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Ivanynakov

Ivanynakov

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Ivanynakov
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  • For the last few months, I've been experiencing game crashing. Yesterday I had 4-5. Today 2 (just started playing). I play on WIFI and I can have micro disconnections, I know. But why does it lead to a crash following 15 min penalty and add-ons loss?? It is very frustrating. Enable the reconnect feature and put a bot for 2 sec maybe? HARDWARE SPECS: PC, Win10, 64bit AMD Ryzen 7 2700X
    2 comments 61 views last activity
  • 111 comments 9,332 views last activity
  • I didn't know that some skins have their own music theme until recent (playing 3+ years already). It is not stated anywhere. I would suggest to add little icons in skin description which would indicate additional features such as music theme. Maybe there are more features I am not aware of such as unique animation or special effects? Allso I found out that almost every Killer has it's own theme
    0 comments 1 views last activity
  • Group items into bundles of 5. Reduce number of levels to 10 (from 50) in order to achieve Prestige. Unlock perk slots at levels 1, 2, 3 and 4. WHAT'S IN BUNDLE? Perk bundle = contain 5 different perks (with preview). Add-on/offering bundle = contain 5 same items (with preview). Rarity add-on/offering bundle = contains 5 random items of particular rarity (nice to have feature) Surprise B
    2 comments 51 views last activity
  • Please.... after challenge is finished select next one in row atomatically (randomly if there are several options) so we dont have to go back into Tome and click on it. Or am I the only one annoyed by going into Tomes after every single game?
    2 comments 11 views last activity
  • So I was thinking about game design and how every second of the game should be active and fun. Because when we do nothing, how is it better than looking at loading screen? Then I realized that Killer has very active gameplay. You are either chasing someone or looking for someone. But Survivors have too many inactivity. The most fun part is to be chased by the killer. So thinking about it I fou
    3 comments 101 views last activity
  • PROBLEM: Big amount of one-sided games without change of leading opportunity. Leads to scenarios when you already lost but need to keep playing few more minutes or DC. Often caused by lucky/unlucky beginning. SOLUTION: Having flexible repair speed on generators (based on generators repaired/survivors died/hookstages) would balance SWF, SoloQ and Killer games and make the game reacher. For e
    10 comments 181 views last activity
  • After every match I hover my mouse over ready button but it hovers over appeared overlay Archive instead. As result archive overlay is active and I need to move my mouse away, wait few seconds and only then click Play. It is very annoying and I trigger this problem every second game. Please move it somewhere else so players can start a new game ASAP.
    2 comments 31 views last activity
  • What if survivors in dying state could heal each other from it? Slugging would remain a strategy BUT abusing it would be much harder. Pros: makes it harder for Killer to stack slugged survivors and camp them makes it harder for Killer to leave 3 slugged survivors and chase the last one slugged survivors have more active play than just crowling under the nearest pallet and waiting EDIT:
    39 comments 673 views last activity
  • If we imagine the situation when developers balance it somehow, would you like having mode with 2 Killers? Besides fun of playing with friend I think it would help to gain new players aswell. Lots of people try new games because friends are inviting them to play together. The only option DBD has is to play Survivors together. But Survivors are too difficult for novices and most of the time you
    2 comments 3,223 views last activity
  • This one is not the biggest SoloQ problem but..why is there a Gen progress in Survivor HUD but no Exit Gates progress ? In SWF it is a common things to communicate this. In SoloQ it is much more important because not every survivor opens the gate to 99%. Also sometimes the Killer stops you before you are able to do 99%.
    4 comments 31 views last activity
  • Lots of perks were made to counter other perks. But every single game starts by picking your perks blindly. So you can't mindfully counter the opponent, only hope for a luck. What if Killer and Survivors were taking turns on picking perks? For example all Survivors choose 1 perk, Killer chooses 1. And repeat until all 4 perks are equipped. This could start as event mode for a test.
    23 comments 345 views last activity
  • Increase amount of loadout slots please. At least to 5.
    0 comments 5 views last activity
  • Give both Killer and Surivor possibility to plan their builds in Game Lobby. Plenty of perks meant to counter/boost each other. Some of Survivor's perks counter the Killer's perks and vice versa. The least popular perks are meant to be strong in the right game. But picking them is counterproductive when you don't know what your opponent nor teammate takes. That is the reason we see the same sol
    13 comments 101 views last activity
  • There already are tournaments with it's own rules like banning killers, banning perks, picking unique items and perks on each survivor. Why wasn't it implemented in the game and nobody even talks about it? How would the game look like Step 1 . Lobby is found. It shows the map which was generated randomly. Step 2. Each survivor is banning 1killer and 1perk. Step 3. Killer bans 4perk
    24 comments 2,564 views last activity
  • What if the speed of repairing generators was dependant on number of generators and survivors left ? So in case the number of survivors left is low and generators is high, they repair fairly faster? This will balance onesided games a little. Especially the following scenerios: 4 gens, 2 survivors. This situation breaks team play. Now you become enemies and hope for other to be dead. ------
    16 comments 212 views last activity
  • Here is what devs can do to make SOLO players care about their team: Survivor recieves ~4x less bloodpoints for IN-GAME actions Personal score reward multiplies for every player survived (up to 4) So solo players would care about teammates the same way as they care about themselves. Teamplay is rewarder but it is still based on personal score. --------------------------- EDIT ---------
    8 comments 161 views last activity
  • Let's imagine that survivors could use prewritten phrases to communicate with each other without voice chat. This phrases would appear somewhere in the corner of the screen as chat. Possible phrases: I need healing! Run! I will unhook myself! Going for unhook! I will continue repairing! Let's split! Help me with generator! Help me with unhooking! Just escape! What other phrases wou
    21 comments 295 views last activity
  • How do you imagine game mode where you can play DUO premade and one of you is killer?
    4 comments 121 views last activity
  • Make perks ability description shorter, clearer and easier to read. My friend is new player and has really hard time navigating through perks. I remember myself being overwhelmed when I first started. And when take breaks from DBD I need to go though it again. Please make it easier! Here is an example of how it could look like: I made stru
    11 comments 592 views last activity
  • Once the challenge is done replace it with the next in line . - So we don't have to go into "Current Tome" and do it manually after each second game. We can claim all the rewards later.
    0 comments 11 views last activity
  • This game needs practice mode which will allow: try new killers and their abilities master killer's specific abilities (i.e. Blight Z flick, Oni 180 flick etc.) master aiming (Huntress axes, Gunslinger etc) try survivor's flashlight/grenade aiming seeing stats and number above target (stun/blidness duration, hitbox radius for flashlight etc..) and more (players can comment) It can look
    1 comments 21 views last activity