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DemonDaddy

DemonDaddy

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DemonDaddy
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  • Not proposing this as a solid change, but rather just seeing what people's opinions would be and feedback aiming for balance without boosting or stripping potential of the killer; A slight alteration to how frenzy attacks and mending affect survivors. Deep wounds no longer solely activates a timer but also a stackable effect, putting tokens on individual survivors as the hits land. Once a set amo
    0 comments 22 views last activity
  • Seeing as these are a large factor in hunting, what other influences and effects would make balanced additions to the killers arsenal?
    2 comments 42 views last activity
  • More specifically; are animation scenes possible for special interactions like instant down attacks or status inflictions? Something similar to the Mori but short for pacing and varies with killer selection. I would like to see what your team could do as every Mori looks great.
    0 comments 22 views last activity
  • How many perks are not viable for each individual killer?
    2 comments 32 views last activity
  • I am convinced that there is only one hex and tier worth the "current" trouble of rng. Devour Hope tier 1 Out of all the hex perks this is the only one that provides a sense of satisfaction as you bring a match to end game. Don't get me wrong, the other perks have great effects, but fall short as they notify survivors of the impending sometimes even before any use comes about. It allows you to ap
    14 comments 281 views last activity
  • Firstly I am not talking about voice comms/swf. I am trying to bring attention & referring to the overflow of hud information. I can't help but feel as if valuable moments of confusion are lost during a match. Hud notifications grant us near immediate knowledge of what is affecting us and how to remedy it. Every hex and lingering status become known and focused upon once implemented. While it
    26 comments 251 views last activity
  • What concerns/plans/ideas do you have in regards to in match knowledge of opponents abilities or effects? Where if any is the line for what's freely granted as information. When effects trigger, everyone instantly knows what it is that is affecting them, while this is good for balancing solo & swf, it feels vary lacking in suprise as you can immediately change focus to the cause. More knowledg
    0 comments 31 views last activity
  • When going in as a survivor, what do you expect of the killer? Personally I go in thinking if the killer finds me, I am dead. That's right, I know if the killer gets me they will do whatever possible to ensure I die quickly. I don't count on being rescued or that I will have to be hooked 3 times before death. I treat every game like 1st hook is death hook. Doing so has allowed me to out survive sw
    10 comments 151 views last activity
  • What about a new mode where areas of the map had overgrowth and serum was how you removed it. Match would have normal settings with the exception that survivors can open additional paths, doorway and windows by applying serum to the overgrowth. Improving their odds as they put the work in. Plants can slowly replenish as long as they are not fully harvested and 1 segment is equivalent to opening 1
    1 comments 41 views last activity
  • Considering killer is suppose to be the power role, what makes them a threat? Many have varying ideas on how they should be, but what I'd like to know is which features change a killer from easy- challenge- overpowered. Not referencing perks cause those are interchangeable or addons cause those are consumable/inconsistent.
    13 comments 301 views last activity
  • I'd like to ask from a survivor perspective; what do you want in a killers arsenal in terms of their special ability. Not in regards to existing killers, but future ones. Please refrain from dumping on other's opinions as this is what they'd like as a challenge. Keep in mind any new killer will have movement speed within the range of existing killers. Killers know what they want, but what do you w
    17 comments 181 views last activity
  • The topic of game progression is a main focus and I feel this could go a long way to implement a steady pace. As of now crows might as well just be scenery, they function poorly and most just ignore their vary existence. By making them more of an obstacle and an informational tool, matches would be meet with a more cautious speed. The best thing that can come out of this is working for both sides.
    10 comments 201 views last activity
  • Could all characters get a fourth non teachable perk. This way all characters could get a small sense of true individuality with a perk only they can use.. it could even become available at Prestige 3 level 50.
    2 comments 81 views last activity
  • At the vary least can we get the option? Not saying force it on everyone, but 360 view kills the immersion of tension. 360 cancels out almost all environmental obstacles ; can see around corners and over objects, the fog might as well not exist because your looking down on it instead of through. Again, would appreciate the option.
    17 comments 141 views last activity
  • Not arguing against any of the current aura perks, I just don't want to see more of the same. I would think that most people can agree aura-reading severely damages the stealth mechanics of the game. I am all for perks that provide a tactical advantage in a given situation but not in the case where it diminishes the core basis of play. Survivors rely on hiding to make it to end game and Killers al
    21 comments 241 views last activity
  • How many people out there would be interested in the hardcore mode? A mode where the only auras visible are the ones provided by perks; meaning not seeing other survivors when hooked, exit gates don't highlight, no hud for health status of the team, even gens are hidden. The only ques would be failure notifications and increased crow reactions. Just a rough idea for players that would like a more
    18 comments 221 views last activity
  • I'd like to suggest that rewards for a chase be given to both parties for ending it quickly. The killers goal is to down the survivor as soon as possible; this encourages time management for other objectives. If survivors were rewarded for breaking line of sight early, it would promote more variation in point gain and all players would see a drop in extraordinarily long chases. A change in this ma
    0 comments 21 views last activity
  • Not gonna rant about nerf/ buffs for anybody. Honestly though, the killers have no imposing presence. Yes there is the not wanting to be hit, but that aside where is the sense of fear from our perspective. Far to often I see teammates running around like the attention is a joke. Working as a team is a fundamental part of winning, but mobbing a killer takes away from the idea they are the threat. A
    32 comments 391 views last activity
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