Incarnate
Incarnate
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Since I don't know if the SBMM is based around character specific metrics or isolated metrics, I'm going to suggest something, which in my opinion should've been changed a long time ago, along with a SMBB specific suggestion as well. As it currently is, Individual survivor levels is tied to the same survivor rank, just as individual killer levels are tied with killer rank. In my opinion, each ki0 comments 11 views last activity
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It's kind of interesting and sad at the same time, that both survivors and killers post chat complain and tell the others how to play and how they played was this and that - basically what in their view, is wrong. But here is the thing, so many are so quick to judge others but they themselves play in a way that could be critiqued. It's up to each player to decide how to play, as long as they don'11 comments 201 views last activity
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It seems that Hex totem builds aren't viable any longer with boon totems being a thing, the totems being brought into a match with the current boon totem meta, are basically just begging to be cleansed (or stopped from working permanently through the bless mechanic). What do you people of the fog think? I think bringing the boon totems into the game has brought an unfortunate intensified focu17 comments 141 views last activity
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Hello everyone. When the survivors and killers spawn in a trial, they have absolutely no knowledge of the exact details of the map, other than what map and type it is, which gives some clues to map elements and their placement. Furthermore, players who have a lot experience with the game and maps, will know more than other players in the trial. Survivors are supposed to adapt to their environme0 comments 41 views last activity
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Hello everyone. What maps do you feel are imbalanced in some way and therefore needs to certain aspects/elements tweaked or maybe even have a rework done on them? Map aspects and elements such as, size, floors, stairs, doors, spacing of areas, colors, spacing between placements/objectives and amount of these, etc. Furthermore, it seems that maps are skewed towards being balanced for either survi23 comments 191 views last activity
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It's kind of both funny, interesting and sad at the same time, that both survivors and killers post chat complain and tell the others how to play and how they played was this and that - in their view, wrong. But here is the thing, so many are so quick to judge others but they themselves play in a way that could be critiqued. It's up to each player to decide how to play, as long as they don't brea0 comments 31 views last activity
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As I have made known at many occasions, is that perks amounts and tier differences between opposing players is a balance issue, on a FUNDAMENTAL level. @Janick - I'd like you and others from the team to review this, consider it and provide some feedback on it. First of all, I'd like to point out that Dave Richards on devstream #59 said that addons, equipment and perks affect performance h9 comments 81 views last activity
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It's become obvious that Shape/Myers could use a slight rework/tweak of his power, not a big one, but one that can have a tremendous amount of impact. I know that Myers is quite strong because I've played a lot of Myers (mained him even) so I definitely know how to play and not to play him, however there are certain things that doesn't make sense when you look at a killer that is intended to also34 comments 391 views last activity
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I'm very curious to know if BHVR actually would be interested of letting the community collaborate and thus make a lasting impact on a dlc and DbD in the near future, where BHVR not just taking what the community expresses "with a grain of salt", but in all actually would make it as close as possible as what the community expresses it wants, based on discussions, ideas, suggestions, polls and so8 comments 91 views last activity
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On the most recent Q&A, a question was raised in regards to if they would be open to making perks that specifically works with and around the bloodlust mechanic, not just being used as a trigger. So I think it would be awesome if we could discuss some bloodlust perk ideas - which the devs could implement as is, adjust and then use or just draw inspiration from. The idea below is subject to11 comments 131 views last activity
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Considering the popularity DbD has currently, it would be interesting to hear about what people, like, dislike, hate or love about the game, or something else for that matter. It doesn't have to be 3-5 of each, but just the top ones for you, so just to throw out a few examples of the top of my head. So for instance if you really love being chased as a survivor, like being able to mindgame in20 comments 271 views last activity
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I think the general hexplay in the game could use a buff to become a lot more interesting and viable. Here is how I see it could be done: General changes that would need to happen: 1. All hex totems begins play as dull totems, only their triggering conditions will activate them on a totem away from survivors. 2. Hex Totems will continously keep hexing the survivors as long as their condit0 comments 21 views last activity
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On the recent devstream, hard numbers were given on the distance a survivor gets from the killer when taking a turn around an obstacle, given in meters per second. So for every turn around an obstacle in a loop a survivor takes, the survivor increases the distance to the killer by 0.4 meters per second. Where the killer is 0.6s faster in a straight line so looping is HEAVILY in favor of the survi48 comments 571 views last activity
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Some say that gentapping isn't an exploit, unfair, a gamemechanical advantage/disadvantage, or a problem. ... but gentapping is an exploit and it does give an unfair game mechanical advantage for survivors and a game mechanical disadvantage for killers. Why..? Well first because it allows you workaround an intended game mechanical effect, second it can be used to remove an effect that takes mo77 comments 1,021 views last activity
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Currently as it is, many of us are likely to have a lots of bloodweb items, like addons, equipment and offerings, we rarely or never are going to use. Especially certain offerings that are going to retire or have been retired. In general these just take up space and clutter our inventory of our items. So I think it's about time that BHVR implemented at least one way that is still beneficial for u5 comments 81 views last activity
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I think a problem they should work on fixing is - killer being locked in animation as that can be abused pretty badly, like for instance when interacting/breaking pallets or picking up a survor. This is something that you as a killer curretly cannot avoid if you're locked in animation. I think the issue at the pallets could be reduced by giving the pallets durability, where a main attack from0 comments 1 views last activity
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I wonder when BHVR will actually fix the loop abuse thats happening, even in areas that are not intended to be loopable areas. To me it seems the reason why areas that are not intended as loopable areas, can be abused as such is due to turning speed being unrestrictive, because of this you can litterally turn as fast as you can move the mouse, going from one direction to another direction almo0 comments 1 views last activity
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There really should be a completely different mode for events like these. Because forcing down secondary objectives especially screw over the intended gameplay, which also screws over the intended game balance, which will affect ranking to be incorrectly reflected - like killers having a higher rank than what they're normally capable of, or survivors deranking because they lose more trials now be0 comments 41 views last activity
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Personally I don't find the looping mechanics fun, and they're certainly not balanced. It's one of the main things that is leading me towards not even wanting to play the game, because it's just not fun to be looped over, over and over without being able to catch up! Furthermore, just running around in circles isn't really fun either, in my opinion I think they should rework some of the fundament0 comments 11 views last activity
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I know it isn't just me, as others post-trial have agreed with me, that they too feel that the Gideon Meat Plant map is way too big. It doesn't make it any better that it's maze-like and is two floors high. I think they should significantly reduce it's size if they want to keep it two floors high. I don't think it's a bad thing for it to be maze-like or for it to have areas where you can esse0 comments 1 views last activity
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Generally speaking casual play and competitive play don't go well together. Some players don't care about rank, where others only care about that, which usually lead to problems between players and possibly also various degrees of toxicity, like others think they know how others should be best or shouldn't be playing and then begin to tell them. In my opinion, there should also be a casual mod0 comments 11 views last activity
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Franklins Demise! In my opinion I think it's imbalanced, simply because it can remove equipment from the survivors, which is there to help the victims survive and escape, which is their objective. It's the equivalent of a killers power, as a killers power help the killer with its objective, namely kill the victims. So basically, it can strip the survivors of their "powers" - do you find that t0 comments 1 views last activity
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I don't know if others feel the same, but this event's menu sounds are extremely annoying to listen to and quite loud even on low settings. What do you think?0 comments 1 views last activity
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I think to make insidious a bit more viable it needs to activatable when you need it, as in you can activate with a button. This way you can pull of some maneuvers otherwise couldn't. Like for instance if you were playing the wraith or the pig, you could actually use it in combination with the power to fool the survivors. It could possibly be reworked a little bit so that it worked for a short w0 comments 1 views last activity
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I'd like to hear it from both survivors and killers if they find the end gameplay balanced or unbalanced, and if so please do explain why. Personally I don't find it particularly balanced, in my opinion I think it favors survivors to an extreme degree, especially on big maps with a long distance between the exits, as the killer is only one and can only be at one place at one time, where they a1 comments 11 views last activity
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I've noticed certain areas in the game maps that would suggest various types effects, like temperatur, movement changes, visual changes, etc. I think adding these sorts of things would not only make maps more interesting, but it would also have an actual effect on how people would have to play the game, as there were suddenly more things to keep in mind. Areas that would be difficult to move t0 comments 1 views last activity
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I'm curious what killer players think of notifications being spammed in the trials? Good player realize when to use, in my opinion it becomes a problem when it gets abused as the notifications are intended for the killer to know when something is up, where abusing it will distract the killer and the same time create false warnings.0 comments 11 views last activity
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To me it seems when survivors are facing the spirit more people are prone to be disconnecting than usual. BHVR really need to find a solution, because it absolutely destroys the gameplay experience for both sides, especially survivors, as it completely wrecks the balance.0 comments 1 views last activity
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Hey everyone.. Earlier today I found out that several of my posts had apparently been flagged as spam by me after it had been editted, thus resulting in the moderators deleting it assuming I wanted it deleted, which wasn't the case as I had not flagged any of them as spam, I had only editted a few typos and the submitted the post. @Peanits confirmed this with me, as who could see my posts0 comments 1 views last activity
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Here is how I see it could be done: General changes that would need to happen: 1. All hex totems begins play as dull totems, only their triggering conditions will activate them on a totem away from survivors. 2. Hex Totems will continously keep hexing the survivors as long as their conditions are met. 3. Hexes affects survivors individually and hexes can be cleansed from the survivors by ot0 comments 1 views last activity
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Would you say it's mod power abuse if a mod bans someone with the ban reasons also stated in the discussion by a member, that that was banned earlier the same day and before this ban question? Also to mention, these reasons being highly subjective and reasons you can't actually ban for, not without seriously risking banning someone unjustified and unfairly. Personally, I'd say it's definitely2 comments 151 views last activity
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Due to my daily I decided to use the Tombstone piece addon, but would it actually allow me to kill anyone? No! So I'm wondering if there are any known issues with this addon, as it's pretty much wasted now.3 comments 1 views last activity
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Most killer players decided to... : 1.Stop playing DbD for one day! 2.Stop playing DbD for several days! 3.Stop playing DbD for one week! 4.Stop playing DbD for several weeks! 5.Stop playing DbD for one month! 6.Stop playing DbD for several months 7.Stop playing DbD for indefinity! ..Doesn't matter what you think, because the end result would be that most couldn't play! Because the k0 comments 1 views last activity
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I know the devs are trying and it's all with good intentions, but considering how many people are expressing their concerns and issues with the game, balance, etc. Where a lot of players have gotten to the point where they put their foot down and say enough is enough, and quit playing, because the devs keep breaking the game further and further, and it's not like the game didn't have issues to be0 comments 11 views last activity
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Personally I think the 1st and 3rd person perspectives assigned to survivor and killer should be opposite of what they are now. There are several reasons for that, one of them being I think it would be more balanced that way and at same time also much more immersive than it currently is. It will also make it more difficult for a survivor to juke and loop around, simply because the player doesn't29 comments 151 views last activity
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According to the gamepedia survivors have no means to enter the Spirit World, it would be interesting if they could, and what would the benefits be for them, what would the risks and peril be for doing so? Link to source: https://deadbydaylight.gamepedia.com/Spirit_World I think this a very interesting subject and could lead to some very interesting things to add to the game. The Wrait4 comments 61 views last activity
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How the hexes currently work in the game is a clear hit and miss, simply because if you take out the hex, then for the survivors it's problem solved. Which makes hexes a lot less viable to use a killer, especially those where one or more hexes where created for a specific killer or strategy in mind. One of the ways I think it could be improved is instead of having it's effect just vanish once6 comments 81 views last activity
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[Question & Suggestion] Basement too small? Make it possible for it to be expanded procedurally!In my opinon I think it is and would be much more creepy and fun if there were corridoors and other rooms, stuff to be found down there which could be items like offerings and such, maybe see lore stuff related to the specific killer, etc. High Risk / High Reward. Maybe perhaps find a generator that counts for two, perhaps an increased chance the hatch spawning there when the expanded basement sp5 comments 111 views last activity
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Monstrous Shrine in my opinion just isn't that great, even the game tutors have rated the perk an F on their tier list, which is the worst possible rating, so it certainly could use a buff, and there is something that is perfect for it. One from Territorial Imperative. I suggest they should ADD to Monstrous shrine perk; Who enters my domain?: Unlock aura reading ability. Survivors' Auras are r2 comments 141 views last activity
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Currently how the the powers are being used by the individual killers are very predictable once you know which one you're dealing with as survivor it makes you able to better counterplay against them, and the fear element diminishes and vanishes the more experienced you are. What I would like to suggest is that the power system is revised and be made more interchangeable, also having variants0 comments 21 views last activity
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Preface I know there is a lot of reading, but in my opinion its worth it, so bear with the length... Introduction Currently as it is killers are usually very predictable even without knowing their unique perk setup, because each killer emphasizes on specific gameplay, which over time and experience become less and less "scary", because they're too predictable, and since the unique surviv38 comments 251 views last activity
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I think this is the main reason why matchmaking is broken is because its horribly imbalanced. The matchmaking's conceptual game design from the perspective of game balance is flawed. They admitted on dev stream #59 that addons, perks and equipment can affect performance hugely, so obviously this means that it can affect game balance hugely. That matchmaking feels and seems broken is a clear sympt0 comments 56 views last activity
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The threads full title: [Suggestion] Improving Matchmaking through a character, clothing, gear, perk, addons and survivor/killer rating severity system. I feel that currently when being matchmaked there a lot of factors that really should be taken into account, and the imbalance can certainly be experienced when playing, sometimes for one's benefit and sometimes for one's detriment. You've pro9 comments 72 views last activity
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First I'd like to say, that I put this post here because I could not find a more suitable spot category to place it. Second, I don't really feel comfortable coming to this forum due to previous bad treatment by certain steam community members and certain staff & moderators, these people know who they are and I would appreciate if these would kindly leave me alone and not respond to any of my21 comments 462 views last activity