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Blueberry

Blueberry

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Blueberry
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  • 11 comments 131 views last activity
  • What if this perk also triggered on basic gen kicks? It would cost them gen kick time, use up regression limits, but give the non mobility m1 killers something they could use to help them get around the map. It's current version just triggering on blinds and pallet stuns is never going to be used. Once you're seen getting value from it a single time it's not triggering again. It's basically the
    0 comments 31 views last activity
  • People seem to pretty universally think they're very weak, how would you fix them? - Hex: Scared to Death When you Hook 3 different Survivors, Hex: Scared to Death activates on a random Totem and triggers its effect: Basic-Breaking a pallet during a chase causes all Survivors within 13 metres to scream and gain 11 / 12 / 13 % Hindered Status Effect for 3 seconds . The
    19 comments 425 views last activity
  • For years the game has needed massive perk improvements for both sides. Both roles have been using a lot of the same perks for years with the vast majority of other perks on both sides being bad to where no one runs them. Let's get a meta shake up with huge perk buffs to all the bad ones across the board to give everyone more options to choose from.
    3 comments 71 views last activity
  • Perks no one uses anymore. Do y'all think it would be over tuned if we gave it a bit more flexibility after it was completely destroyed by allowing it to trigger on killer items? Maybe it was too much for Pinheads box but without Hoarder triggering on Pinheads box anymore this doesn't seem as egregious. If not this idea do you have some other idea for improving it? If you don't think allowing
    34 comments 441 views last activity
  • Most will generally say she's still too strong yet ever since her last nerf she's been hovering around a 46% kill rate. Far below what the devs want killers at. Why do we think that is?
    53 comments 733 views last activity
  • So I very much like the idea of the hook clearing infection so they can't be tunneled off hook. Concept is good and I don't want that concept changed. However, the downside of this is when playing Krasue I feel disincentivized to hook survivors as it lowers my overall map pressure of infection. I'd rather be encouraged to hook instead of slug. Just asking for something to still prevent that pe
    12 comments 141 views last activity
  • Why is it that when you're playing killer and all 4 survivors have dc'd, so it's nothing but bots left, you abandoning makes it a loss and the survivors win? In what world does this make sense. If it's only bots left, let us leave so we can move on.
    0 comments 51 views last activity
  • SUMMARY OF THE ISSUE: "Gain a 6% repair speed bonus on the revealed generators" When affected by the Blindedstatus effect the aura of those generators is hidden. Meaning those generators are no longer "revealed", which should remove the repair buff on them, since it's attached to "revealed". Deva Vu's description is not increasing repair speeds on the closes generators and they'r
    2 comments 121 views last activity
  • Just giving a spot for the community to collectively pile perk ideas for the devs to get inspiration from for future chapters. Listing some of my own ideas as well. Numbers and things can easily be adjusted for balance, just focusing on the ideas/concepts themselves :) I will continue to update and add new perks as time goes on as well so be sure to check back! Post your ideas! -Killer-
    40 comments 1,643 views last activity
  • I feel like there's quite a few killers with addons that you basically feel required to run or should just be base kit. Would be nice if we could get these baked in to actually be able to run more addon choices. I'll list a few, feel free to mention some you feel like are required as well. I'll add them to the list to help the devs know. They've tended to be doing this on a few killers so it seem
    25 comments 481 views last activity
  • I feel like this would be nice to have a go to spot with posts/questions/guides/lore all related to said killer. What do y’all think?
    26 comments 321 views last activity
  • Not asking for new killer ideas, but what type of killers do you wish we'd see more of? IE anti loop, mobility, trap, game slow down (think pig traps), stealth ect Personally I feel like the anti loop killer theme has been overdone a bit. It's been quite a while since we've had some real stealth or game slow down killers.
    35 comments 371 views last activity
  • Just wanting to make sure I'm not misinterpreting this. So if every match the survivors surrender window opens and they all surrender to dc, so then I dc, the "kills" for the purposes of MMR will be whatever they were at that exact moment, even if they "would've" been kills had I stayed till the exact end. IE if I 4 man slugged them down, they all instantly surrender DC, so I do as well. Even th
    2 comments 62 views last activity
  • I wanted to bring attention to DS as he's generally considered the worst of the ranged killers for quite a while now and his kill rates tend to support this. He's currently sitting at the lowest kill rate in the game at roughly 49% with the devs aiming for 60%. He was also hit by the Deep Wounds nerf similar to Legion but without any compensation and his kill rate was already very bad before this
    8 comments 111 views last activity
  • I know lots of the community hates slugging and I tend to get a lot of hate for it in matches. I wanted to post here and get some rational responses as to why it's toxic/bad/boring, whichever interpretation you have. Note : I am not talking about leaving 4 people slugged to intentionally bleed them out. So assuming as soon as everyone's downed you hook them. Also not talking abou
    56 comments 913 views last activity
  • Now that we have the gen kick limit should Overcharge and Call of Brine nerfs be reverted? They feel unnecessary to me now that you can’t hold a 3 gen with them anymore and their power is limited. With their current versions and the gen kick limit existing basically no one uses them.
    19 comments 412 views last activity
  • A completely forgotten perk. How would you fix it? I was thinking to keep the perk true to its theme of tracking injured survivors. My Idea: Injured survivors outside your terror radius have their auras revealed for x seconds every 30 seconds. Essentially it’s similar to Face the Darkness but with some differences. The better part would be that this isn’t a hex perk, however Face the Darkn
    0 comments 21 views last activity
  • How would you fix this perk to make it better? My idea: Remove the TR component, make it map wide, and make the Blindness/Exhaustion debuff just apply to whoever is involved in the interrupted heal that’s injured until healed. So no timer, they could remove it immediately, but it could also a stay a while till they get healed or if they just refuse to heal. Basically would do nothing to anyo
    0 comments 21 views last activity
  • How do y'all feel about The Knight currently? Both in terms of power and fun, against and as. Changes you'd like? He's a killer I've always wanted to like but just feels so incomplete. Call to Arms still needs to be base kit. I can't emphasize this enough. He actually has some more interesting addons now, but one addon slot is basically permanently closed as you must take Call to Arms
    21 comments 632 views last activity
  • What's everyone think about some new status effects we could introduce for perks or killers? If you've got any great ideas, please share! Can be survivor or killer ones. On a related note, how's everyone feel about Deafened? A status effect that's barely been used in the game. Would we want to see more of it? Is there a current status effect you think hasn't been utilized enough and we should s
    27 comments 434 views last activity
  • Whenever a Survivors takes damage, Forever Entwined gains +1 Token , up to a maximum of 6 / 7 / 8 Tokens : Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24 / 28 / 32 % . How do y'all feel about this perk? This just looks so bad to me and I can't think of any scenario someone would want this. Like w
    24 comments 681 views last activity
  • You see the auras of Unopened chests and Survivors' auras are revealed for 3/4/5 seconds when they enter a 8-meter range. You also gain the ability to kick chests to close them. This ability has a 10-second cooldown. ——————————————-Basically a meme meme atm that no one runs.Let's just make it aura revealed while within 8 meters of a chest at all times instead of the 5 seconds so it's similar to
    11 comments 191 views last activity
  • I'm kind of wondering if the remote hooking came around for the event because a future killer we have coming has a remote hooking as a component of their kit so they already had the design. Think Dracula after he downs making them sinking them into a pool of blood and appearing on a nearby hook. This would be another interesting way of giving a specific killer better map pressure and time efficie
    35 comments 733 views last activity
  • Finally got my p100 Onryo today. Quite a long journey. I'd been just spreading blood points all around the killers pretty evenly and then enjoyed Onryo enough to solely push her. Didn't think to start recording my stats on the journey till p15 or so. Wins : 456 Losses : 9 99.98% Win Rate roughly rounded Longest Win Streak : 152 (still ongoing) Zero tunneling . I see most st
    29 comments 461 views last activity
  • So, no killer reworks, map reworks, perk reworks, showing mmr or swf post game lobby. Like nothing? So the only new things for the main game for the coming year is a base game yellow mori? Even stuff I personally didn't want, just something, positive or negative.
    12 comments 261 views last activity
  • I feel like we regularly see a disconnect between how long people think chases "should" last to be considered fair and how long chases "need" to last for the killer to have a chance at winning. IE I think the average chase time most people want is unrealistic for how fast gens currently are. Can we find a middle ground where chase lengths feel fair for both sides? What do you think is a fair
    40 comments 1,146 views last activity
  • One of the main things making them unfun to play was the taking hostage of Victor and it’s been confirmed that the current ability to recall Victor early is a bug and will be getting reverted. Even with the QoL changes this is still going to leave the Twins extremely unplayed as the QoL will not have fixed the core problem. Once this bug is fixed Victor will be taken hostage for 30 seconds + the
    23 comments 251 views last activity
  • The more skilled player in the match wins on average. I ask this because I think there are a significant amount of factors in DBD that lead to a person on either side winning when they didn't actually play more skillful. Essentially things that can get you "wins" that you didn't really earn.
    13 comments 172 views last activity
  • What's more important.. The fact that you won or lost, or why you won or lost? There's some ambiguity in this of course. I'm leaving that up for your interpretation.
    10 comments 141 views last activity
  • Give me your top 5 killers that you see the least.
    13 comments 171 views last activity
  • As the title says, should SWF be shown in post game lobby?
    4 comments 141 views last activity
  • As the title says, do you think the game is balanced around a 4 man swf on coms? So it's a "fair" match with both sides having an equal chance of winning. Not implying anyone shouldn't be able to play with their friends or that anything should be changed in this post. This is simply a straight forward question of if you think it's balanced around that, that's all.
    5 comments 111 views last activity
  • Onryo's Demanifested intermittent invisibility is currently bugged when to where the times it shows the killer they are invisible or visible are not the times you are invisible or visible to the survivor. What you see as the Onryo and what the survivor sees are out of sync since her last patch. This prevents you from actually using it as a mind game which is what's intended since it's feeding
    15 comments 802 views last activity
  • It's quite a common thing to hear that many people dislike indoor maps compared to outdoor maps. I personally, on both sides, prefer indoor maps. I personally think they're more interesting as the game play loop feels more varied by the layout whereas most outdoors maps have the same tiles and loops with a different splash of paint to where they generally speaking all play exactly the same. To me
    56 comments 916 views last activity
  • How many games with what percentage win rate would you have to see to think that person is definitely in high mmr by now? Obviously all speculatory as we don't know so definitely subjective. For example, like 80% win rate after 100 matches. So what win rate after what sample size to dismay any doubt.
    20 comments 1,642 views last activity
  • -PC -Off The Record is able to be used infinite amount of times within the 80 second window it's active as long as you mend the previous hit and don't do a Conspicuous action. So you can continuously keep body blocking the killer, mend, body block the killer, mend, ect infinitely until the 80 seconds is up. -Just run Off The Record, get unhooked, and then body block over and over and over.
    0 comments 72 views last activity
  • As everyone knows hexes are rarely ever used with only a few being considered actually "good ish", and even those are very rarely seen. Hexes are "supposed" to be high risk/high reward but the vast majority of them are high risk/mediocre reward. This gets me to the fundamental problem with hexes, it's their placements and how easy they are to find. For how easy it is to lose hexes in the first
    55 comments 904 views last activity
  • I wanted to bring up the topic of auras and their overlap of colors. Example being something like gens being red and aura reading perks being red. For accessibility of people with vision problems could we potentially change aura perks or gen auras to a different color so they're not the same? We have quite a few unused colors like blue, green, purple ect. This could be base game or even just th
    2 comments 31 views last activity
  • Survivor gets rescued off a hook. Killer decides to go for the unhooker since he doesn't want to tunnel. The unhooked person then uses OTR or the base Endurance mechanic to body block 1 hit for them. Killer then has 2 options. Continue chasing the unhooker or now target the unhooked who abused the "anti tunnel" mechanic to body block. If he chooses to now target the unhooked that body blo
    77 comments 1,362 views last activity
  • So the base kit anti tunnel mechanic was implemented to of course aid the person being unhooked from being tunneled. My question here is, how often in your games as killer is the anti tunnel feature used offensively to body block for the unhooker instead of its intended purpose? I ask this because I feel like the mechanic is abused in this way extremely often instead of its intended role and w
    16 comments 261 views last activity
  • On survivor and killer side alike, which category of perks should we focus on buffing the most? Chase perks? Info perks? Ect. You can get into specific perks if you'd like. Not focusing on nerfs here, just buffs. That's another topic.
    21 comments 222 views last activity
  • He feels kind of forgotten compared to other ranged killers after he was left in the dust from his heavy nerf some time back and I feel he could use some improvements to bring him up to current times and to the other ranged killers since most people just view him as the "worse" ranged killer when looking at them all comparatively. I enjoy him a lot going for crazy trick shots through tiny holes
    17 comments 201 views last activity
  • What do y'all think about a perk for killer that muffles the killers ambient sounds and footsteps? Good, bad, interesting potential? Not speaking of killer powers, but footsteps and ambient sounds of the killer like Myers breathing, Ghostface flapping, Dredge "groaning" i guess it would be lol. Stuff like that. I feel like there's a few killers that are heavily hurt by those sounds that would d
    2 comments 32 views last activity
  • Would you have to see before the first survivor is sacrificed to say they didn’t get tunneled? Personally if no one dies till 5 hooks that feels like the minimum to say they didn’t tunnel to me.
    7 comments 172 views last activity
  • Which killers do you rarely see but also wish you saw more?
    64 comments 981 views last activity
  • Do you think are most in need of buffs? Throw out a handful if you will.
    16 comments 321 views last activity
  • I wanted to see how people feel about this perk and how healthy it is for the game. To me it feels like it removes a lot of the skill of landing flashlights and even worse also removes nearly all of the killers counter play bar the random luck of being near a wall.
    19 comments 442 views last activity
  • Which killers and addons do y’all feel are generally speaking “required” for them to play how you think they should at base kit and should have those built in? And why. I’ll start. Dredge. Haddies Calendar and Boat Key Dredge even with both these addons cannot teleport fast enough for mid chase teleport plays against good survivors, much less the embarrassingly slow speed without them. Even t
    23 comments 681 views last activity
  • People typically gauge their win streaks by kills. For the sake of trying to play fairly would you consider it a win for the killer if he got 7 or 8 hooks regardless of kills since that’s typically a harder achievement since you kept them all alive? I personally view 7 hooks as a win and equivalent to 3 kills as to me that’s at least as hard if not harder than getting 3 kills since I didn’t r
    25 comments 883 views last activity
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