Hodderfodder
Hodderfodder
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Here are some abilities that could get packaged in one or multiple perks. Survivor: Perk: While the survivor is working on this generator, that gen's red aura isn't visible to the killer, and the sound of its progress is greatly reduced. [The first part of this perk was suggested by someone on HybridPanda's twitch stream.] Killer Perk 1. A hex perk that gains tokens somehow. When it r3 comments 11 views last activity
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Speculating on the next killer is fun, but it's usually all about what the killer will look like/their theme be. Another way to go about it is to say "What power is missing from the game?" Until the Huntress, nothing was ranged. Until Clown, no area denial, etc. If we can find the missing power, we can help narrow down possible future killing concepts. Fast movement - 1 hit down--Billy Mult4 comments 71 views last activity
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This forum is not really helpful. There's two subforums dedicated to Q&A, and both are over a month behind. Here's the Weekly Q&A, that hasn't updated since June 25th. https://forum.deadbydaylight.com/en/categories/weekly-q-a Here's the Q&A sessions, hasn't updated since June 21st. https://forum.deadbydaylight.com/en/categories/forum-q-a-sessions . The questions they reply0 comments 11 views last activity
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I was thinking of using it just for jumpscares---sneaking up behind them and revving the chainsaw to see them shat themselves--but still let everyone go. Not sure if that's still considered abusing an exploit and bannable.11 comments 121 views last activity
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At 4%, the chance of unhooking yourself is very slim, and every attempt loses 33% of that first hook phase. For this reason, you're at a severe disadvantage to even try. Usually it's a last ditch "no one is coming to get me, might as well" effort. If it were 10%, I think more survivors would risk at least one attempt. Which will still fail 90% of the time, losing 15 seconds on the hook, and th3 comments 71 views last activity
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I have really liked what I've seen for the 2.1.0 patch. And even the next chapter changes with the hook-tapping for survivors, Freddy fixes Hex totem placement adjustment Thanatophobia buff1 comments 21 views last activity
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Hooking survivors is what the Killer has to do to win. Not having a nearby hook means a serious risk to him dropping the survivor. So the offerings to effect hook spawning impact the killer's gameplay. So why is there not one to effect pallet frequency? They effect survivors' ability to escape the killer. Shouldn't they be able to be reduced or increased?0 comments 51 views last activity
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One perk I would love devs to take a look at is Thanatophobia. The perk needs a boost. Even if you have all 4 survivors injured, the slowdown only adds 12 seconds total to a generator/heal. But even if you forgive that, the perk gets weaker as survivors are sacrificed. With each dead survivor, fewer survivors can be injured, which means slowed down less. How to balance it though, I'm not su6 comments 61 views last activity
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Both Trapper and Hag make movement around the map dangerous/scary, forcing you to around cautiously. The Pig derails your effort at gens. What I think would be interesting is making the survivor hesitate when interacting with a generator. Perhaps the killer can charge any one generator, chest, pallet, etc on the map. What the effect is, I'm not sure. Trapper holds them still, the Hag's trap te1 comments 21 views last activity
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Perk: If the killer is 42/38/32 yards from a hooked survivor when they are unhooked, the killer sees the aura of the unhooked survivor and the one who unhooked hem for x/y/z seconds. Yet another "reward for not camping" perk, but also a perk to synergises with Make Your Choice. It seems a challenge to find that Exposed survivor, so this would help point in that direction.6 comments 82 views last activity
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Outside of the Chinese new year red letter thing, we haven't had any new types of offerings in ever. And we actually lost various types (the lighting effects, the common and uncommon map offerings). Here's an idea for something new: Rotten Step: Both basement locations spawn a basement. That's right, two basements . Shiny Hinge: The hatch's spawn location is visible at the start of the gam0 comments 11 views last activity
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One of the big problems for hex totems is that the spawn location for totems overlaps with spawn locations for survivors. So you have the totem killed within 30 seconds of the game starting. So how about this: the killer spawns in the same location as their hex totem. (The killer using more than one hex totem is kinda screwed, but then using two hex totems kinda screws you to begin with)1 comments 21 views last activity
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A new map usually goes with a new killer. Where would you like those maps to be set? Here's mine: Desert/Canyon : While I'm tired of forests, there's other outdoor environs that could be used. Somewhere set in the American Southwest--sand, beige boulders, scrub grass and cacti. Maybe it's a trailer park, or an open canyon. Underground . Maybe a natural cave system, a subway station, or a11 comments 61 views last activity
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A few streams ago it was mentioned that there's plans to rework the Trapper's addons a bit. Specifically because things like sabo isn't that big a deal. So here's my suggestions: Disarm Difficulty . While sabo is less common, any survivor can disarm a trap. The first addon could just slow down disarm time, the next adding a skill check to disarm, then a more difficult skill check. Maybe th1 comments 21 views last activity
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Perk: While carrying a survivor, any successful hit on another survivor instantly puts them in the dying state. This would combat body blocking, but the balance is that the killer has to hook the survivor in hand before grabbing anyone else. If the killer tries to go after too many survivors while carrying their cargo, the survivor in hand will hop off. (This idea was suggested on Hybridpan2 comments 11 views last activity
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Perk After hooking a survivor, the killer's next successful hit has the cooldown reduced by x/y/z. (This idea was proposed on Hybridpanda's twitch stream by a subscriber, but their suggestion was that the cooldown reduction never went away, and continued to stack with each subsequent hook. That seems a bit unbalanced. The option above makes the reduction for the first hit only.)0 comments 11 views last activity
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It's been mentioned that Trapper is being considered for a minor rework, particularly the addons. Also in the notes of the 2.0.0 update some changes to auras were made: Generators being red now is great. Hooks show auras even if you have LoS to them. The notes say that hex totem and trap auras were changed, but I honestly still do not see them well. Perhaps it's because the traps and totems are1 comments 41 views last activity