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GoshJosh

GoshJosh

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GoshJosh
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  • How is it balanced for a killer power to inherently bring perks, medkits and their add-ons, and the ability to heal to a screeching halt? Iron Will and anything to do with healing (medikits and their add-ons, and a great deal of perks), are completely negated by the coughing and permanent broken status effect brought on by Vile Purge. I have no issue with Corrupt Purge - I am essentially brin
    8 comments 91 views last activity
  • Platform: PC Description and how to reproduce (if possible): As the killer, I hit a survivor on the staircase leading to Eleven's Room (the staircase NOT attached to where the basement can spawn). The survivor fell through the map and had to bleed out. How often does this occur: Couldn't tell you.. first time for me.
    0 comments 1 views last activity
  • Over the years, it's been great to see how much quicker it's become to get to the next bloodweb. But there's still more that can be improved. I think we already know we're level 50 every time we complete a bloodweb.. this is an unnecessary clunky reminder. This of course would exclude the first time you reach level 50. Please?
    4 comments 41 views last activity
  • This morning I was playing Plague. A survivor became infected by trying to help up a slugged survivor. I was waiting several minutes for this newly infected survivor to become broken, but he never did nor cleansed (according to the UI). I was under the impression it was a time-based thing, that can be sped up by further vomiting on the survivor. Can someone please clarify to me how this power wor
    3 comments 21 views last activity
  • Because survivors can't be forced to open exit gates, and Blood Warden in its present state is all too dependant on that, I propose it be reworked to operate like this: "Once per trial, hooking a survivor after all generators are powered activates Blood Warden. While Blood Warden is active, it calls upon The Entity to block both Exits for all Survivors. Once an Exit Gate is opened, the Auras of
    1 comments 21 views last activity
  • In my opinion, adding one or more lockers to jungle gyms - that currently only have one locker - is very needed. When there is only one locker, the potential for 'mind games' is negligible. If a generator in the area has more progress than when the killer last checked, and they've surveyed well, their last guess is a locker. If they only have one to check, it doesn't take long or much risk to do
    2 comments 11 views last activity
  • In a nutshell, Borrowed Time is too easily countered by the undetectable and oblivious status effects, as well as tiny terror radius killers. If it isn't Wraith cloaked, it's being asleep against Freddy, or Ghost Face in Night Shroud, or Pig crouched. You get the idea. The easiest solution is to change Borrowed Time from being triggered by the terror radius to a meter range (let's say the standa
    21 comments 381 views last activity
  • This has been a much needed change for this game since its release. Behavior, it is time. According to the lore, the Entity is pleased by the mouse and cat aspect of trials. Killers camping hooks does not please the Entity in line with this logic. You need to make it so that hook progression is massively decreased (upwards of 90%) when a killer is within 32 meters (the normal heartbeat radius of
    13 comments 151 views last activity
  • You randomly can't stalk survivors throughout the match. This has been going on for more than three months. When do you plan to fix this killer?
    3 comments 251 views last activity
  • 3 comments 22 views last activity
  • Please just tell me now. Because a function that stops you from doing anything at all for a solid three seconds is complete $#!%. I lost a HATCH ESCAPE because I'm shocked? Never even knew that was a thing. Everyone hates the constant screaming from the Doctor, just about every function of this stupidly overpowered killer with free detection. Come on already!
    4 comments 41 views last activity
  • Youtube link: https://www.youtube.com/watch?v=OPSFgm7cZ-A&feature=youtu.be Not sure if I got the objective points either, but neither appeared as scoring events in-game as I jumped through the hatch.
    1 comments 21 views last activity
  • Considering it's just a health state for health state trade-off, with negative consequences to the user, I think this perk would be much more viable if it granted the user the endurance status effect for a short time; basically, the inverse of Borrowed Time. There's already the condition that you have to be at full health to use the perk, and then the lengthy broken status after use. Thoughts? I
    11 comments 131 views last activity
  • Let's be honest: the entire game community recognizes that perk rarity has next to nothing to do with a perk's usefulness (why some perks remain uncommon at tier 2, or some remain rare at tier 3, etc.). Now that the only rarities are uncommon, rare, and very rare, why not just streamline perk rarities to correspond to their tier (i.e., all tier 1 perks are uncommon/yellow, tier 2 are rare/green,
    0 comments 21 views last activity
  • Playing as killer, a survivor was attempting to sabotage a hook while I was carrying a survivor. I had already began the hooking process (progress bar came up for hooking action); yet in proper Dead by Daylight fashion, the game froze for a few seconds, and the survivor still got the sabotage off. Further infuriating is that this was his second hook sabotage during the carry, so the survivor wig
    1 comments 22 views last activity
  • Although not technically a bug, these add-ons also increase mending times for all triggers of the Deep Wound status effect (i.e. Borrowed Time and Styptic Agent). It seems against the spirit of the add-ons, which should only apply to The Deathslinger's ability.
    0 comments 171 views last activity
  • I think the reasoning behind bloodpoint caps per match is to prevent farming, but it really sucks to be continuing to doing things in scoring categories and not get rewarded. Is it possible that the overall cap can remain at 32,000 per match, but be distributed into over 8,000 per category? Seeing as ranking is not dependent on bloodpoints earned anymore, I don't see any issue with this. Also, c
    7 comments 61 views last activity
  • I didn't take a video, but had a match earlier today where the obsession's chase markers were tingling while the obsession was on hook.
    5 comments 31 views last activity
  • I'm being partially facetious. But, there is a serious problem in this game that has never been addressed since its launch. Most any killer can testify the irritation of the game being held hostage by hiding survivors . This is obviously only problematic when you have two or more remaining survivors. It is further issue when the hatch has yet to spawn. Sure: let them regroup to heal, cleanse tot
    17 comments 101 views last activity
  • Unless it is by design, Saboteur goes on cool down even if the action is interrupted. Considering it's at least a minute cooldown for one hook, this should not be.
    1 comments 111 views last activity
  • It's weird and unique, in a bad way, that this perk only awards bonus bloodpoints. Even with the addition of the safe hook rescue feature, there is still a tendency for fellow survivors to safely unhook you in the hopes of a stack. WGLF's killer counterpart, Barbeque & Chili, has the added benefit of being able to reveal survivors' auras. Even if it were something small, such as showing the a
    5 comments 41 views last activity
  • If The Nightmare chooses to project to a generator, it should ALWAYS be a committed action. It's one of the strongest killer abilities in the game, granting the highest potential mobility of any killer in a very short timeframe. If you're going to give him this power, at least force killers to dedicate to teleporting. That, or a much higher penalty than currently exists for 'faking' to project.
    0 comments 1 views last activity
  • Similar to the old Hex: Devour Hope, some killers may find advantage in keeping this perk at tier 1 (40 second exposure and cooldown) instead of tier 3 (60 second exposure and cooldown). Say, for example, the killer is skilled enough to down the exposed, unhooking survivor within 40 seconds instead of 60. Tier 1 of the perk now has more benefit than tier 3, in that they can down and hook said su
    4 comments 141 views last activity
  • Can we please remove crows from the dying state? Beyond recovering, and sometimes crawling to a strategic point, there's nothing else the dying survivor can do (without Unbreakable or No Mither). The killer already has the detection of blood and moans of pain - even if Iron Will is equipped. They are the ones to choose to leave you downed. Please.
    11 comments 161 views last activity
  • Way too grindy and situational. Please stop making challenges that take so many matches and particular circumstances to complete... not fun. Not even closing the hatch while my last survivor was on hook counted for progress.
    1 comments 91 views last activity
  • Without the right circumstances and/or perks (Overcharge or Pop Goes The Weasel), damaging a generator can have very little return value for a killer. I suggest that damaging a generator does an initial 5% regression, then the usual regression afterward.
    1 comments 21 views last activity
  • Especially with the recent Ruin rework, end-game killer perks and exit gate times need to be revisited. A few ideas (any or all of the following): Increase base exit game open times. It simply happens all too quick while the killer may be mid-chase, particularly if, say, Adrenaline and/or Hope are in use. And of course the random chance that the gates are across the map, and you're playing a lo
    5 comments 31 views last activity
  • As hard as it is to make a killer miss an attack (such as a "360"), especially in situations with no other defensive means, I think that killers such should suffer a larger penalty for a missed swing. Killers already have perks to decrease both successful and missed attack cooldowns, so they can use these perks if it's really a problem for them.
    7 comments 191 views last activity
  • I made a post thinking I was reporting a bug, I just made a mistake. Want to delete the thread.
    2 comments 21 views last activity
  • Yes the turning was weak before, but unless every Oni I'm facing now is using purple add-ons (don't stick around to find out), I don't understand how the new turning and movement speeds ever passed PTB. Do the devs listen to people who play both killer and survivor? Can't just listen to one side...
    15 comments 441 views last activity
  • Because it's really great to run a Survivor Pudding and expensive add-ons, have a salty DC followed by two others, then end up with less points than the last survivor (SARCASM).
    8 comments 71 views last activity
  • For anyone who's played killer, we all know the frustration of having a hex totem destroyed within the first few minutes of a match. It can easily result in a practically wasted perk slot. I think a fair change that can help at least slightly offset this issue is to not have hex totems light up until they first take affect. Under this proposed change, the killer would also receive a visual and/or
    0 comments 21 views last activity
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