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AnnoyingNarrator

AnnoyingNarrator

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AnnoyingNarrator
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  • Right now, I think survivors are too strong. I think that if you are a killer, trying to play the game "fairly" (i.e. no tunneling, no camping) is a recipe for failure. This is because trying to beat a team, especially when they begin becoming competent, is really difficult. Right now, there is a lot of really interesting perk combinations that can lead to survivors pulling off some really cool p
    6 comments 1,101 views last activity
  • Anyone who has played this game for long enough understands one simple truth; It is not a matter of if RNG will screw you over, but when. For those unfamiliar with how DBD creates it maps, it does so by combining chunks to make a map, and then adding the props afterwards. This system is random but with rules. Totems need to spawn a certain distance apart, props can spawn here, there can only be
    4 comments 221 views last activity
  • Dead By Daylight is a game that supposedly has two fantasies to be experienced; a power fantasy as the killer, and a survival fantasy as the survivors. They key word there is supposedly because these mechanics missed the bloody memo. Grabs in this game are weird and don't make any real sense. Gen grabs are a joke, vault grabs rarely ever happen but are mostly functional, and locker grabs make th
    1 comments 51 views last activity
  • This addon is peak BHVR design in all the worse ways. The theory behind this addon is very simple, the Clown now has more lethality but has less bottles to work with. A less experienced clown will miss their bottles, while a skilled clown will take advantage of the added lethality. In theory. In practice, a good clown does not try to hit the survivor, but hit the area where the survivor is goin
    11 comments 851 views last activity
  • I think one of the worst feelings in DBD is losing not because of any play done by either side, but by RNG. Whenever it is a skill check showing up just as you are leaving, or hex totems spawns, or the horrors of map generation, there are plenty of ways for the game to give one side an advantage. Here is a list of changes that would reduce RNG and make the game more fair for both sides. Leavi
    0 comments 261 views last activity
  • Jonah Vasquez's lore is bad. It is a mess of different ideas all poorly executed that tries to be morally gray but also paints Jonah in a way too positive light. Of course, his lore makes far more sense once you add The Spook into the equation. A mysterious killer who uses his power, Memetic Hazard , to ambush and eliminate survivors. His perks, All Eyes Open , Blackout , and Poisoned Blad
    0 comments 42 views last activity
  • Just to be clear, I am not talking about the Nurse or Blight. The nurse in particular is way too strong. Rather, I want to focus on how the average non S-tier killer is currently like and how it needs some tweaks. Actual Power vs Feeling Powerful The first thing that needs to be addressed is the difference between feeling powerful and having actual power. You can feel powerful but lack any
    11 comments 341 views last activity
  • I think by now everyone knows what the the great healing perks are. Botany Knowledge, Circle of Healing, We'll make it These can be brought by themselves and can easily save a game Then there are the good ones. WGTF, Desperate Measures, Inner Healing Still useful but more situational and might need some set up. Then there are the okay ones Renewal, For the People, Bite the Bullet, Self Ca
    4 comments 101 views last activity
  • Trapper in his current state is, well, bad. Even if you put down a trap at a loop, survivors can just go around it because in many cases the trap is more of an inconvenience for you then to them. On top of that, trapper is very easy to mess with since survivors can disarm traps when they know you are far away which is easy to confirm thanks to his lack of any real stealth. Combine this with the f
    0 comments 31 views last activity
  • You load into coal tower as a survivor and are ready to have fun when suddenly... You are facing a cannibal but have no vaults You are facing a huntress with only four lane style loop After that annoying match, you switch over to killer only to find yourself back at coal tower but When you play the Mastermind, every loop are those weird eyrie loops with no straight lines When you play the
    34 comments 471 views last activity
  • Who likes creating compounds that may or may not mutate you into a horrific monster? The real question is who doesn't! Alchemy is the new way, the best way, to progress in the fog and give up your soul yourself an advantage! How do you do it? Glad you asked! First, work with your team to collect plants from the trials! They are rather obvious and are quick to collect, but can only be collect
    0 comments 31 views last activity
  • You know the one, that one perk that is so bad that you only run it for the memes. Furtive Chase, Autodidact, Etc. How would you buff these perks?
    1 comments 71 views last activity
  • Let me get this out of the way, I don't Dead Hard is still overpowered. Its current state is leagues better than how it was before. That being said, Dead Hard currently suffers from a problem. Hackers. Dead Hard is currently a script kiddie's wet dream of a perk. Its effect is strong enough that it can win enitre games while negating the risk of using it is rather easy to do with hacks. My solu
    8 comments 181 views last activity
  • With the recent release of Project W, the topic of hit boxes has been brought up multiple times, but I have not seen anyone do a good job in explaining the whole mess so I thought I would give it a shot. Put simply, DBD has two main types of hit boxes. The hit box of the environment and props, and the hit box of the players. When it comes to the environmental hit boxes, DBD tries to match them
    1 comments 61 views last activity
  • What I mean by chase element is things like pallets and vaults. The last element that was added was the breakable wall and we all know how that went. I think it would be cool if we had ropes that could be climbed, doors to dramatically lock behind us, and one-way ramps that force survivors to run in a certain direction. DBD is an old game, and I think that by adding some more chase elements, B
    0 comments 21 views last activity
  • Just to be clear, not items. For Dead Dawg Saloon, less breakable walls and some sort of structure behind the saloon (maybe a climbable canyon wall?) For Lampkin Lane, fix the hit box on the cars and the infinites For Shelter Woods, I would just rework it from scratch. Any other ideas?
    6 comments 61 views last activity
  • Nurse needs a nerf badly. The reason why is that she fails a pretty important test for a killer to be balanced to go up against: Do survivors have enough information to be able to loop her? The answer in many cases is no. This is because of two main factors. Nurse's addons are some of the best in the game and are hard to understand. Nurse's power does not give enough information to survivors t
    1 comments 21 views last activity
  • After this patch, I feel like the rise in Us Vs. Them has become rather prevalent. This patch is quite unusual because it favors killers, something that has not really happened in along time. Not only does it favor killers, it favors them a lot with a series of changes that make playing killer less painful. However, this patch also revealed a simple fact about most players; they have no idea how
    90 comments 1,381 views last activity
  • When people discuss Nurse and if she needs to nerfed, a common topic of debate is what survivors can even do against her. If a good nurse is chasing you, can you even do anything? The answer is sometimes . It depends on two very simple questions: Can the Nurse see what the survivor are doing? Can the Survivor see what the Nurse is doing? It is that second question that I feel is the c
    0 comments 52 views last activity
  • What is dream map to torment survivors or be tormented as a survivor on? For me, I would love a ravine map with mineshafts placed into the sides of the valley.
    23 comments 151 views last activity
  • Picture a horror movie where everyone is in the same call. That is what SWF is. SWF with Coms is, in my opinion, the single greatest problem in the game because it throws everything off balance. DBD has a lot of perks that can be broken if timed correctly, but they are limited in effectiveness by that exact same timing. But if you happen to know exactly what the killer is doing at all times, i
    71 comments 1,441 views last activity
  • What are your thoughts and observations on overall map design? For me, it is that maps with Dead zones in the middle tend to favor survivors because they have to head to the edges of the map which waste more time for the killer.
    21 comments 262 views last activity
  • Killers like Deadslinger and Hillbilly have like only 4 good addons at best. Meanwhile, Blight has two of the most broken addons in the game, Nurse can become an anime character, and Spirit can just become the flash.
    26 comments 341 views last activity
  • I don't think I need to explain what the problem with Solo Q is. So many things that are easy to do as a SWF are a nightmare to pull of as Solo Q Just the simple fact that you don't know who is in chase if they are not the obession is so annoying. In the next patch, they need to give some buffs to the Solo Q experience.
    13 comments 171 views last activity
  • DBD's Maps are a mixed bag when it comes to many things. Some, like Hereford, look amazing but favor one side greatly. Others, like Wretched Shop or Shelter Woods, are just too big and empty. And then you have the farm maps which come with every killer's least favorite crop, Corn. Maps in DBD heavily effect how each trail is going to go and it feels like the developers don't know what makes a
    4 comments 141 views last activity
  • WE Are Fallen Before the Trials, the Entity used other means to feed itself and expand her domain. A boon of strength and power, the gift of sight beyond sight, all to lure victims into her web. After the creation of the trials, these two relics of the Entity's past remained untouched. Until now. Killer - The Overseer An Aware Killer, always tracking and harassing survivors where ever they go
    0 comments 31 views last activity
  • The Problem Deathslinger is in a weird place when it comes to balance. If DBD was a 1 on 1 chase game, he would be amazing. Sadly, it is a 1v4 and all of Deathslinger's weaknesses come into play almost every match. His main weakness is his ability to deal with groups of survivors. While Huntress and Trickster can usually get around health states at least, Deathsligner is stuck with one thanks to
    3 comments 142 views last activity
  • When we change something, we have to ask why we have to change it in the first place. For Nurse, the answer is rather simple. She is very good at making survivors feel like nothing they do matters. So if we want to nerf her, we need to give survivors some sort of counter play while also not just making her useless. My solution is a new item: the Candle. The Candle functions simialrly to the V
    2 comments 41 views last activity
  • I just want to hear what people's ideas are for buffing certain killers, but preferably weaker ones. For example, I would like Deathslinger's weapon to have more range, 18 meters is not enough.
    41 comments 401 views last activity
  • I am not talking about buildings, I am talking about the floor. Not hills that sometime spawn or a structure, I am talking about the terrain of each map. As far as I can tell, only the swamp maps do anything special with the terrain, but the more I play that more it stands out to me. Maybe it is because they removed all of the grass from the ground, but a lot of the maps just end up feeling the
    3 comments 41 views last activity
  • As any DBD player knows, Items can be game changers if used correctly. BNP to finish that last gen, Med Kits to take that one extra hit, flash light saves to deny killer a vital hook, and so on. So what is my problem with them? Do I think they are too strong? No. My problem is that they are too boring. Let me explain. Most items in chests are mediocre at best. They are not always useless, bu
    0 comments 32 views last activity
  • Ghostface is a killer that suffers greatly when going up against teams for two main reasons: Survivors hit with a basic attack loss all marking progress The GF can't 99 another survivor if a survivor who has already been 99'd is in view The first problem means that if a ghost face can't use his power, like if he is carrying someone, you can take a hit to remove and stalking progress he has o
    16 comments 431 views last activity
  • Picture this, you have just installed DBD and have decided to play killer (horrible choice, I know). You don't have any killer unlocked besides the free ones and have even less perks available when you see it. No One Escapes Death As a new killer, you might choose this perk for a couple of reasons. It gives you power after you fail to defend the gens. It lets you secure a kill. It sounds re
    79 comments 1,492 views last activity
  • While there is already countless discussions about new killers and new perks, I don't think I have seen one for new maps. I would love to see a Castle Map with a nice looking garden on the surface to hide the horrific dungeons below. I would also like a map taking place within the MacMillan Estate's mines, forcing both sides to play around in the narrow mine shafts. A third idea would be a rec
    17 comments 91 views last activity
  • Hillbilly is a killer with a very simple problem: His power is very well known. Survivors know exactly how his power works along with the most common tricks that hillbillies now. This also means that survivors know how to dodge chainsaws consistently from long range and decently at close ranges. Hillbilly can learn to counter these tactics but the fact that you have to learn to counter them in
    0 comments 52 views last activity
  • Resurgence that can at most activate two times per game, but its benefit can be easily countered by Sloppy Butcher or the Broken Status Effect. This makes the perk worthless when compared to similar self-healing perks like Self-Care or Inner Strength. Inorder to make this perk have a unqiue role among the healing perks, making it so that it removes the effect of mangled, hemorrhage, and broken
    6 comments 171 views last activity
  • As someone who mostly plays killer, I would glady trade the ability for survivors to consistently heal themselves in exchange for some form of early game delay like corrupt. What deal would you make with those who have the audacity of selecting to play the other side and what would that deal be?
    6 comments 91 views last activity
  • Circle of Healing is a perk that should not exist at all. The game is not designed around survivors being able to get 12-second heals every time they get downed. But when I use Circle of healing, I still die! That is because you are either bad at the game or are in solo q. Circle of Healing in a SWF that knows what it's doing can make playing killer downright impossible. You down a survivor a
    22 comments 391 views last activity
  • Why? To cut to the chase, I don't like Trickster. I don't like him because his power is not fun to use (without a certain purple add on) along with promoting some of the worse play styles killer has. He is not agile enough to feel like a dancer in his natural environment nor dangerous enough to demand your attention. Main event also is just bad. There is no real benefit to using it over norma
    14 comments 311 views last activity
  • Deathslinger is currently overshadowed by Huntress. She is better at damaging survivors, Crowd Control, and even Chase Power because missing one hatchet hurts way less than missing one shot. The change to Deathslinger's TR really hurts because Deathslinger can only shoot 18 m at max. The one thing that Deathslinger does have over Huntress is the ability to shoot through small gaps, but because o
    1 comments 31 views last activity
  • I am going to ask you a simple question that cannot be answer right now. What makes a good DBD map? We can make guesses, like the map needs to be the right size and needs to have a good amount of loops, but the overall structure of map to make it interesting? No one, even the Devs, have any clue. When you look DBD's maps, especially the newer ones, they all seem like darts thrown at a dart boar
    1 comments 41 views last activity
  • Pain Resonance Corrupt Intervention Pop Goes The Weasel BBQ and Chili Tinkerer Dead Man's Switch Devour Hope Discordance NOED No Way Out Undying Floods of Rage STBFL Starstruck Infectious Fright Bamboozle Plaything Thrilling Tremors Franklin's Demise Nurse's Calling and many more It should be noted that Killers can only bring four perks total and most killer perks give you
    21 comments 361 views last activity
  • This is not 'Flashlights are OP'. I still hate flashlights, but that has less to do with their role than more to do with the fact they make no sense. Flashlight saves are 'countered' by looking at an object. However, this runs into a problem. What if there are no objects nearby? On a map like the game, this is not an issue. On Maps like Ormond, you can be out in open. This makes flashlights anot
    7 comments 171 views last activity
  • I am the only one who finds the Archive stories kinda of disappointing? For starters, the whole "everyone forgets lol" thing is something that everyone ignores because it just robs so much story potential. We then have the observer who I don't care about. At all. In fact, outside of the blight story line, most of the lore outside of the killers and survivors is just boring. May I remind you,
    2 comments 81 views last activity
  • Deadslinger is one of my favorite killers in the game for one simple reason: I like it when the funny cowboy man goes bang with this gun. Its that simple. So what is the problem? Balance. Deadslinger is arguably the best 1v1 killer in the game if we ignore spirit and nurse. The ability to make so many loops unsafe is very useful. Sadly for our cowboy, there is more to this game than 1v1. For
    15 comments 261 views last activity
  • Killer perks can be divided neatly into two categorizes, those with effects visible to the killer and those with effects invisible to the killer. For example, Nurse's calling is a visible perk because you see the aura. Meanwhile, Thatophobia is invisible because while their is a slow-down, you never get to directly see it. As a role of thumb, visible perks are better than invisible perks. It is
    16 comments 271 views last activity
  • To be blunt, Survivors are to blame for the game's toxicity. That is a bold, very killer sided statement but one that can be backed by two main points Survivors make Killers Toxic because Survivors can rob the killer of their agency Survivors make Other Survivors Toxic because Survivors rob other Survivors of their agency I think the most effective way to create Toxicity is the feeling of b
    18 comments 451 views last activity
  • Since the scrouge hooks are rather dissapointing, if you could create a new perk type what would you create? For me, I would love a perk that interacts with status effects, like making those that are oblivous all ways hear a fake TR or survivors who are exhausted move slightly slower. Any more ideas?
    10 comments 61 views last activity
  • What ever you do, don't look away! The Worker A tiring killer, able to force survivors to look the wrong way and slow the game to a crawl using his power Possessed Pauper. Power: Possessed Paupers Bound to work as the entity's servant, the worker can ensnare survivors' attention and time using his ability to switch between the ethereal plane and a stone body. The Worker begins the game i
    1 comments 61 views last activity
  • If you had the power to create a secondary objective for both sides to complete, what would it be? Would it be a dark ritual that grants insight's into the killer's perks? Or a gate that can only be opened by shedding survivor's blood?
    2 comments 71 views last activity
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