Firellius
Firellius
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- Firellius
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Because this wishy-washy business is so damn messy. Last survivor perk pass, we got buffs to Dance With Me, Deception and Diversion, perks designed to mislead the killer and get them to drop chases… And then the very next patch, you nerf Distortion and make Predator hard-counter all of them. If killers just always know where all survivors are at all times, at least the survivors know what th41 comments 1,572 views last activity
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We got Scavenger for toolboxes, Residual Manifest and now Champion of Light for flashlights... But the items that have completely fallen out of use have not had any perks made for them. Not even a stinky 'If you're the last survivor alive, the next chest you open is guaranteed to contain a usable key' or something like that. Why are the good items getting love and the bad items getting nothing?13 comments 381 views last activity
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The 'disables when a survivor dies'? BHVR... Listen... Ruin would've been a slam-dunk if you had reverted the regression rate, as it would then be a powerful perk with notable effect that is broken by tunnelling. Now it's a bad perk that has regained its synergy with tunnelling. Reverting the regression rate but keeping the extra deactivation condition would've been better for killers and s3 comments 151 views last activity
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I just finished reading a comment by @mizark3 in a topic discussing the balance changes in 6.1 and onward. Well thought out, very elaborate, worth a read. In it, Mizark made the suggestion of having Deja Vu, instead of granting a persistent, flat bonus to repair speed to the 3-gen, it might work better if it were to stack up slowly over time so long as that 3-gen is maintained. I think it's a2 comments 102 views last activity
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Really feels like the devs are listening with a lot of the changes. Kudos, devs, it's appreciated!3 comments 132 views last activity
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When a survivor screams, add momentary red spikes around their portrait on the HUD. This re-establishes the ability to discern which survivor screamed in specific perks, AND it helps the hearing impaired.1 comments 61 views last activity
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Even if you do have Balanced Landing, it's a serious risk to take long drops in a chase, making this challenge come too close to 'soft throw the match'.6 comments 72 views last activity
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Ostensibly, it's OTR: Both are very clearly marked as anti-tunnel perks since they offer protections to a survivor that has been unhooked as long as they don't get/take the opportunity to help their teammates. OTR is basically couched in the same language that DS was, that marked DS as an anti-tunnel perk, so it's reasonable to assume that OTR replaced DS. And while I think that was the intent,39 comments 651 views last activity
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No Mither nerf. That's it. That's what I want to see discussed.0 comments 51 views last activity
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I might have something good here, let me know what you think... Let's start with the simpler one: Anti-tunnel. New Baseline Function : Desperation A survivor that is pulled off a hook immediately gains Desperation for 60 seconds. This effect is removed when the survivor performs a Conspicuous Action. If a desperate survivor is picked up by a killer, they get an extremely easy skill che19 comments 361 views last activity
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To start off with, here's my projected problem for Off The Record: With the excellent change to not allow endurance to stack up unconditionally, OTR is taking a hit to the part it played in that awful looking meta. That part is fine. However, this now makes OTR worse for both sides of the fence than its functional predecessor: Decisive Strike. For the survivors, it is now possible for this perk4 comments 41 views last activity
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In regards to both WGLF and BBQ & Chili, I get your reasoning for removing the blood point bonus on both perks. After all, you plan to reduce the grind, and so you reason they're no longer necessary. However, there's a second side to these effects that you appear to have overlooked and that make me want you to keep them in. And that is FUN. Both of these perks are big reward boosters.5 comments 61 views last activity
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It doesn't. You may want to pre-emptively cleanse a godspawn totem if you come across it, but you definitely don't want to pre-emptively cleanse anything else unless you have strong indicators that NOED is in play. Let me just lay the situations out... Situation A: 5 totems cleansed, killer has NOED = NOED disabled, killer loses one perk. Does also mean a loss of 70 seconds of work, so it st69 comments 1,031 views last activity
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But it's not that it's getting nerfed. It's just the approach taken. If there's one thing that DBD deserves to be commended for, it's the incredible complexity of its mechanics. DBD is comprised of a vast amount of component mechanics. From the big things like generators, hooks and exit switches to smaller components like survivors' breathing, footsteps and the red stain. That's also what I wa44 comments 1,611 views last activity
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What if DBD ditched survivor and killer queues, and just made one overall queue, where players are randomly assigned their role? Havoc, I know, but it might shrink the us vs. them gap a bit, weaken the cutthroat, competitive nature, and allow players a better perspective of both sides.10 comments 191 views last activity
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Asking for a friend.3 comments 92 views last activity
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New Killer: BHVR Power: Coal Fumes BHVR sells NFTs, consuming vast amounts of power to generate. Rampant usage of fossil fuels creates noxious fumes that suffocate the trial grounds. Survivors are disgusted and disconnect at random. 1st perk: Pretty good job so far Everything falls apart at the seams, including the trial grounds. Trial starts in EGC. 2nd perk: Intelligent chat censor9 comments 122 views last activity
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I'm specifically talking about Pinhead's portal placement here. It's difficult to concisely describe what I mean, but let me try and illustrate... P = Pinhead, ( ) = Where the power is getting placed in practice, X = Where the power is getting placed in theory, | | = obstacle, S = Survivor So here's the scenario... P - - - - - | - - - - - - | - - - S There's a wall between Pinhead and the0 comments 11 views last activity
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Match 1: Killer gets looped for 6 minutes by one survivor. All gens are done, NOED pops, they down that survivor, hook them, camp them to death. Match 2: Killer spreads his hooks out to avoid tunnelling/camping. Gets 9 hooks, kills only one. Which of these two killers is the better player? It's obviously the latter, since they were able to accomplish more. But this isn't reflected in -an0 comments 11 views last activity
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Because if it's just a minor slowdown, it seems like it's really not worth using outside of a complete dead zone, since you slow yourself down more than the target in most cases.9 comments 211 views last activity
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Not the current form of the perk, which is fine. Serviceable at best, a bit underwhelming, but so are the majority of perks in the game. But the buffed version rubs me the wrong way... Increased the base time of the perk to 12 seconds Increased the bonus time for each token to 6/9/12 seconds The perk only activates whenever a Survivor interacts with an exit gate for the first time, and yo1 comments 41 views last activity
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Because it's really hard to use and it's really hard to tell whether the killer is blinded or not. Just an audio ping for successfully blinding the killer with your flashbang would be nice.0 comments 1 views last activity
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Just had a match against a Nemesis that had the good fortune of going up against at least one survivor that refused to touch gens, even if it that gen was the last one to be done and already at 60%. This Nemesis proceeded to slug the last two survivors remaining and then refused to pick up and hook either, leaving both of them stuck unable to do -anything- for their full bleedout duration.1 comments 41 views last activity
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Platform: PC Description: I've played DBD for a while now and have selected outfits and perk builds for my characters. After doing the revamped new player experience, I found that all my characters had all their perks and cosmetics de-selected. Steps to reproduce: Equip loadout on any survivor or killer. Go into new player experience and play versus bots Go back to the survivor or killer y8 comments 171 views last activity
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Rando gets downed after one gen and immediately ragequits. Second person gets hooked while I'm halfway on a gen, I get spotted while making my way over for the rescue, so third person has to go in and get the save. Right as I go down and get picked up, she passes by, gets spotted. Agitation starstruck, she gets the unhook but goes down, killer leaves her slugged and closes the match ASAP. Wha1 comments 11 views last activity
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Literally half have been on Lery's. What the hell is going on that Trickster keeps winding up on a map that renders him useless? Also, I swear he got nerfed down to 105 or even flat 100 movespeed, lost a kill last match because I can chase a survivor for minutes without catching up, and there were no vaults or pallets involved.8 comments 101 views last activity
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I've never been one to run meta builds, but I can see why DBD's survivor perks tend to gravitate heavily towards them. A lot of survivor perks are difficult, if not nigh impossible to use, but I feel that a few small touches could improve their viability or appeal. So, here are some suggestions... For the People Perk is declared to other survivors within 5 meters. This perk is a TON o3 comments 41 views last activity
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It is the single worst thing the game has to offer. Make the hook timer stop as long as the killer is within a set distance from the hook.32 comments 421 views last activity
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Currently, you get about 5K if you survive and around 2K if you don't, with very little variance. Survival score events are extremely rare and don't award a lot of points, making this entire category a pain in the neck and the reason why survivors get so few BP in comparison to killers. I've got two suggestions in regard to that: Knock the survival bonus down to 4000, or even 3000, but massive1 comments 12 views last activity
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I've picked up here and there that people are thoroughly annoyed with the way the bloodweb throws random perks at you to unlock and level, which means that as you acquire more perks, you are sometimes left leveling up dozens of times before a perk becomes available, all at pure RNG. My suggestion is that Prestiging a character allows you to choose a perk to be permanently available on all charac37 comments 551 views last activity
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To hit the Yui behind it in full cover. And I'm not talking about her moving behind cover and getting lag-registered, she was standing there for about three seconds, carefully inching around to keep the pallet between her and the huntress. The huntress, after the match, made no qualms about it. "I can hit people through objects". I can excuse a couple of lag-regs she got on me, including one w8 comments 121 views last activity
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As it is, the perk is fun, but not that good. This is mostly down to the fact that it requires good RNG on top of getting the right circumstances. However, the perk has many different ways in which it could be improved to give it better consistency and make it a more relevant option. Currently, you incur a 25% progress penalty on the first skill check while healing without medkit, which is impro1 comments 11 views last activity
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Especially since it's possible for a bit of lag to swallow some input and kill you outright. Can't we change it to the same thing the cage of atonement has? Just periodic skill checks?8 comments 51 views last activity
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Torment is not a strong effect and the trail really doesn't do a good job of applying it, at all, since survivors tend to run out in front of you, not follow behind you. And you're not allowed to draw it near hooks or objectives.11 comments 62 views last activity
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I'm doing an old challenge for 6 pallet stuns, and half the time when I try to drop a pallet on a killer, the context action does not pop up properly. It's the same issue as pulling someone off a hook and spending a full second staring at them before you're allowed to start healing.1 comments 21 views last activity
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So there's been some frustration about gen rushing and after playing Killer for a bit for some challenges, I can see why. Sometimes games close out just a bit too fast. Playing as Pyramid Head with Trail of Torment, though, also drew my attention to another issue, which is that generator regression rarely works. For that reason, I started thinking about throwing the killer a bone when it comes t0 comments 21 views last activity
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And anyone who has been working on the 'spilling blood' challenge will probably know what I'm referring to. While there are multiple factors that make playing killer less rewarding, the Devout emblem does demonstrate the issue quite well. It is incredibly difficult to achieve a gold Devout emblem, as it requires both a 4K and either 9 hooks or hooking every survivor at least once. A 4K, the a0 comments 31 views last activity
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I find it just a bit odd that the act of picking someone up from a dying state, despite being the only passive benefit of We're Gonna Live Forever, is not one of the acts that grants a token. It's rare that you're able to sneak in and revive a killer's previous slug, so I think it would be logical and not too unfair to add 'heal a dying survivor' to the list of token acts for WGLF.8 comments 41 views last activity
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Currently, only one challenge can be active at a time. I appreciate that this is done to make sure that you don't complete a match and come out with six or seven challenges all done at once, and I am not suggesting anything that would change that. I would like to suggest, though, that players get to choose one survivor challenge and one killer challenge simultaneously. This would allow us to swi0 comments 1 views last activity