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Not everyone is using a headset or in a sound-focused environment, or know that they need it . Some people may have auditory impairments. Some may be chatting with friends, viewers, or have other auditory distractions around. Skill-checks are punishing : 9s of progress lost and halting progress for 3s from all survivors while also alerting the Killer to your whereabouts. (New Survivors give8 comments 91 views last activity
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Normally when I went 1-2K and 8-10 Hook states at 3-5 gens I'd still get lowered so far down in MMR that the players I'd be matched with don't actually know how to loop at all. Happy to say (from a empathetic casual min-max mindset), this no longer seems to be the case! And it has to be that they're looking at hook distribution over time, since I typically only get my Kills via Rancor (or other0 comments 61 views last activity
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For a paper trail if Support needs to be contacted as a result of any system action on your account. Edit: This is with regards to the initial iteration of the Go Next Prevention system enacting leaver penalties for player that get killed too quickly.16 comments 291 views last activity
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My guess: Killer: Always Undetectable + Ghostface Stalking mechanic + Oni Demon Dash. Doorways spawn in the map akin to Pig Boxes. These can be entered like the Halloween Void Rifts taking you to the Security Room "Pocket Dimension". In the security Room you can enter/exit via different doors (a type of teleport system useable by both sides) and there's also a computer terminal. Survivors t2 comments 91 views last activity
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Don't require a unanimous vote (still require all Survivors to be in any of the Dying, Hooked, Carried, Sacrificed, Killed states) and have it sacrifice the Forfeiting player via the Entity's EGC sacrifice. Including the Carried state prevents possible Pickup juggling abuse Including the Hooked state sits in line with all 4 Survivors being sacrificed if all unanimously Hooked. This still requ0 comments 21 views last activity
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Devotion system in the Trial. Gain charges that cause Trial altering effects. Grow in Power over the course of the Trial. Gain 1 charge for Hooking a Survivor that wasn't recently Hooked (Recently refers to within the last 3 (2?) minutes) When Reaching 2 charges the Auras of all Survivors are revealed to you for 4s When Reaching 4 charges the Generator with the most progress is blo0 comments 21 views last activity
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Always start as survivor if there are solo players.0 comments 11 views last activity
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Could be its own standalone perk, but: The first time each Survivor is Hooked on a Scourge Hook, gain a Token, up to 2/3/4. (curse you arbitrary rarities) While you have a Token, you can send a dying survivor immediately to an unoccupied Scourge Hook with the Secondary Action Button (whatever X/A or the corresponding controller keybind is). Dying Survivors on Death Hook can be sacrificed to T3 comments 71 views last activity
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Remnant: Solitude See the Auras of Dull Totems. You can interact with them to create a Remnant: Solitude Totem (Similar to a Rekindled Totem) You gain the Undetectable Status while within 32m of this Totem and for 6/8/10s after leaving it. Remnant Totems emit an audible noise within 8m and cause a global audio cue when placed. Remnant Totems can be cleansed faster than regular Totems. C0 comments 11 views last activity
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Myself personally, a Mori that can be acquired that isn’t just on the last survivor, perhaps sooner. What would you want to see? (Ignore the autocorrect in the title)52 comments 1,013 views last activity
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See that it’s slated for a tweak, this is my suggestion: Instead of Tokens from Generators completed, it gains Tokens from Pallets destroyed. Possibly reducing the gain per token to 1/2/3% and a maximum of 7 Tokens.1 comments 21 views last activity
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Figure They have their own concept already planned. But wanted to toss out my version: Under each Role Character select becomes Chapter Select Chapter Portraits function as “Movie Posters” to familiarize the player with that IP’s tone/setting Selection of a Chapter Portrait dives into the related Character Portraits Licensed Skin Collabs (such as CryptTV) can also have their own Chapter por0 comments 22 views last activity
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Slugging Fully self-recovered survivors (95%) can now pick themselves up while directly underneath an Empty Hook. They become Broken until they’re next put into the dying state, and suffer Deep Wounds. Edit: “Seek Help” once at 95% will now display “Seek Help (Survivor Icon), or risk a bargain (image of a dying state survivor under Hook)” Ideally, were the Killer to pickup the survivor in su21 comments 442 views last activity
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Just kinda feels awkward if you enter the Void from the initial existing portal, but then you're unable to exit at a different location as no one has opened another portal yet.0 comments 11 views last activity
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Wasn't mentioned, but will Survivors in the dying state with an available Active Ability be able to immediately use it to pick themselves up? Would they need to recover some amount? Not sure how great it would be to have a survivor be able to immediately pop up while the Killer is in their attack recovery animation. Regarding Hooks increasing Gen speeds, wouldn't that promote singling out Surviv0 comments 41 views last activity
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Was looking at speculating on potential licenses that might come into DBD, and learned more about the Fatal Frame series. Working with a general concept: Taking Pictures of Ghosts. We've got a Lute object in the game. So it stands to reason that they could introduce a Camera object like the Camera Obscura in the game. The Person with this Perk equipped would see a set number of spectral Haunts5 comments 91 views last activity
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What if Survivors could pull themselves up at the base of a Hook to recover the last 5% of the dying state? I think it'd be a more dynamic system wherein both the Killer and the Survivor need to gauge if the distance to crawl to a Hook is worth it. It would require the Survivor to spend time to crawl to a Hook which is additive to the overall time it would take for a self-pickup, and also need t5 comments 81 views last activity
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Cosmetics, banners, charms, Emblems. Useful to populate a player profile and to be sold in the store/bought with Iri shards. But as of late, the House of Arkham sections of the Tomes have seemed like a collection of short stories. Perhaps there could be a possibility of a short story writing competition? "Tales from the fire" for inclusion into some extra nodes from the House of Arkham. Though0 comments 1 views last activity
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Base-Game: If a Survivor on Deathhook is dropped under a Hook, instead of being Hooked, they can be Moried. (Maybe only after you've hooked other survivors a certain number of times?) (Just the dying Deathhook Survivor underneath it? If a Survivor notes that they get popped off shoulder because they just hit the edge of wiggle and drop popped them off, they may want to acquiesce and stand ther1 comments 21 views last activity
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I get that Mori's can be used to skip a hook stage, you put in less work and it promotes tunneling. What if it's made to be extra work and promote interacting with all survivors to get a Mori? If you've hooked every survivor at least once/every survivor has incurred a sacrifice stage , you can invoke a Blood Hunt on dying Deathhook Survivors : For dying Deathhook Survivors, Blood Hunt is a0 comments 21 views last activity
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Slugging is a tool. It is a tactic. I don't want to stop it. What I want to stop is the massive disparity of time-efficiency possible with this mechanic that can snowball hard. (especially if all living survivors are slugged, or are soloQ and uncoordinated). Knocking a survivor out of commission with no agency on their part for 30-60s is okay. Knocking a survivor out of commission with no agen0 comments 31 views last activity
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Just a spitball idea to give some ambiance/killers some tracking potential and area lighting (if needed): Make the red stain visible to the Killer, make it an AoE red light source that emanates from them. (This AoE more like a glow than a hard light) Maybe have it grow in size/intensity as you get near survivors? (If killer tracking ever becomes a concern in this game mode, then also disable Ki2 comments 41 views last activity
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Whenever I open DBD, and navigate to Killer, for whatever reason the Archive challenge pop-out covers the play button, needing me to close it before starting a match. Not really a huge issue, but an annoyance.2 comments 11 views last activity
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Lots of people seem to want to get a headpop. Instead of incentivizing scummy gameplay to get a passive headpop, can you introduce an active headpop in the form of a conditional Mori? If a Survivor is on Deathhook, and they still have an RBT on (inactive or active), can the Pig have access to a special Mori that lets her force-activate the RBT on the dying Survivor?0 comments 21 views last activity
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Using the Jigsaw boxes as a "watering-hole" feature (You know where survivors likely will be based on RBT status) is a fun map strategy that makes playing her tactically rewarding. This does mean that a Survivor can easily be tunneled if they were previously Hooked and have an RBT on. However I think this stems from how RBT's are applied to Survivors rather than simply due to being able to see0 comments 31 views last activity
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Tried this game a while back, and felt that there was a lot missing in terms of gear progression and variety in order to retain interest for raiding bases. Are you able to unlock a significant amount of sidegrades/upgrades for gear/equipment? How long does that take? Do they try to make mechanically similar gear with varied playstyle methods of activation or aesthetic? Can you be silly with ho1 comments 11 views last activity
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This is suggestion for a Perk archetype that focuses on the creation of temporary objectives to navigate towards to gain time-limited buffs, being interactable by both Survivor and Killer. (leveraging the Haunt specters that spawn outside of the Void, in Haunted by Daylight as the objective marker). Basic Mechanics - "When you spawn a Haunt, you are shown its Aura for 6s and whenever 16m near it0 comments 11 views last activity
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I like the void, its ambiance, and its design, and the possibilities it has with hook interaction and map mobility, and the addition of the Haunt prop. It'd be cool if it was added into the base game. However, I think it could be tweaked in such a way as to add gameplay value for the base game, such as doing the following: Survivors that are Hooked in the Trial will appear as Hooked Haunts in0 comments 1 views last activity
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Looking at Bite the Bullet, it's interesting how a complete lack of sound can make for tense deception plays by healing around terrain line of sight blockers during chase (with the caveat that you stop moving). I don't use Iron Will all that much, but it seems that it's not that great at suppressing audio effects that the Killer can hear, given it's not completely silent. I also don't like that2 comments 31 views last activity
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Heard about this system loosely via youtube, and it reminds me of the Call of Duty system (hopefully old MWII) That being said I do hope they stick with an overall stylization constraint, that being related to the Tomes, as though it's a torn page from a book, comic, painting, etc. Rather than the neon-gasm highly animated calling cards of the newer titles. Like it's a scrap-book of experience0 comments 41 views last activity
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First - Make his zoning outside of anim-locks more appealing: Torment Trails will hinder Survivors for 1s if not crouched over. Second - While still keeping the dodge-ability of Punishment of the Damned, allow the Player to use it tactically to zone ahead in regards to chase: Holding the Attack Button will lock The Executioner in place, take longer to perform Punishment of the Damned, but cause0 comments 11 views last activity
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The following Perks I thought were kind of meh, (And Shadowborn will need to be changed if they introduce FoV changes) so here are some ideas on how they could be changed: Beast of Prey When Exiting Chase (and no other Survivor is in Chase), become Undetectable for 16/18/20s Overwhelming presence Survivors have their Great Skillcheck Zones reduced by 50%/75%/100% while inside your Terror R0 comments 21 views last activity
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Don't play Trapper much, so not sure if it's a buff or a nerf, but it seems weird to me that the "Hunter's" Traps don't start armed, as though they were placed beforehand. Seems like it could also be a buff, since Survivors wouldn't know what is and isn't trapped already, maybe even adding in a nice jumpscare if they run into one early.3 comments 41 views last activity
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The danger indicator and the Propagation Delay, coupled with the delay on the Attack even firing, means it's really simple to dodge outside of animation locks, just by working off of the Danger marker . Not even by trying to predict the attack, akin to Huntress. Please remove one of these, so that Survivors have to anticipate where the attack will be , instead of The Executioner needing to ant7 comments 91 views last activity
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Punishment of the Damned applies Torment to Healthy Survivors Basic Attacks apply Torment. Punishment of the Damned creates Torment Trails. (Restricted Trails are not created) Putting a Tormented Survivor into the Dying state with Punishment of the Damned sends them to a Cage of Atonement. Trails of Torment Hinder Survivors that step on them. Trails of Torment Injure Healthy Tormented Survi0 comments 11 views last activity
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It'd honestly be nice to see Survivors Hindered when they cross over his Trail of Torment without Crouching. This can then let it be used as a corralling tool in chases, and a pre-placement hazard if there are known strong Loop exits.0 comments 21 views last activity
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I don't like that Survivors can disable the TV's for such long periods of time, as it hinders Sadako's mobility. However I understand why it is 'gated', given that her using the mobility is what applies condemned to Survivors. I think that her Slowdown is convoluted and too closely tied with Sadako's Manifestation mobility. She manifests to apply condemned to Survivors, who use tapes to tur0 comments 51 views last activity
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I've noticed that compared to my Killer Bloodwebs, I get fewer Event BP Offerings as a Survivor, and in its stead are event items (that don't even have event specific goals that give BP Bonuses in Trial or something). Probably as a result of them just being labeled as "Event", with a random element as to what in the pool it pulls from. However this basically reduces the bonus Event BP potenti4 comments 61 views last activity
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Ocular Slip: When Standing still for 2s this Perk Activates. Press the Active Ability Button to disappear from View for 4s. (Still has collision) After that duration or after moving, reappear with a Loud Noise Notification. Kick Dirt: Pressing the Active Ability button while Sprinting causes you to kick dirt in front of you, creating Scratch Marks in a line while also suppressing your Scr0 comments 41 views last activity
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Went through the Perks in the game and stringed together how they interacted with game mechanics and how they did so. The following are suggestions Perk ideas I concluded were lacking derived from that: Survivor Perks: A Perk that allows the movement/creation of Totems. A Perk that allow Survivors to interact with their Blood Pools (EG: Throw a line of Blood the way you're facing while Inj0 comments 21 views last activity
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Will Killers be able to perform a “Breakable Wall” Break Action on the blocked Vaults to remove the entity block? Or will certain Vaults just be a “screw you”, like the chute vault on The Game?3 comments 52 views last activity
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Introduce Gestation Pods Firing a biopod at the ground creates a Gestation pod. Over 30s Gestation pods grow in size. During which, collision with Survivors will cause the Gestation pod to pop. After 30s Gestation pods gain collision, being able to block survivors. Sprinting Survivors that collide with fully grown Gestation Pods will also pop the Gestation Pod, but cause the Survivor to beco4 comments 61 views last activity
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Maps are great for solo information, but sans comms it's hard to disseminate that information to other Survivors. I propose a buff to fill in that comms gap and to give the map some team-play interactions: Place Marker Action Press the Active Ability Button while channeling the Map to place a Marker of Light, consuming 4 charges. While not being chased, standing near this Marker gives the0 comments 11 views last activity
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Basic premise is to give an environmental objectives to Hooks for all Killers to make Hooks be less "samey". Hooking a Survivor "Awakens" a Hook The Killer can "Commune" with the Basement Shrine of Sacrifice and can Teleport to any Awakened Hook (That has not had a Survivor on it for at least 8s).The Awakened Hook then becomes Dormant. The Killer can "Commune" with an Awakened Hook (That has n3 comments 51 views last activity
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The Dying state gives a feeling of helplessness. Appropriate, given the Killer "got you". Only being able to be picked up by another Survivor is also appropriate, given that one of the Survivor themes is that through cooperation, a stronger foe can be overcome. Slugging (Keeping a Survivor in the Dying state) itself isn't always an issue either. Such as instances where the Killer slugs a Surviv25 comments 951 views last activity
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Gameplay synopsis: Hide and Seek. When the Seeker finds a Hider, they join the Seeker's side. Queue Single queue. No Survivor/Killer queue. Five players. Map Autohaven Wreckers - Gas Haven Objectives No Generators. No Hooks. Few Pallets. Accelerated bleedout timer. Hide or die. Killer One of the five players is randomly selected, prioritizing players that haven't been the Ki0 comments 21 views last activity
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Spoiler Spoiler Warning ▲ ▼ Survivors get to create Pallets in the upcoming event. Cool core gameplay change. Killer gameplay stays the same. Depending on how rapidly Survivors are able to setup new Pallets, it’d be nice if Killer11 comments 201 views last activity
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Why does it slow down when a Survivor is in the radius instead of stopping entirely? How "slow" is slow? Can Survivors prioritize bringing chases around Hooked Survivors, especially utilizing reassurance, in order to leverage this mechanic even with the slowed buildup? How does this interact with mutli-level maps where vertically they (Killer or Survivor) could be within the radius, but actual6 comments 131 views last activity
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At this point given the size of the Killer Roster, an added Killer doesn't shake up the game as much anymore, given how large the roster is. A New Killer might only be used by a small percentage of players on the Killer role, only reaching a small percentage of Survivor players. In terms of player retention via new experiences (and thus facilitating more opportunity for players to purchase cosm0 comments 21 views last activity
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One of the easier ways to find out where the Survivor went after returning to the Hook when you hear the Unhook notification is to simply follow their Blood Pools, which they will always leave (sans Perk) If Survivors did not leave blood pools while Walking (and Crouching), there would be an option to try and walk away while the Unhooker leaves scratch marks to lure the Killer away, potentially35 comments 661 views last activity