he is not visible to the killer.

     "The killer can't camp a hook he doesn't see".


     The tunnel :


     - When a survivor is unhooked for the first time.

     His character is no longer visible to the killer (Aura and skin), for 2 minutes,

     The aura of survivors who have not yet been hooked is visible to the killer for 1 minute.


     So.

  • I have proposed several times my solution to solve these 3 problems,


    what do you think? 


    Ultimate solution to reduce:


     - Camping

     - The GenRush

     - The tunnel


     Camping :


     When a survivor is hooked, the latter is teleported to the hook at the other end of the map.

     And for 45 seconds, he is not visible to the killer.


     The killer can't camp a hook he can't see.



     Gen Rush


     - 4-place generator: 1.

     - 2-place generators: 1.

     - 1-place generator: 6.


     Make the Generators in 1 place difficult to access, dangerous, in the open. (In narrow places where escaping is risky)



     The tunnel :


     - When a survivor is unhooked for the first time.

     His character is no longer visible to the killer (Aura and skin), for 2 minutes,

     The aura of survivors who have not yet been hooked is visible to the killer for 1 minute.

  • @DustyThunder11235 said:

    Currently, I like the idea of bleeding out over time against hemorrhage, but I think I can be a little unforgiving, especially when fighting against sloppy butcher. It would be nice if there was a “deep heal” mechanic where half of your healing progress cannot be reverted eg: if you heal for 50% of your health, hemorrhage will not regress your healing progress below 25%. It just makes it so being a split second away from being fully healed when having to hide isn’t as punishing

    I disagree.

     The haemmorage effect is fine as it is now.

     It's comfortable for an M1 killer and nothing hard to deal with being a survivor.

  • @RaSavage42 said:

    TL;DR... My change to nurse and explaining how Maps and Keys work... also how I would've changed the Hatch

    1-4 I can get behind

    5 I do have an issue with... what's the problem with Nurse (people have said that it's her being able to Blink through walls... some people say it's the Range addons... while others say it's her recharge)

    So here's my change to Nurse.... Make her have two Blinks base kit and make it work like (that one addon that makes her be unable to Blink through walls), add more downsides onto her Range Addons by having a longer Fatigue and longer recharge... and make the opposite a thing as well decrease her Range but give her faster Fatigue and recharge, and make the Blink through walls an addon that will increase Fatigue and recharge for going through walls while also making the 2nd Blink Attacks Special cause if we make all Blinks Special Attacks then change more perks to activate on Special Attacks... also can you imagine a 1 Blink Nurse STBFL will see use on Nurse

    Blight.... I forgot what those two addons do (so I can't comment on that)

    Wesker... IDK what that Addon does (so I can't comment) but I will say why are we complaining about an Iri addon (it's supposed to be strong)

    6... why make more Items that Survivor have to deal with... but I also think that people forget how the map works, So the Map works with static things (gens, Totems, Chests)... and you can mark certain things (and I think places) and have the other Survivors see the mark)... what else can you think of the maker Maps better

    7... Keys are good enough for those players whom don't want to run Aura Reading Perks (Bond, Kindred, Dark Sense, Alert) cause that's what it does with the right addons except that it's just a press of a button away... Just because it's not used to open the hatch and let everyone go when there's 1 Gen left doesn't mean it's less useful... TBF (To Be Fair) I would've cut down the BP gained from escaping through the hatch (basically making it like a Give Up option the Survivors have) and giving the Killer bonus BP for having the Survivors take the Hatch rather then finishing out the match (seems they want to do that kind of punishment on Camping why not test it out on the Survivor side

    And adding an animation to opening the hatch along with like 2.5-5 second opening timer... depending on how strong the Key is (pink keys will open the hatch in 2.5 seconds and the purple key will open the hatch in 5 seconds)

    The only viable idea I've seen you submit for the nurse is the inability to walk through walls.


    I will take your idea and include it in my rework


    Besides, I posted a rework of Pig : https://forum.deadbydaylight.com/en/discussion/351428/rework-the-pig

    Don't hesitate to comment, I feel alone...

  • The idea seems good but too favorable to the survivor.

    Reduce as desired :


    - The distance to 30 meters

    - 120% repair speed

    - The opening speed at 60%

  • What makes you say the skill is bugged?

    Do you suspect that if the survivors could have 4 flashBangs in a row, wouldn't that be fair?

  • The reputation/rewards system may work automatically if it is based on in-game actions.


    For instance :


    Killer :


    - Hit a survivor.

    - Put a survivor on the ground.

    - Put a survivor on the ground in less than 2 minutes.

    - Hook a survivor.

    - Sacrifice a survivor.

    - Hook the 4 survivors fairly without staying in front of a hook for more than 10 seconds.

    - Hang the 4 survivors fairly, hang them in turn several times.


    Survivor :


    - Heal an ally.

    - Pick up an ally.

    - Take a protection hit for an ally.

    - Repair a generator.

    - Open the exit door.

    - Bless a totem.

    - Purify a totem.

  • It is an M1 killer.

  • I had mainly thought of :


    Basic set :


    - Closed traps reset every 25 seconds.

    - The trapper carries 4 traps.

    - At the start of each game, 10 traps are placed all over the map in front of a window.

  • @Entitled_survivor said:

    All 3 are fine,, i can only see nurse gettin her blink strikes count as m2 rather than basic attacks, and maybe blight add-on pass similar to spirit's, he has some disgusting add-ons ngl

    No.

    The nurse is forced to use her power to move.

    It's unfair to make his power an M2

    I suggest instead that she have a base speed of 4.6 with a single teleport.

  • 1 to 4: Okay.

    5 : No, the nurse is "forced" to use her power because her base speed is horrible.

    The only solution would be to increase the nurse's base speed to 4.6 and give her a single teleport.


    6 and 7: Ok (I think)

  • It is for this reason that I say that this idea must be based automatically according to the actions of the players.

  • Solution to correct DCs :


     None.


     Solution to not be impacted by DCs :



     Introduce bots in public games whose role will be to replace a player who disconnects.


     Bots will allow players who are active not to lose their in-game winnings.


     That's all there is to it, and everyone knows it.

  • The event mechanic is fine and should indeed be a permanent secondary focus for Survivors and Killers.


     I would add something more to justify this mechanic :


     - Add a third in-game virtual currency.

     We could call this currency gasoline.

     And the essence that we would collect could allow us to buy and craft special items :


     - Temporary skins.

     - Belt increasing the number of items a survivor can carry to 2.

     - Toxic gloves allowing killers to inflict the "Haemorrhage" status under conditions of not having a perk inflicting this status.

     - Drink allowing survivors when he drinks it to have a speed boost for 10 seconds without suffering the exhausted status, provided he does not have a speed boost perk.

     - Mine / Bomb, allowing Killers to have the same effects as Jolt, eruption, without having the perk equipped


     Etc....

  • Ultimate solution to reduce :


     - Camping

     - The GenRush

     - The tunnel


     Camping :

     When a survivor is hooked, the latter is teleported to the hook at the other end of the map.

     And for 45 seconds, he is not visible to the killer.

     The killer can't camp a hook he can't see.



     Gen Rush :

     - 4 place generator: 1.

     - 2 place generators: 1.

     - 1 place generator: 6.

     Make the Generators in 1 place difficult to access, dangerous, in the open. (In narrow places where escaping is risky)


     The tunnel :


     - When a survivor is unhooked for the first time.

     His character is no longer visible to the killer (Aura and skin), for 2 minutes,

     The aura of survivors who have not yet been hooked is visible to the killer for 1 minute.

  • The idea you present is basically the same as this guy :

    https://forum.deadbydaylight.com/en/discussion/comment/3233634#Comment_3233634


    but with very few lines and details.


     But my answer is the same:


     This should be automated and tied to specific in-game actions, to prevent abuse.

  • The only viable idea regarding Sadako is the one I came up with.


     You have to admit that the idea of ​​a passive, unstoppable but slowly progressing condemnation is viable for the killer and the survivors.

  • Regarding Blight and Wesker, you are talking #########.

     You are a bad survivor, it is especially that which must be seen in your remarks.


     The new player and the weakling from the bottom of the class are able to avoid and counter Blight and Wesker.

     It's not complicated.

     In addition most of the weskers and Blight use their powers to essentially move or in certain situations if they think they will hurt you but their failures are punitive for them so they think twice about it, unless they are No brains.


     The only killer who really poses a problem is actually the nurse.


     But asking for a 15-second CD before his second teleport is admitting that you never played the nurse.



     The only most viable solution so far to update the nurse is this:


     - Base Speed: 4.6

     - Teleportation: 1 only.

     - Cooldown: 3 seconds.

     - Removed distance addons.

     - Removal of addons increasing the number of teleportation.

  • I think your system should be automatic for killers.

     For example if they hook 1 different survivor, if they don't camp and if they don't slug, they should have their rewards automatically.


     It can reduce the camp / slug / tunnel



     For survivors, they should also have this automatically if for example they heal their allies, they take a protection hit to protect an injured ally etc...



     There must be ways to do this automatically.


     Because I see too much abuse (in the sense of reward deprivation, killer never validated, solo survivors never validated) if it's manual.


     People are savages who need distance like gravity to stay put.

  • Idea Freddy Buff:



    - Freddy can teleport to a generator, even if it is finished.

    Completed generators have a blue aura.

  • If you have an eye disability, there is an option to change some colors in part.


    Otherwise, it is not difficult not to tell the difference between the mismatch yellow and the "orange yellow" of the event.

  • Sadako, the best Buff possible:


     Sadako's sentence progresses automatically, it is not possible to stop him.


     Conviction has 5 levels.

     Each level has an effect, each effect stacks with the previous one.


     Condemnation levels up every 2 minutes.


     When a Survivor places a tape in a TV, the time required to gain a level of Conviction is doubled on themselves.


     When Sadako hits a survivor, the latter is under the following effect:


     LVL 1: Hindered

     LVL 2: Mangled

     LVL 3: Heamorrhage

     LVL 4: Exhausted

     LVL 5: Exposed (When the last generator is repaired).


     When Sadako teleports to a TV, the TV reloads after 60 seconds by default.


     Each time Condemnation levels up, TV cooldown is reduced by 5 seconds.



     Red Addon: Television cooldown is reduced by 10 seconds for each level reached.


     Red Addon: Conviction time reduced to 45 seconds per level.

     On the other hand, survivors will not be affected by level 5.


     Purple Addon:


     At level 4, survivors also suffer the incapacitated effect for 60 seconds.

  • Another Camp/Slug/Tunnel Debate



     As usual there are the logical arguments which correspond to the situations.


     And opposite the counterattack is only emotional reactions.


     Most of the counter arguments to the camp tunnel slug do not provide solutions so that the killers can play and have fun in the game without suffering the GenRush and zero hook, if they played as the survivors want.


     People who only support survival involves "trying" to survive, shouldn't play the game.

  • blood web

    Here 3 ideas :

     Version 1: One click wins 10 levels.

     The web makes 10 random paths automatically.



     Version 2: Automatic assignment


     - Select 100% or 50% of current points (assuming you have saved 2,000,000 points)

     - Select one or more characters.

     The web makes several random paths respecting the previous conditions.


     Version 3 : Bundle.


     The addons (and objects, accessories) are grouped by pack.


     There are 5 Pack (From brown to red)


     It is mandatory to buy the brown pack (and so on) to be able to buy the red pack)


     Brown pack: 80 resources, 100,000 BP.

     Yellow Pack: 60 resources, 200,000 BP.

     Green pack: 40 resources, 300,000 BP.

     Purple Pack: 20 resources, 600,000 BP

     Red Pack: 10 resources, 800,000 BP.

  • BBQ was used for its 2 functions, that's what made the skill interesting.


     If you want to remove the BP gain from Beast of Prey, I disagree.

  • Here are 3 ideas to improve the comfort of using Blood Web


    Version 1 : One click wins 10 levels.

    The web makes 10 random paths automatically.



    Version 2 : Automatic assignment


    - Select 100% or 50% of current points (assuming you have saved 2,000,000 points)

    - Select one or more characters.

    The web makes several random paths respecting the previous conditions.


    Version 3 : Bundle.


    The addons (and objects, accessories) are grouped by pack.


    There are 5 Pack (From brown to red)


    It is mandatory to buy the brown pack (and so on) to be able to buy the red pack)


    Brown pack: 80 resources, 100,000 BP.

    Yellow Pack: 60 resources, 200,000 BP.

    Green pack: 40 resources, 300,000 BP.

    Purple Pack: 20 resources, 600,000 BP

    Red Pack: 10 resources, 800,000 BP.

  • I don't think it's just a coincidence that some survivors are hated more than others.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227408#Comment_3227408

    They have updated the speed of the blood web, once on purpose, and once accidentally due to the "animation" bug that plays animations at twice the speed.

    Who exactly are we kidding ?

  • @Coordi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226578#Comment_3226578

    I wish I could go down the list of add-ons (The Hillbilly, anyone?), perks, accessibility, and other changes made with the help of community feedback. I understand your question is forum specific, but we don't get our information from only one place. The Dead by Daylight community does not exist in a forum vacuum. We use every tool available to us, including Twitter, Discord, Facebook, Reddit, and even Twitch to make sure we have a gauge on how something is going over, ideas the community has, and collecting that to make sure it's communicated properly.

    It very much is not the latter. You would be surprised the visibility that is achieved via these forums! Not a paper shredder, in the slightest as things like the Suggestions forums are invaluable! 🎃

    You claim to read all the ideas presented on this forum and on other media


     In that case, why don't you update the blood web?


     Even though few people complain about the blood web, everyone gave an idea to update it.


     In 6 years, why haven't you ever updated blood web to be less laborious to use?


     Do you think an automatic canvas, or a canvas that gains 10 levels per click is a bad idea? In what ?

  • Regarding the mechanics of the game, there are limits.

     One of the ultimate limits is the nurse.


     (Dredge is an attempt to take back the power of the nurse by limiting it to lockers)


     Apart from that there are other limits, for example twins and blight are other limits which show that you cannot do certain things.


     For example there are people here who dream of having a killer who can walk and jump from wall to wall, which is mechanically impossible.


     Regarding Freddy, well, it's an attempt to do things differently while doing the same.

     My regret is that his teleportation power is time-limited, when he should be able to teleport to the generators, even if they are finished.


     My regret too is that you need an addon (this is a brown addon, but addon anyway) to change your snare into a palette.


     While in my opinion he should choose as he wants (not both at the same time of course).


     Regarding the fun of playing or battling these killers, you will notice that nemesis and wesker infection are the same (mechanically speaking to remove them, not the effect itself)


     BHVR didn't want to put back the plague pool for wesker, and it was easier to take nemesis (and a bit of Legion, blight rush) to do wesker.


     Since nurse, blight, twins, hag, trapper, there was really nothing new.


     I'm waiting to see what they'll do for the next killer.


     It may not be an original mechanic but we can expect that like PinHead, survivors will have a secondary objective related to power



     We could for example make a killer knight who can put metal bars on the survivors who remain hindered as long as they don't remove the metal.


     The killer would have another secondary power that allows him to summon a potentially controllable Creature, it would be like taking over the mechanic of Twin, I believe that knows how to propose a new killer.

  • My " Beginner" build :

    Corrupt, BBQ, STBFL, DMS.

  • No, the survivors play hyperfocus because it allows you to finish a generator quickly.

     Their main objective is to make generators.

  • Don't try to offer a solution to a problem that doesn't exist.

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