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Clockwork_Enigma

Clockwork_Enigma

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Clockwork_Enigma
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  • This icon doesn't do it for me (and probably a few other people, too). This just doesn't sell to me that this is The Trapper. He doesn't look intimidating or there's some emphasis on his iconic feature (the mask). He's not engaging the player or trying to look scary. He's just...there? The old one looks better.
    5 comments 342 views last activity
  • This is a thread about a list of changes that I want to share. The following are what I certainly believe would be the right changes for each Killer in this game to make them better to play as or play against. These changes are on the more positive end of the spectrum (except a few) and target key aspects of certain Killers that need fleshing out. These changes understand the core concepts and t
    2 comments 31 views last activity
  • The perk was completely fine in the previous patch. Now it's being used as a combination of MFT, WGLF and Soul Guard but even better since you don't need to lose to activate its Endurance effects. And using FTP just makes it completely uncounterable and unfair. You get the successful down? Someone else is going to go in, use FTP with Buckle Up, and now both they AND the Survivor they picked up e
    0 comments 21 views last activity
  • I'm scared it will just be another Killer who has some very boring setup-based ability and nothing else of substance. Like I want to be wrong and I hope I am, but it's hard to get excited when we've just had Knight, Skull Merchant AND Singularity back-to-back. Also if the Killer's name isn't "The Xenomorph", I'll be sad.
    16 comments 321 views last activity
  • The new version of the perk is genuinely unusable in every situation, even the ones that the previous version of Hangman's Trick was good at. Also look at this. This is currently the WORST pickrate of any perk right now, so nothing's changed.
    2 comments 41 views last activity
  • Holding Tapes Hostage An extremely unfun and honestly degenerative strategy has started to emerge where players will begin to hold tapes hostage for a period of time to prevent themselves from gaining Condemnation. If The Onryo player isn't around them at that time, they can freely do the objective without much worry of gaining stacks. This is not a strategy that should be encouraged, so I th
    8 comments 131 views last activity
  • Nowhere to Run Your presence instills great fear and hesitation among your victims and lowers their chances of escape. Any time a Survivor is repairing a Generator within the outer 50% of your Terror Radius, Nowhere to Run activates: Survivors that interrupt the repair action are faced with a difficult Skill Check upon leaving the Generator. Neither succeeding nor failing the Skill C
    0 comments 31 views last activity
  • That's it, that's the post. I don't like it when he suddenly comes to a halt when 100% of the other Killers who use mobility-based powers don't have that same effect. I think he should always just rocket himself off of ledges just so it can be funny.
    0 comments 21 views last activity
  • There should be no reason that it shouldn't. Broken prevents you from obtaining your healthy state and so, by default, you should only ever have one health state. Except against Plague, because that'd be dumb.
    4 comments 72 views last activity
  • Green are examples of challenges gated behind paying for a character in some capacity. Red is an example of a challenge gated behind paying for a character OR Perk. Gating challenges behind paying for characters or perks needs to stop. There are some players that don't want to spend their Iridescent Shards or Auric Cells (like me) on these characters
    2 comments 51 views last activity
  • And it's simple. To let people know that Made for This is being used, the following effect should happen: Pools of blood drop 50% more frequently while running Made for This. This effect is removed once Exhausted. Boom, now people will be better able to tell if someone IS running the perk as now there's a tremendous downside in letting the Killer better track your location.
    3 comments 51 views last activity
  • Basically as the title says, this perk is going to be completely unusable compared to its previous counterpart. Sure it has 12 meters range, but when this perk only activates at 4 randomly designated hooks that could be in close proximity to each other, placed in dead zones where objectives won't spawn, and placed in areas that will BECOME dead zones after some time, and STILL requires that Surv
    2 comments 41 views last activity
  • I've read the latest developer update regarding the changes you wanted to make and noticed you mentioned Hangman's Trick. I was hoping to see that there would be something of significant value that would be changed, but, and with all due respect for trying to look into the perk, it's become apparent that you aren't understanding the core issue with the perk since you're not only going through wit
    0 comments 31 views last activity
  • For those unaware, BFFs is currently in this state: Every time you hit a Survivor in Feral Frenzy, you gain tokens based on the amount of Frenzy hits you deal to each Survivor. Once you get 15 Tokens, and only when the Exit Gates are powered, you gain a permanent 4% increase to movement speed. This 4% increase to movement speed does not affect Feral Frenzy. This is pointless just for the fa
    4 comments 91 views last activity
  • Platform: All Description: His idle stance in the lobby currently has an issue where the coat is puffed out too far. This isn't present in part of his slashing animation or his Uroboros grab animation in the lobby. In fact, in the latter animation, the trench coat looks fixed. Steps to Reproduce: Spin him 90 degrees. How Often?: Has been prese
    1 comments 51 views last activity
  • The Artist currently has a significant problem in DbD and it relates to her inability to use her power when near a hook, even when facing away from the hook itself, so long as a Survivor has been hooked. Images below showcase what I mean: Here is about the maximum range that Artist can no longer place Birds of Torment when facing a hook.
    13 comments 422 views last activity
  • I'll be honest, the current version of the R.P.D. is both too small (for either map) and too abusable in many areas of the maps themselves. This map is also not very faithful to the original source (despite Midwich and Haddonfield being a lot more faithful) so it really feels like you're not playing a version of the map that's fun. I know that you guys on the map design/balance team have it roug
    11 comments 441 views last activity
  • I personally think that Anti-Hemorrhagic Syringe should be nerfed to no longer apply an instant health state upon use. In my personal opinion, I'd change it so that: Anti-Hemorrhagic Syringe now transfers over the remaining Med-Kit charges and turns that into healing progression. This ignores the Hemorrhage status effect, for obvious reasons. This prevents it from being an add-on that can ge
    6 comments 211 views last activity
  • Powerful and inconsistent. Those are two words that describe the state of Blight's add-ons; they are either too powerful to be in the game at this current state or too inconsistently used because of their strengths and weaknesses. This is why they need to get attention. And much like any other thread, this is what I believe should be done about the add-ons in order to make them as fair and balan
    0 comments 31 views last activity
  • And this is how I'd do it: Buff: Bloodlust now grants a 10%/15%/20% bonus to pallet breaking and vaulting speeds. Buff: Bloodlust decays at a slower rate of 15 seconds . Nerf: Bloodlust's movement speed bonus is reduced to 3%/5%/7% . Nerf: Bloodlust now consumes a single tier whenever you miss a basic attack. Nerf: Bloodlust now consumes all tiers whenever you are stunned by a
    19 comments 302 views last activity
  • Hoarder got changed in the 7.0.0 - End Transmission chapter patch, even if its effects were rendered negligible towards certain items. Coup de Grace got changed in the 7.1.0 - Nicholas Cage mid-chapter patch, where it received a massive buff that allowed it to gain up to 10 tokens maximum in the Trial, with 2 tokens gained every Generator popped. That leaves Oppression, which is not getting any
    6 comments 91 views last activity
  • As Survivor and Killer players, you guys should know of a term called "body blocking". This can be interpreted as: Survivors blocking the Killer from going after another Survivor or the same Survivor. Killers blocking the Survivors from getting out of a dead end area. These tactics present with people a bad side-effect in that some players will abuse this. Survivors will often times block th
    17 comments 211 views last activity
  • I'm not really a fan of its main effect being that it just applies the state of every single ailment from every other add-on. It feels too all-encompassing and reads like a Power description itself. If I were to suggest a change that I feel would make it worthy of running as an Ultra Rare, this is what I think it should be: Iridescent King A glass-like king chess piece molded from the Fog it
    2 comments 31 views last activity
  • Killers Every time you put a Survivor into the Dying State after hooking them at least once, you take 20% of their current health bar from the Dying State meter. When you put a Survivor into the Dying State and knock them to 0% of their health, that Survivor is susceptible to being killed by your hand as a Finisher Mori . Killer Perks Bloodhound now reveals the aura of any Survi
    0 comments 21 views last activity
  • The DC Penalty mechanic is something that this game has had for years and it's something that, as of at least 7.1.0, is a completely obsolete mechanic with too many exploits to go around. Developers, I need you to consider the following reasons as to why we do not need the DC Penalty and why I think it should be completely removed for all players outright: A recent change made in the 7.1.0 PTB
    41 comments 1,551 views last activity
  • It's a shame that the Guardia Compagnia has detailed models for each guard and yet none of them are playable. It would be pretty fun to play as the Assassin and Carnifex, you know. And all that really needs to be done is some change that makes it so that Knight takes the place of the chosen Guard, makes his own utterances while chasing a Survivor and let his buddies have a little bit of fun.
    0 comments 21 views last activity
  • Why does it matter that someone can make up to 100,000 of your fake in-game currency, per match, when you, the developers, don't even profit off of any sort of sales of said in-game currency regardless? Why are you removing features that also improve the quality of matches? Do you not want people to: Go out and spread their pressure, not camp and not try to tunnel at the beginning of the match
    12 comments 161 views last activity
  • This is for the health of the game, so I'm suggesting two significant changes to Save the Best for Last that will make it healthier and less of a camp-and-tunnel oriented perk. Save the Best for Last Change: When a Survivor is hooked for a second time, that Survivor becomes the Obsession . Change: When the Obsession is hooked and the Killer is within 16 meters of the hook, the perk i
    19 comments 311 views last activity
  • I've made a post like this before, but I'll say it again since I've had experience with the new Waterlogged Shoe Hag: Nemesis should get a speed add-on. There's an add-on in his arsenal that genuinely does not synergize well with his kit and I think would make for the perfect add-on to change the effect of completely: Iridescent Umbrella Badge Here is my suggestion for it. Iridescent Umbrel
    12 comments 111 views last activity
  • While I do respect that you guys want to make Hangman's Trick into something better, the new Scourge Hook version is actually going to make it unusable because of the fact that it will only trigger when near any other of the three Scourge Hooks, and only while carrying a Survivor. This, combined with the fact that Scourge Hook placements are not only random, but can spawn too close to each othe
    2 comments 51 views last activity
  • While I agree with the decision to finally take a look at Prove Thyself, I believe that the way it's being done is sub-optimal and needs to be looked at. Here's what I believe would be perfect for it instead: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Prove
    9 comments 381 views last activity
  • Like someone said, it feels like he has plot armor. Or maybe he ended up becoming so top tier that his code is locked behind twelve levels of encryption that the devs are still puzzled as to how it got there. I hope he gets a balance patch soon.
    23 comments 562 views last activity
  • I mean if Hag can get an add-on that makes her the fastest in the game with a trade-off, I feel Nemesis would be so much more fun if he had that as his Iridescent Umbrella Badge add-on. Just a whole bunch of speed, with a massive trade-off. Maybe no Mutation Rate, no Zombies, anything just to make him feel like THE Nemesis perhaps? I feel like that would be a fair change, considering the curren
    0 comments 11 views last activity
  • The massive nerfs she's received are going to be the following: 15 second cooldown upon projecting with only 3/4 stacks of Condemned applied per projection (even if it's all Survivors, that means she won't be able to apply this as effectively and secure pressure) Passive Condemnation is removed from carrying a Tape (so now she has no way to ensure Survivors NEED to slow down and put the ta
    0 comments 61 views last activity
  • Whenever another Survivor is hooked, Made for This activates: Gain a 1%/2%/3% Haste bonus while running and double this effect while within 12 meters of the hooked Survivor. Gain the Endurance status effect for 6/8/10 seconds after unhooking the Survivor. Made for This cannot be used while afflicted with the Exhaustion status effect, but does not cause Exhaustion. This is what it s
    2 comments 61 views last activity
  • The Skull Merchant - Eyes in the Sky The Skull Merchant starts the trial with 4 Drones . For each Survivor that is tracked with these drones, The Skull Merchant's terror radius shrinks in size: 1 Survivor: 4 meters 2 Survivors: 8 meters 3 Survivors: 12 meters 4 Survivors: 16 meters Special Ability - Deploy Drone Press the Power button to deploy one of your four Drones. When
    8 comments 131 views last activity
  • This is just a series of changes I believe would turn Trapper into a very good Killer without making him more complex to play and allows him to retain his ease of use for beginning players. The idea of this following change list is to give The Trapper what he needs in order to function better in the game, without making him feel like he's unnecessarily complex or making him overbearing. Power:
    0 comments 41 views last activity
  • I'm not even going to bother you with some paragraph about how his add-ons are troubling. I'll just get to it. Unchanged Add-Ons Damaged Syringe Marvin's Blood Visitor Wristband Increases the detection range of Zombies by 5 meters and their field of view by 25 degrees . S.T.A.R.S. Field Combat Manual Survivors hit by Zombies are affected by Killer Instinct for 5 seconds .
    3 comments 41 views last activity
  • Since Wesker will be unable to be selected for the foreseeable future and thus can't participate in the year 7 anniversary, nor will players be able to earn the year 7 offerings normally... Perhaps players should be given 50 of the Year 7 Offerings (on Wesker himself) just to compensate them? That might be a pleasant surprise for players who wanted to get the offerings for him.
    4 comments 91 views last activity
  • I don't want to be unable to get the new anniversary cakes as Wesker. Rework the Killswitch for Killers to be a matchmaking lock instead of a complete character lock.
    0 comments 21 views last activity
  • These kinds of perks and add-ons are saying, "oh, you know how you deserve that down after playing so well? Nah, we'll prevent that from happening." This isn't a fun kind of effect to go against and should really just be limited or really reserved for very situational moments in a match, not given out to random perks that can really make games feel terrible and unrewarding for the Killer and und
    6 comments 71 views last activity
  • Platform: PC (probably affects all) Description: The hatch on Backwater Swamp (particularly the Grim Pantry) isn't spawning in many circumstances. Reproducing: Just spawn on the map enough times and the hatch will just not spawn, period. Frequency: Somewhat Often
    0 comments 21 views last activity
  • As someone who has just experienced the Perk to its full effect, I can tell you without a shadow of a doubt that this Perk is just way too much and makes the game intolerable to play at the moment. And this just isn't the 3% that's the issue, no no. It's just empowered bully squads by making it miserable to get downs against them if they know what they're doing. So yeah, this Perk is horrible f
    0 comments 21 views last activity
  • That's something I really don't understand. Why can't Doctor be allowed to hold the Shock Therapy and Static Blast abilities? Other Killers like Plague or Nemesis or Huntress or even Dredge can hold their abilities indefinitely and their only penalties are a slowdown to their movement speed. Even Clown and Freddy can hold onto their abilities until they want to use them and they don't really suf
    5 comments 81 views last activity
  • New Mechanic: Gas Tank The Gas Tank is a new mechanic that is designed specifically to keep The Cannibal's power in check without removing the key aspects that make it fun and engaging to use. How It Works When the Trial begins, The Cannibal starts with 0 Gasoline and quickly fills up to 100 Gasoline charges after 6 seconds . When the Gasoline Tank is full, The Cannibal gains access
    9 comments 152 views last activity
  • Iridescent Head You start the Trial unable to use any of your Hunting Hatchets. Instead, you use the last throwable weapon available to you: Press the Power Button to charge up your Broad Axe, then let go to throw it like you would a Hunting Hatchet. The Broad Axe has the same properties as a Basic Attack when thrown, and as such will have its own properties affected by Perks that affect
    3 comments 51 views last activity
  • Made For This You were born to survive, and raised to adapt. Whenever you unhook a Survivor, take a Protection Hit or completely heal one health state of another Survivor, Made for This activates and you benefit from the following effects after being injured: Gain a 1%/2%/3% Haste status effect for 60 seconds . Gain the Endurance status effect for 10 seconds after unhooking or compl
    5 comments 121 views last activity
  • Don't nerf the new version of Damaged Syringe. Don't buff Adrenaline Injector to compensate (as nothing can compensate it). Just give the add-on a new effect now that you have the chance to. Something like this would be really nice, for instance: Reduces the recovery time of Tentacle Strike by 20% if it hits a Survivor. This would make Adrenaline Injector appealing, it gives it a unique
    5 comments 111 views last activity
  • I doubt anyone will disagree that listening to the same 4 second loop blaring in their ears is not only irritating, but doesn't feel right for her. Like who really wants to be in a chase with a Killer whose music sounds like a power washer? At least make it an evolution of her third layer Terror Radius theme.
    3 comments 31 views last activity
  • This would be a very simple solution to solve both Gen Regression and Gen Rushing at the same time, which I'll call the "Difficulty Adjustment" mechanic. If the Killer is currently not running any perks that cause Generators to regress, the repair time of Generators is increased by 20 seconds. For each Survivor currently not running any perks that cause Generators to progress faster, the rep
    2 comments 51 views last activity
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