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AGM

AGM

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AGM
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  • Invoking Salt, the new item that you added to 2v8, is a very fun mechanic. I believe it could be adapted to 1v4 as a means to provide slight relief for survivors struggling with slugging. My pitch: Add 2 chests to the map Make 1 chest guaranteed to have an Invoking Salt The survivor uses the item The survivor must complete a ~60s interaction to gain a single use "Unbreakable" buff 2 surviv
    5 comments 351 views last activity
  • What if, after charging for 60s, Trapper could use a secondary ability where you can look at any trap on the map, select a trap with a visual reticle (like Freddy's generator teleport), and have the trap teleport from its location directly into Trapper's inventory? Does this sound balanced? Is it too complicated for new players? What do you guys think?
    2 comments 31 views last activity
  • Since add-ons are immune from Diminishing Returns, if an add-on provides a gameplay modifier that is the same modifier type as a perk, and you run them both together, what's intended to happen? For example: If I am a Xenomorph running Self Destruct Bolt (30% faster vaults in Crawler Mode) at the same time as Bamboozle (15% faster vaults), is the vault modifier from Bamboozle diminished? In ot
    0 comments 61 views last activity
  • In patch 6.1.0 BHVR decided to speed up many animations. These included 10% duration reductions of basic attacks, and basic-breaks for pallets and generators. I think it might be time for you to consider another round of animation duration reductions, including not just the above but also picking up survivors, dropping survivors, and hooking survivors. I believe this would be a fair buff in resp
    12 comments 191 views last activity
  • This is an open letter to the dev team and corporate leadership. I'm not trying to be mean, but I'm not going to mince words here, and I hope you take this as the constructive criticism it is intended to be, despite it being so negative. The Walking Dead Chapter, and subsequent developer communication, has been, to put it lightly, an embarrassing fiasco. This game is a product that I have paid
    1 comments 81 views last activity
  • These perks help bridge the gap between M1 killers and other killers with more useful powers. They're used so much because they have simple activation conditions and fit in many killers' builds. Seeing that they're slated to be changed makes me very nervous. I sincerely hope the feedback from the changes tested on the PTB will be paid attention to, and that if the changes are received negatively
    13 comments 331 views last activity
  • Two games in a row I've gotten disconnected from DBD's servers for seemingly no reason. My internet connection is stable and hasn't had any interruptions. The server just... stops working I guess? And then I get disconnected. Just wondering if this is happening to anyone else recently.
    1 comments 131 views last activity
  • I'm both asking for tips and providing feedback on my personal experiences. After at least 15 or more games going against Xeno and a handful playing as them, I still have no clue what survivors are really supposed to do against a Xeno in Crawler Mode. Obviously if there's a flame turret nearby then I'll run by it, but I've noticed a few problems with this strategy, namely: 1) If the Xeno destro
    14 comments 281 views last activity
  • Every game that I've been required to play as Skull Merchant for the tome shows her power is still a problem. Playing as her, if you don't set up your drones at a tight 3 gen and guard only that area, you will nearly always lose handily. However, playing like this also results in boring 30+ minute games that are basically in a stalemate until one side gives up from boredom. I don't know how th
    8 comments 122 views last activity
  • They mentioned they wanted to remove flashlight mechanics that interacted with killers and their powers, and they seem to have forgotten Nemesis' zombies. Why are they leaving this in while taking the mechanic away from, for example, Artist's crows? Doesn't seem fair to me.
    7 comments 381 views last activity
  • His add-ons are atrocious enough already and you want to nerf two of his few add-ons that even do anything? Give me a friggin' break. You guys are only nerfing them based on stats because almost all of his other add-ons don't do anything thanks to you. This is a ridiculous change that shows how out of touch you have become recently. Giving Billy a few good add-on reworks would have been THE EASI
    0 comments 21 views last activity
  • • Platform - Steam • Description of the issue: On the bottom floor of the new building on Shelter Woods, specifically the area with metal flooring, does not allows Freddy to place any snares. It's possible other killers who place objects on the ground could be affected as well. • Steps to reproduce: Load up Shelter Woods as Freddy, and try to place a snare on the metal floor; it won't let you.
    0 comments 31 views last activity
  • Games getting dragged out until one side just gives up. So much 3 gen camping. And if you spawn on "The Game" it's extremely unfair to physically have to run for 5 minutes to deactivate a drone watching a gen because of how the drones can expose you through floors. This killer is so poorly designed I don't even know what can be done to fix it. Please just make games less of a stalemate. I'd take
    9 comments 201 views last activity
  • After the scream audio consistency pass the 19m radius within which you can hear screams is WAY too small. Please consider either making the radius MUCH larger (like, 64m or map wide) or add a secondary map wide radius that mimicked the behavior of the old map wide screams. As it is now, you can no longer tell by sound which survivor was affected by certain perks unless you're extremely close by
    2 comments 41 views last activity
  • I know this issue has been talked about before, but Blight has horrible collision with nearly everything that isn't a building. In general, on many maps he unintentionally slides off of so many props and it makes you feel awful as a player, and it's especially bad on this map. I would be very appreciative if you guys could take a look into this problem and try to come up with a fix for it. Thanks
    1 comments 11 views last activity
  • A workaround is to select a different challenge, then go back to the challenge you were trying to do and select it again. Then it starts counting progress like normal again. This may be the root cause of many of the "X Challenge Doesn't Count Progress" bug reports. Platform: PC
    0 comments 11 views last activity
  • I'm not trying to be rude, but it feels like this idea is being shoehorned in and it really just doesn't fit. There are so many perks that are getting changed for the worse. Why even remove the mori animations from Rancor and Devour? Knockout on the killer side and Unbreakable on the survivor side are now both unfairly strong. And No Mither should now be renamed to No Purpose. There are also s
    0 comments 31 views last activity
  • All you had to do to prevent someone from not being able to leave the game was make sure they still got skill checks during stage 2 (as during stage 1 survivors could still attempt to escape from the hook to move on to stage 2). Then they could fail those skill checks twice in a row to die automatically. I was looking forward to finally being able to do something to discourage camping killers
    12 comments 462 views last activity
  • I completely agree with the to pallet breaking time reduction and basic attack cooldown reduction, as both of those held back the performance of many weaker killers that relied mostly or exclusively on basic attacks, but the reduction to survivors' sprint on hit seems to have had an adverse effect against stronger killers in addition to killers who use their powers for most of their hits. Killer
    0 comments 21 views last activity
  • Didn't see anyone mention anything except a Bloodrush sometime during the event, and the prestige rework/grind reduction later this year. So I was wondering if I could ask for confirmation whether these will or won't be part of the event this year. If not I'd be pretty bummed but oh well. If they aren't happening this year I hope they return in the future.
    1 comments 51 views last activity
  • It seems like Crowd Control is a bit of a weak perk, especially for a hex that also is dependent on a survivor's action to activate it. Would making Hex: Crowd Control also block vaulted dropped pallets meaningfully improve the perk? Should it do this and more? What are your thoughts?
    3 comments 41 views last activity
  • There are two staircases on Midwich. One of them has a vault, while the other leads up to a dead end "third floor". At the very end of the staircase that leads to a dead end, there is a pile of flesh that allows survivors to fit into the corner but killers can't. They can't even swing/lunge at the survivor in this spot to hit them. I just had this bug abused against me as Wraith on Midwich by a
    0 comments 51 views last activity
  • Please do more of these in the future! It's not quite as helpful as a double BP weekend or something, but it's a nice bonus to earn more shards. Don't shy away from these in the future, and thank you for introducing this event!
    2 comments 31 views last activity
  • Can we make this a permanent feature please? Anything to help take a bit off of the grind would be extremely appreciated! Thanks.
    0 comments 21 views last activity
  • An extra token on Distortion doesn't justify its use when Shadow Step exists. As people have been saying for ages: it needs a way to earn tokens even if it doesn't start with 4. As for Buckle Up, a simple increase on the time you get to see the killer still doesn't make it worth using. If your goal is to pick up downed survivors, We're Gonna Live Forever outclasses this perk by miles. The base
    1 comments 51 views last activity
  • Why hasn't this add-on been nerfed yet? It's obviously unnecessarily oppressive on a killer who is already good enough to destroy teams without it. Please tune down this add-on. Something like restoring 1-2 rush tokens on successful lethal rush would be more fair in my opinion.
    7 comments 161 views last activity
  • If only one survivor brings one BNP, it's not a big deal, but when a 4 man SWF coordinates to all bring BNPs, not only do they have the advantage of communication, but they also get to start with essentially one generator fewer that they need to complete. This is not an anti-SWF post, for what it's worth. It's fun to play with friends, nothing wrong with that. But from a killer's POV, having on
    2 comments 21 views last activity
  • Let's face it: current Deathbound is really bad. My suggestion would be for Deathbound to also show the aura of the survivor under its effects if they leave the 8 meter range of the other survivor; i.e., they become Oblivious AND their aura is shown to the killer if they leave the 8m zone of safety. Another idea would be to give it a secondary effect that just plain shows the aura of any surviv
    4 comments 121 views last activity
  • Since one player is 20% of the total number of players per game, why does one player's offering get to decide the map with 100% certainty? I suggest nerfing map offerings to a 20% chance, so that each player gets 1 "vote" to decide the map if they so choose to vote with a map offering. And if a SWF wants to send the killer to an "unfair" map, they need to invest 4 offerings for an 80% max chanc
    1 comments 21 views last activity
  • Despite the motherlode of changes that 5.3.0 will bring to many older killers, there are still some other killers that could use an add-on pass. I'd love to see an add-on pass for Freddy, Myers, Ghostface, Pyramid Head, and Nemesis. In Freddy's case, his only good add-ons are the ones that recharge his teleport faster; all his other add-ons give mostly useless information. In Myer's case, firs
    2 comments 31 views last activity
  • Let's see if you follow my logic. Commodious Toolbox with both charge add-ons: 32 + 12 +8 = 52 charges Streetwise's 1.25 multiplier: 52 x 1.25 = 65 charges Now we factor in new Built to Last's charge replenishment, plus our original charges: 65 + .99(65) + .66(65) + .33(65) = 193.7 total charges 193.7 charges divided by 1.5 charges per second gives about 129.13 seconds. In other words, it wou
    4 comments 101 views last activity
  • I love how his tentacle can hit over or through many loops, and I love his ability to "drag" the hitbox of his tentacle when he attacks with it. Off the top of my head this is the only killer who has this mechanic and I really enjoy the depth and skill that this brings to chases. I just wish the zombies didn't get stuck as much, but the killer himself is really fun! Who else is having a great t
    17 comments 501 views last activity
  • I have to say, after all the killer add-on changes, I'm most looking forward to these perk changes. Please, please, please don't stop buffing and reworking bad and underused perks! There are still many perks that need to be reexamined. On the survivor side, Buckle Up, Distortion, Poised, Self-Preservation, This Is Not Happening, and Up the Ante need serious attention in my opinion. On the kill
    3 comments 31 views last activity
  • There are many perks that could use adjustments and reworks but we haven't seen any the last few midchapter patches. A lot of underused perks really could use a fresh coat of paint. Perks like Babysitter, Buckle Up, Premonition, This is not Happening, Furtive Chase, and many more. I hope that you'll consider updating older perks again. Thank you.
    2 comments 31 views last activity
  • I'm getting game after game of the killer struggling to get even 2-3 hooks while all five gens get done in an instant. Solo survivor btw. I'm bored. Killer queues are too long, but survivor is so easy that it's boring. At least before I'd get a good mix of skilled and unskilled teammates going against skilled and unskilled killers. I'm starting to think I should start looking for another game to
    6 comments 52 views last activity
  • Just wanted to make a short list of some of the perks that I believe need some attention the most: Babysitter Buckle Up This Is Not Happening Up the Ante Cruel Limits Deathbound Furtive Chase Gearhead Hex: Blood Favour Hoarder Insidious Monstrous Shrine Unnerving Presence I barely see these perks used, and when they are used the player barely gets any value out of them. Do you ag
    0 comments 21 views last activity
  • I've never seen more steamrolls than I have within the last few days. On survivor you either escape in 4 mins or less, or get curb stomped with no gens done. On killer, if I get a semi-competent team (i.e. most games at my mmr) the gens fly and then I feel forced to tunnel and camp just to have a chance. All the fun is gone. All the silliness is gone. Playing in a way such that everyone has fun
    2 comments 71 views last activity
  • This map is WAY too big. I can't find anything and it frustrates the hell out of me. I can't even use offerings to play the map multiple times to actually learn it. There needs to be some indicators of where gens are for survivors. And the map needs to be cut in half. This map was not made for DBD. The "cool" factor of it being from Resident Evil has worn off and now we're stuck with this awful m
    0 comments 11 views last activity
  • What if new Lucky Break made grunts of pain 50% louder while active? This small change seems like it would fix most of the issues people have with it.
    17 comments 161 views last activity
  • Looking around for all the information that was once easily accessible is annoying. Please adjust it. Thanks.
    2 comments 31 views last activity
  • Glad to see the changes to Diversion, Fixated, Iron Maiden, Open Handed, and Second Wind. Babysitter, Distortion, Lucky Break, Deathbound, and Furtive Chase could use some love. Thanks. Keep up the great work.
    1 comments 11 views last activity
  • For those unaware of how Deathbound works: When 2 survivors heal more than 32m away from the killer, the survivor completing the heal will scream, and then be oblivious for 60 seconds unless the stay close to the person they healed. In its current form it's rather bad at what it does, as obliviousness isn't threatening enough to warrant sticking around to the person you just healed. If Deathbo
    0 comments 11 views last activity
  • I know new maps are on the back burner for now, but if you ever do a Frankenstein killer I'd love a Frankenstein map to go with it. Imagine a Red Forest tile stitched to a Yamaoka L/T Wall into an Autohaven junk loop. I think it'd be a really fun concept to play with that would reuse a bunch of already made assets.
    0 comments 1 views last activity
  • Often times I run into awesome players that make amazing plays or play really well or really "nicely". I'd love it if giving someone props gave a small bloodpoint reward (4k or so?) to recognize and reward good plays/nice players. Imagine how good it would feel to receive props from every other player and get a cool 16k bp bonus for it. It'd be a good way to reduce the grind, utilize the curren
    6 comments 51 views last activity
  • So, you know how when they updated Lery's, they added flickering signs as a hint that there is a generator in that room? Why not do the same to the clocks in the hallways of Midwhich to signal to survivors that there is a generator inside that classroom? It'd go a long way towards making generators easier to find.
    Mod
    2 comments 31 views last activity
  • Even with the extra 20 seconds of "brokenness" Forced Penance is underwhelming. It's meant to punish protection hits, but those don't really happen enough to justify using this perk, especially because after it procs once, every survivor is now aware of it. I propose a secondary effect for Forced Penance, similar to Make Your Choice, where when a survivor is unhooked, and the killer is more than
    4 comments 31 views last activity
  • Platform: PC Steps to reproduce: Just use Undying and Haunted Grounds. After Haunted Grounds is cleansed, no new totems become lit/visible. Playing as Pyramid Head on multiple different maps. It seems to fail to respawn every game. Maybe I just missed them being cleansed but I don't believe any dull totems had been cleansed at the times Haunted Grounds went off. Pls fix. Thanks!
    4 comments 121 views last activity
  • Specifically Azarov's Resting Place and Wretched Shop, and to a lesser extent Wrecker's Yard. These three map in particular are uniquely affected by RNG in ways that other maps aren't. It seems like sometimes, once the game has met its pallet quota, it just fills the rest of the map with empty space. As an example: I played a game on Azarov's today. Both ends of the map were nearly empty. Shack
    0 comments 1 views last activity
  • The announced perk changes are an amazing start to what I hope becomes a trend. Here are most of the other perks I believe need to be adjusted: Survivor: Autodidact, Babysitter, Buckle Up, Distortion, Flip-Flop, Lightweight, Lucky Break, Object of Obsession, Poised, Second Wind, This Is Not Happening, Up the Ante, Vigil. Killer: Blood Echo, Bloodhound, Deathbound, Fire Up, Furtive Chase, Gearhe
    0 comments 11 views last activity
  • Now a survivor has to make a hard choice: Do I leave the killer with free undetectable or do I tap the generator to stop regression and remove killer's undetectable, but get exposed for 60s? I'm sure there are other things that combo as well, like Pop, and Brutal. I'd love to see this become effective!
    15 comments 291 views last activity
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