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AngyKiller

AngyKiller

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AngyKiller
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  • It's the physical Sonic stand-in from the first movie. A doll used so the actors had something to look at/interact with.
    10 comments 181 views last activity
  • Seriously. It's really, REALLY lame that he loses 100% of his mobility when the 5th gen pops. Just 'Oh! 5 gens popped! I'm now a 115% M1 Killer! Have fun escaping! Byeeeee!' I honestly cannot think of another Killer who has half their kit just cease to work after the 5th gen pops. Trapper does not lose his traps, Wraith does not lose his bell, Hillbilly's chainsaw does not run out of gas. I c
    19 comments 171 views last activity
  • Developers: Hey! You know Killer Hexes? Those things where only 3 are at all worth the drawback? Players: Yeah... Developers: Why don't we give them to Survivors, make them infinitely reuseable, and make them even BETTER than Hexes! Players: Wait, really? Why? Developers: Yeah! And you know how healing literally negates a Killer's progress? And how medkits promote tunneling, which K
    126 comments 2,022 views last activity
  • When a Killer Snuffs a Boon; the totem breaks & cannot be booned again. UNLESS: The Killer uses a perk like Pentimento (or future perks that allow a Killer to use broken totems). If the Killer Pentis a Totem: Survivors can Boon over it. If the Killer Snuffs a totem without reusing it; it cannot be Booned again until the Killer reactivates it via Pentimento (or other activatable, future pe
    10 comments 81 views last activity
  • When you hook a Survivor on a Scourge hook: The hook used becomes a normal hook, and a new hook becomes a Scourge Hook. If a Scourge Hook is not used 3 times; it ALSO cycles to a new hook. To prevent matches where a Scourge Hook spawns in a remote corner of the map. If it does spawn there, and is not used in 3 hookings; it cycles.
    5 comments 91 views last activity
  • So I'm doing my Trapper thing, because I like the ankle-biter. I hook a Dwight, turn to walk away, and a Leon runs past me & unhooks Dwight. Not wanting to tunnel; I down Leon. I then see the Dwight, standing in the open, with his flashlight, & just STARING at me. Daring me to pick up Leon so he can flashy-save. I think to myself 'He's safe with BT. I'll smack him and make him run away
    8 comments 171 views last activity
  • Before looking at camping, tunneling, slugging, or anything else; Gen speeds should be the priority. Think about it: In the first chase, 99% of the time, 2-3 gens can pop. Now let's assume that 1 chase led to 1 hook: That's at worst 2/6 (counting opening the gates) to at best 3/6 (1/3 to 1/2) of the Survivor's objective done. It's, AT BEST, 1/4 of the Killer's objective done. At absolute 'hoo
    66 comments 901 views last activity
  • Gen tapping is a broken mechanic, and too many times have I seen Survivors hip-check a generator in 1 frame of animation while running away from me. Well, if gen-tapping won't be fixed; why not make unsafe gen-taps bad? Just add a base 2% regression to any gen kick. So Survivors won't lick a gen in passing and be rewarded. And yes; this 2% is SUPERSEDED by perks that do more, like PGtW, not
    13 comments 131 views last activity
  • Why not make it so the timer on the hooks resets & activates each time someone is hooked? It can show much time somone has until they die on the hook. Imagine being on the hook, and you can see the timer counting down... ๐Ÿ˜ˆ
    7 comments 31 views last activity
  • Called it. Love it. My idea was more convoluted, but it's basically the same thing. ๐Ÿ˜ Not griping! Just proud to have touched on an idea that the devs also came up with & fleshed out. Have a fist-bump! ๐Ÿ‘Š
    5 comments 71 views last activity
  • Only 1 totem should be able to be activly booned at a time. 4 Survivors bringing Boon: Circle Of Screw Killers should not be able to boon 4 separate totems & blanket half the map with OP healing speeds.
    16 comments 51 views last activity
  • Just had this pop into my head in a different thread. Having your teammates kill themselves on the hook is BS and unfair. Here's two different ideas to fix it while still making attempted Kobe's dangerous: What if every attempt to escape the hook did not shorten hook times (to prevent Hook-Induced Rage-Quits), but instead cause the next unhook attempt on that Survivor to take longer per each
    6 comments 32 views last activity
  • When the Killer hooks someone, he gets a small boost to action-speed (Missed attack cooldowns, vaulting, breaking pallets, kicking gens, picking people up, hooking people) for 45 seconds. Let's say 5%. Numbers can be changed to be balanced. Note: Movement, attacks that hit, and the attack animation itself ARE NOT BOOSTED. This is not meant to be an offensive boost! If he hooks a second Su
    6 comments 61 views last activity
  • The change keeps Boil Over as a good perk, but does not benefit Survivors who just sprint to a high zone & force a drop.
    17 comments 221 views last activity
  • I mean; come on! Who would not want to play as a car-sized, evil tomato that rolls round and tries to devour Survivors? It's one of the best B-Movie series of the late 70's into the early 90's! And, somehow, we 90's kids got a cartoon based on the parody horror franchise!
    6 comments 61 views last activity
  • Seriously. This is a health issue, and there's 0 mechanical effect to the seizure macros. They exist only to give Killer PLAYERS headaches and seizures. It's a mechanic that's being weaponized to HARM PEOPLE, and fixing it in no way nerfs flashlights or makes saves harder to do.
    23 comments 361 views last activity
  • No matter how often I click that option at the top of the screen; it does not mark all topics as viewed anymore. ๐Ÿคจ
    2 comments 71 views last activity
  • It's immensely lame that Killers take 3 seconds to kick a gen for slow regression while Survivors can literally tap a gen in 1 frame of animation to halt this regression. Because of this, barring a few perks; Gen Regressing is literally a waste of time for the Killer. It's worse than useless. My fix: Make it so, when Survivors are working on Regressing generator, the regression is PAUSED. T
    12 comments 81 views last activity
  • I'm not looking to bash anyone. I don't want any Us Vs Them, or 'camping is toxic!' or 'DH is toxic!' yelling. Just your funny karma moments. I shall start: Back when I streamed, I had maybe 5 viewers on a good day. Then, it jumped to 9. I did not share my TTV link, but apparently the Survivors, a 4-man SWF, checked my SN. This was way back in year 1 or 2 of DBD. I was playing Billy, and th
    4 comments 61 views last activity
  • Killers already have it rough, what with the possibility for 4 Survivors working together on voice comms, plus 3-4 second-chance perks per Survivor, and if it's not 4, then someone's bringing CoH. But on top of just massive cooperation, plus META perks, there's stretched res. Now the Killer can't even mindgame our out-play Survivors. The second a Killer sees a Survivor staring at their shoes; he
    16 comments 261 views last activity
  • This just popped into my head and won't go away until I post it. I found it somewhat amusing. The perk makes it so Survivors see, and are blocked by, the exit-gate-spikes if they spawn in. Upon spawning in, they only block the Survivors for 2/3/4 Seconds. The spikes have to be spawned by the Killer being near the exit, as per normal for the graphics. So if the Killer is not near the exit;
    0 comments 21 views last activity
  • I'm not even photosensitive, but after 4 matches in a row with trolly SWF 'flashlights + locker = Immunity' groups spamming flashlight macros in my face to taunt me; I have a blinding headache. Either put a limit on how fast the flashlight can be clicked. Or Make it burn out if some people use an ultra-fast flashlight macro. There's 0 functional reason to allow Survivors to spam 100 click
    Mod
    47 comments 731 views last activity
  • Betty White died today. She was 99 years old. 2021 just kicked us all in the jubblies one last time.
    6 comments 181 views last activity
  • Devs can fix infinite Endgame Collapse pretty easily: When EGC hits 0, a hidden timer comes into play; It lasts however long the death animation from EGC takes, then forces everyone to the results screen, provided the result screen is not being called already, while giving the Killer the points he would earn from each Survivor still in the match. It basically adds a new 'game end' trigger, sinc
    3 comments 91 views last activity
  • I heard this just yesterday or so. It's this mindset from Survivors that Killers are toxic if they play to win. Or toxic they don't let the last Survivor go. It's this mindset that Killers are supposed to think of Survivor fun, and play accordingly. It's this mindset that Killers are to be shamed (called 'sweaty' and, of course 'toxic') if they don't put Survivors, THEIR OPPONENTS, first.
    101 comments 2,012 views last activity
  • I can't take the credit; it's @Firellius idea in the first place. I don't know how to do half-quotes (where you quote only a section of someone's post) but here's the gist: 'If a survivor progresses to the struggle phase from first hook, they are teleported to a random hook, away from the killer.' So the Killer CAN camp, but only for 1 hook state. This gives them the chance to guard a kill if
    5 comments 51 views last activity
  • Then you have to alter gen speeds in the same patch. Not before (this is unfair to Survivors), not after (this would render Killer unplayable), but the SAME. EXACT. PATCH. This is not an us/them, or give-and-take demand. Think about it: If hooks teleport, or whatever other idea, and Killers are now consistently forced to 12-hook, and gen-speeds are STILL sub-5-minutes? Killers will never get
    56 comments 992 views last activity
  • The problem with Nemesis is that using his tentacle on a healthy, non-infected Survivor is basically like telling the Survivors 'No, I don't want to win.' because it extends chases without injuring anyone; Survivors get the speed boost, they stay healthy, and now the chase is extended by an extra 30+ seconds as they get to another loop. Nemesis has to hit them THREE times, if he wants to infect
    18 comments 421 views last activity
  • Not all the way, but by enough to make it take 1.5 or 2 seconds to open. I am just done with Survivors 99%ing the exit gates, running in for a rescue, hip-checking the handle, and escaping with 0 risk. Going back to save your friends should be risk vs reward, but if you can 99% both gates; there's 0 risk and 100% reward. Run back into the map, grab your friend, lick the handle and you're free!
    17 comments 161 views last activity