FoxWolfFrostFire
FoxWolfFrostFire
About
- Username
- FoxWolfFrostFire
- Joined
- Visits
- 720
- Last Active
Discussions
-
Pretty much the title. I would like to see Perks more than others get a load out or search bar. Just for a QoL change.0 comments 12 views last activity
-
Okay so i think the totems as they are now are fine! Not good, but fine passable for now. I think we could keep them as they are now, but have the Entity guard totems for 60 seconds at the start of the match. This is just by default for having any hex perk. And as an extra bonus to this idea. Just for the sake of blind getting a buff. If you're blind you can't see if the totem is active or not,3 comments 52 views last activity
-
I can see a lot of problems if they just give it a base cool down like Quick and Quiet and Dance With Me. Such as some rather wicked loops and it just being over all annoying. But would it add in any BIG problems or just a lot of little annoying ones?15 comments 212 views last activity
-
I would like to see a small revamp of the DBD economy. I want to be able to buy specific add ons and offerings using shards or blood points, burn offerings/add ons for extra blood points, and sharing offering pools This of course would have limits. Like you can't buy wards, Items, Event offerings, Splinters or blood point bonus offerings. If you want to pay with shards it is the blood point cost2 comments 52 views last activity
-
I don't think it should for sure be shards but I would like a way to buy specific add ons and offerings for my killers. Maybe at four times their blood point cost from the web or something? Leave some offerings and items off the blood web though. Items for survivors can only be gotten from the web but add ons can be bought. All offerings but Blood point gain and Wards can be bought. Wards and0 comments 12 views last activity
-
So the No ID training Jacket has some type of animal on it. I've narrowed it down to. Wolf, Dingo, Lion, Tiger, and Wolverine.0 comments 21 views last activity
-
So this last event has given me a neat idea which could be fun for all parties, Bring back the blighted hooks and flowers. Let us fill vials just as a part of the default game but let the vials be traded in for add on/Offerings like 1vial = a common offering/Item/Add on 2vial =a uncommon offering/item/add on 3vial =a rare offering/item/add on 4 for very rare 5 for ultra rare. So more or les12 comments 101 views last activity
-
I look a secondary bonus objective used to gain an out of match reward? Hmm. What if we keep these flowers in some form and chance what you can buy with the rewards? What if with every Serum gained you can trade it for one add on or offering of any rarity. Just a quick pop corn thought.0 comments 11 views last activity
-
Active perks are set to numbers 1-4 on the keyboard and can have their number pressed to activate their effects Beast of Prey - The red Stain disappears for 15/20/25 seconds when active button is hit (100 second cooldown) Surveillance - Unlocks potential in one’s Aura reading Ability. Pressing the active button linked to the perk will cause all generato being worked on to suffer from a mode4 comments 41 views last activity
-
Back again with yet ANOTHER update. I won't stop until the Devs see this and give me some feed back. I hope you all enjoy and keep helping me work on improving the over all ideas found in this. Sadly not a lot has changed but I did adjust a few things Default Gen Changes: Generators will have six segments in their progress bar, and will auto degrade at the rate of .75 percent to the last mile8 comments 91 views last activity
-
Welcome back to Chapter 9 of my work on fixing the "Gen Rush" issue. I can't state this hard enough I don't believe in the idea of gen rushing because it is all the Survivors can do. So with these ideas I hope we can improve the game over all for both sides. Getting Survivors more involved in the game slightly past M1 and loops and allowing killers to run some other perk outside of Ruin Defaul2 comments 51 views last activity
-
Welcome to part 8 of my bi weekly, That is every two weeks. tweak post of how to fix the fact gens are just done too quickly. Now to make it clear I don't believe in gen rushing; the fact is the whole idea of gen rushing is a symptom of the survivors having nothing else to do. I have come up with a large rather simple fix, so it wouldn't be viewed as too complex I simply added two new objectives10 comments 341 views last activity
-
Some times a game can be greatly improved with a total overhaul of it's systems, look at games like warframe and to a much lesser point depth. So with this update to many of my past ideas in this one mega post, I hope to get people talking and thinking about ways this can be done in dead by daylight. I believe I got a good balance around these few ideas. I'm open to improve these ideas or hear ou3 comments 41 views last activity
-
Alright I'm going to start off by saying this idea is FAR from perfect and I'll need your help working out the rough parts but i think if done right this could improve the game. Even more so with my "Gen Rush" fix idea So, we give all survivors the dead hard dodge power by default and uninjured, with three tally marks to show how many you have left and they don't recharge during chase. Make th7 comments 91 views last activity
-
I won't give this up until we can work out together a way to fix the problem that gens are just simply done way to fast. To be clear I don't believe in "gen rush" as that is the survivor's soul goal in the game, what else are they supposed to do? I had in the past posted the idea of locking the gens and forcing the survivors to bring in a key or hunt for code paper to dial in to unlock the gens.0 comments 61 views last activity
-
Hello my fellow killers and Survivors. Back again with my bi-weekly update of my idea. Not a lot have changed this time as there was no feedback from the last time I posted at all. But I am anything but one to give up on something I believe is the right path to fix something I enjoy. +I have add back the idea of the milestone system for gens in this update to my way to fix the gen issues +Added1 comments 31 views last activity
-
I post every two weeks about how they can truely fix the whole gen issue, but right now it needs a band-aid fix now. Kicking the gen as a killer will remove %5 from the gen's progress along with causing it to start to degrade over time.0 comments 11 views last activity
-
Hello there once again friends, By now you should know my theme. Every fortnight or so I post a updated way on how to improve the gens to make it slightly more interesting and make the game last longer with out being unfair. Taking the up coming perk changes and the way the game seems to be heading I have made a few changes, as well as thought on the feed back I got from the last time. So let us0 comments 31 views last activity
-
So it was reported int he patch notes that the new shrine will cost 2700/2000, reduces the blood points given. I believe this is too high for to low of a return. It used to be if the match goes well for every one that 1 match was ten shards, 550 shards 55 matches. I feel like with this new system we are pushing almost 75 maybe hundred matches just for a single perk.3 comments 121 views last activity
-
Trapper: Increase base traps he can hold at a time up to 2 from 1, Adjust bag add-ons to allow him to carry 2->3, and 2->4 Make the animation apart of the setting time making it a proper 3 seconds down from 5 Traps on the ground spawn set Traps that are sabotaged will give trapper a cumulative 1% to action speed(I.E. Vaulting, Breaking Gen/Pallet, picking up and putting down survivors8 comments 51 views last activity
-
It has been almost a full fortnight sense I last brought this up, So I bring it up again to try and gather even more support in a way to slow the game down in a fun and fair way. So my idea has has been changed slightly to make room for the upcoming hatch change, from the last time but willing to take advice to tweak it to make it more fun or fair to both sides. Let us show the Devs we need to fi9 comments 111 views last activity
-
Killers: Beast Of Prey: Each stage of Blood lust triggers 1/2/3 seconds sooner. This effect can only trigger every 120 seconds. Brutal Strength: At rank 3 it will now cause any pallet that stuns you to instantly break. Fire Up: Same but all numbers are 3 higher Monstrous Shrine: Same but also selects 0/1/2 random hooks on the field Unnerving Presence: Reduces great bar as well. Remember Me:4 comments 32 views last activity
-
Every time a survivor slides over a pallet it breaks faster and if they slide over it more than 4 times in a short while it just breaks.4 comments 31 views last activity
-
This whole I don't need no item or team perk needs to die and die hard. I suggest we change it to say reduce the rate of med kits you use on your self by 50/75/100% So it gets a kinda buff but you require and item to use it giving the killer some means to counter it25 comments 381 views last activity
-
As it stands Survivors can pull out any item from a chest and with proper perk with almost any add on. I think it would improve the over all killer moon if the entity gave us Killers something a little extra per kill. 1 kill drops a uncommon add on for the killer power, 2nd kill drops a rare, 3rd very rare, 4th ultra rare. What do you guys think?28 comments 271 views last activity
-
Calm Spirit(Name change to animal friend) When the killer triggers crows while carrying you there is a 15/30/45% they will fly around the killer showing his aura to all other survivors for 3/6/9 seconds Déjà Vu: Every 80/60/40 seconds a random gen, totem, or chest aura is shown to you No Mither: Same as it is now but it now increasing blood points per actions earned (like distressing and Thril0 comments 11 views last activity
-
Beast Of Prey: Each stage of Blood lust triggers 1/2/3 seconds sooner. This effect can only trigger every 120 seconds. Enduring: At rank 3 it will now cause any pallet that stuns you to instantly break. Fire Up: Same but all numbers are 3 higher Monstrous Shrine: Same but also selects 2/3/4 random hooks on the field Unnerving Presence: Reduces great bar as well.4 comments 21 views last activity
-
New and improved with feed back from the last post. Feel free to comment on this once again Add four sections to the Generator repair bar, if not being fix the gen will naturally degrade itself at a rate of 1% a second to the last milestone that it was fixed too. A damage generator will degrade at a rate of 2%+2x(X)(Where x is the number of remaining Survivors. 4->8%, 3->6%, 2->4, 1->10 comments 71 views last activity
-
Back again with my idea to fix dead by daylight's most core problem. Those nasty gens, I took feed back from my last post from this topic and have made changes. So here you go, Up vote and get the devs to see this. Add four sections to the Generator repair bar, if not being fix the gen will naturally degrade itself at a rate of 1% a second to the last milestone that it was fixed too. A damage0 comments 2 views last activity
-
Alright, so I'm not sure how to start this off. I feel oppressed while playing the killer. Even good games don't feel fun it feels like I had to put in a lot of work for something fairly unrewarding. Sprint burst away, looped(I know it is getting "Fixed" But it isn't enough) It just feels like it takes to long to down survivors. I have been thinking of ways to fix this but each time it comes at0 comments 31 views last activity
-
Right now it is impossible to get a good rank in gate keeper at high and even in some mid rank games. This needs some sort of fix, Also the killer needs just more time to track and chase Survivors. I've got a two prong fix for this. Add three sections to the Generator repair bar, if not being fix the gen will naturally degrade it's self at a rate of 1% a second to the last milestone that it was f19 comments 231 views last activity