JediWithASniper
JediWithASniper
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- JediWithASniper
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Discussions
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This might have been suggested before, but it would be nice if in character selection, the photos of the killers and survivors had some sort of verification graphic for if they are adept or not.0 comments 11 views last activity
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I think a lot of people like the idea of No Mither, but due to the fact that it tells the killer immediately that you have it, no killer will ever do anything other than insta-pick unless it’s their first day in. The change I propose keeps all functions of the perk exactly as they are with only one change. The perk activates only once a survivor is injured the first time. With new perks in play0 comments 21 views last activity
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I think it would make basements so much better if they had a few or all of the following: They need to be bigger Custom to each killer Traps to catch survivors Higher rarity items to lure in survivors Killer items that can be stolen for BP reward with an escape. Possibly loops and a second entrance.3 comments 41 views last activity
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Seriously? You start the trial injured, so the killer knows what perk you have? What kind of moronic perk is this?? It might Be viable if you didn’t start the trial injured, but like this? Really guys? So dumb.2 comments 21 views last activity
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After around 3k hours in this game, this might be what finally makes me uninstall. I hate everything about this mechanic so much. I’ve tried to get used to it, and it’s not happening. I’m playing way less already because of it. I don’t see that I will keep on playing too much more if it stays like this.0 comments 31 views last activity
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Idea for better gameplay, nerfing SWF’s… Simply remove all items and add-ons from the bloodweb. All survivors enter the trial with no items. Add a few more chests to the maps, and presto. Most lobby dodging goes away, most SWF bullying disappears. Also just eliminate add-ons for items entirely, and just have tiers of items based on their color. Thoughts??7 comments 91 views last activity
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What’s the possibility that we could have the option to adjust the music volume down some? Not all the way, although, that is tempting, but when playing as killer it is almost sensory overload.5 comments 41 views last activity
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As a PSA, I’m a survivor main that plays a bit of killer from time to time. I have wanted basically this exact update for quite some time as far as bringing solo queue’s quality up a bit. However, this will be a massive buff for survivors, and I think it’s effect may be being underestimated. I predict that killers are about to start experiencing mostly 1k’s due to this buff. So the question is, h83 comments 3,321 views last activity
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Super simple change to devour hope. The totem is not lit until two tokens are acquired. Then the icon stays lit until the totem is cleansed. https://deadbydaylight.fandom.com/wiki/Hex:_Devour_Hope2 comments 41 views last activity
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Can we get some new, more environmental, not universal to every map, or every area of every map type of hiding spots? Like for example, we have Gideon meat plant, where are the full height or bend over deep freezers that you can jump in? But if you stay in them to long, your blood starts to freeze and it auto spits you out with debuff on your speed for like 30 seconds. Anybody else have any0 comments 21 views last activity
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Hide & Seek 12 survivors 1 killer No generators Survivor objective: Survive or escape Game type is elimination, if you get hooked or bleed out, you lose. Every 60 seconds survivor auras will be revealed to the killer for 4 seconds. When there are only 3 survivors remaining, exit gates are powered. When only one survivor remains, a hatch spawns. This game mode will have a fail safe i4 comments 71 views last activity
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I survivor main, and I love the new boons, however, it seems to me that killer hexes need a similar rework. I suggest that Killer’s hexes should have a few of the following features. Killer’s start with all applicable hexes lit. Killer’s can re-light hexes. (When a killer re-lights a hex, it is almost instant.) Killer hexes should function just like boons, where multiple hex effects can be ap0 comments 21 views last activity
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4 comments 61 views last activity
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Name might be terrible… Basically, it’s a bottle of deer scent that you pour on yourself and then you don’t leave scratch marks for 30/45/60 seconds depending on rarity. One time use, then it depletes like a firecracker. We have a perk Calle deer stalker, so…13 comments 91 views last activity
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I don’t understand the wording on this perk. What are the tokens for? Do survivors suffer 3% for each token, or just 3% no matter what? If it’s 3% no matter what, why do you get tokens?22 comments 291 views last activity
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I for one would love to have stats of a match listed after each match. Not career stats, just stats for that match. What gen % each survivor did. What healing % did each survivor do. Totems cleansed Seconds in chase Etc..1 comments 21 views last activity
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Somebody suggested that survivors aren’t unique and are just skins. This is correct, and needs a fix. Most suggestions I’ve seen are for stats, or passive traits, I’ve got one better. Each Survivor needs a unique exhaustion “perk” that is their power. It is not equipped, it’s just part of their character. For example: Dead Hard would be David’s character power Sprint burst would be Meg’s chara15 comments 71 views last activity
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With someone like myself who has thousands of hours in solo q, and doesn’t like swf, I have run into a reoccurring problem in solo q. It wasn’t until watching a recent dowsey video where he talked about bringing the bottom up that things started to click. I love solo q. Always have. It has problems, but I love it. However, what I feel is probably the greatest problem in solo q is the lack of pla1 comments 11 views last activity
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Using Nemesis zombies for a free speed boost mid-chase. Do you do this?14 comments 261 views last activity
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Am I the only person who is sick to death of that map already??? Dont we have any other maps on DBD or do we have to play the daytime cornfield every freaking match all day long?? Seriously. Lower its rotation percentage already.31 comments 371 views last activity
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I have never been a DS fan, I don’t know if it’s my play style or what, but DS just seems to not come anywhere close to giving me the number of uses as unbreakable does. I see other people use DS constantly. What about you? Which do you get the most value from?8 comments 81 views last activity
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I’m a survivor main who plays a bit of killer, mostly to unlock rift challenges, I’ve leveled up a few killers just with points to get their teachables, so I have a few good perks like ruin, but I just don’t feel like my huntress build is very good. What do you guys run and why?7 comments 71 views last activity
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We all know that the bloodweb is basically just getting way too big. When it was released it was a great mechanic, albeit a little monotonous to prestige all your characters to 3. But I think everyone is mostly in agreement that the grind is becoming unobtainable for a lot of people, especially new players. I am going to suggest an idea that allows for a major amount of grinding to continue, keep8 comments 61 views last activity
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When hooked by the killer, you may select any of the three derelict survivors, (derelict means 50 meters away from the hook you are on, not doing a gen, not cleansing a totem, not in chase, and further than 20 meters from the killer.) once selected, you press the action button to shock them so that they scream out and reveal their location to the killer. 1/2/3 uses4 comments 31 views last activity
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Seriously. If they don’t gather data, they can’t determine if the system will ever work and what needs changing. This game is far more complicated to matchmake than an FPS like COD or whatever. Anyone with half a brain knows that balancing this game is a massively difficult problem. 2 days of data won’t hurt anyone. Just saying.38 comments 551 views last activity
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What do you guys run with the perk For The People Im trying to think of a good build for it, but I’m struggling to come up with something interesting that has synergy.15 comments 111 views last activity
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Got a simple idea, Survivors can break down walls if they have a toolbox. In my mind, I figure that breaking one wall down should deplete a brown toolbox.19 comments 132 views last activity
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I really would appreciate some feedback from both sides on this. I know ideas for a pregame have been floated, but here is mine. Please tell me what you think. When the game starts, all generators are blocked by the entity.This is the pre-game. This pre-game can be used by survivors to look for chests, and search for hexes. When the killer enters chase with any survivor, the pre-game ends, and t0 comments 1 views last activity
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Something I would very much like to see in solo queue is what I call a buddy system. Basically, after you play a match, you can designate any player, including killers as a buddy. When you do this, the other player will have to confirm your “buddy request” to allow both parties the option. This will increase your chances of playing with this person again in future matches. You can also designa4 comments 21 views last activity
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What if killer’s could only run one HEX, but it wasn’t one of their perks? What if HEXES were substantially more powerful than they are now? What if survivors had to cleanse all 5 TOTEMS before the EGC, or the remaining TOTEMS would light and become unbreakable? What if your one HEX had those 5 TOTEMS backing it throughout your whole game? What do killers and survivors think about this? Pleas7 comments 121 views last activity
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Here’s the question, as much as all survivors love, and killers hate unbreakable... Shouldn't unbreakable be an exhaustion perk? As fun as it is to have an exhaustion perk running with unbreakable like dead hard or sprint burst, don’t you think this would be a significant adjustment in the right direction?4 comments 51 views last activity
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Hear me out before you kill me. First, I don’t think NOED should be a HEX. Here is how it should work: When the last generator pops, the exit gates are blocked, (This appears to be the most disputed element of this proposal, and I just want to say that I’m not married to the exit gates being blocked) and the killer receives the NOED powers. However, these powers are on a timer, and it is based19 comments 121 views last activity
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Been awhile since survivors had something new to interact with in regular gameplay... my suggestion is this: Make burn barrels an interactive way to stun a killer... but with a big cost, a health state, and you have to mend. A survivor could throw down the barrel creating a big fiery blaze that stuns the killer, and it burns the survivor to do so, if you were already injured, it would not down y13 comments 51 views last activity
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Been thinking about this for awhile. I think it would be a very nice feature in the HUD to have a chase timer that is visible for both survivor and killer. Primary reason being that it is easy to lose track of how long you have been chasing one survivor, or how long a killer has been chasing you. For survivors it would be handy with the chase challenges, and keeping track of when gens should be p4 comments 31 views last activity
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Red Keys need a major Buff. They should be able to unlock the killer’s heart ♥️ and make them friendly.10 comments 201 views last activity
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So I had a dream the other night about this new game mode, and I feel like I have a few of the bugs worked out of it. Here’s how it works: When survivors load into the lobby, there will only be 10 preset perk load outs to choose from. Each time a survivor picks one, it goes dark, reducing the choices of the remaining survivors. There will be no duplicates, no teams of DH or Unbreakables, only on6 comments 52 views last activity
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Killers select in their loadout 4 perks just as survivors do. So to solve for comms, what needs to happen is that killers select additional loadout perks for SWF. These potential perks are selected in advance, and are activated automatically when a killer is paired with the following: If the match contains 2 linked SWF players, the killer receives 1 extra perk slot for the match. If the match c24 comments 331 views last activity
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It’s about time for the killers and the corn to join the real world. You ain’t finding us in here. This game’s corn needs a serious realism upgrade on its cornstalks.0 comments 41 views last activity
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We need two more colors of Bunny Feng. It really is a tragedy that we don’t have them already. I suggest blue and red, the red like the dragon pants.0 comments 31 views last activity
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So what if keys had a totally different function, a function where every key could read the auras of secret chests that had rare items in them? What if these secret chests were totally invisible until a key was used to reveal them? What if keys had nothing at all to do with the hatch, and everything to do with finding good items? Ok, so special chests are invisible and have no collision, (regula0 comments 41 views last activity
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Am I the only one hoping that the new MMR will track the suicidal garbage and habitual non-strategic campers and put them all in games with each other? Bubba + Hook Suicide Survivor = perfectly balanced MMR.0 comments 41 views last activity
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Edited Post with point 4,5. Ok, so hear me out. Instead of hooks, the game should be kills. When a survivor is hooked, the following happens: The hooked survivor has a bleed out time of 45 seconds with no struggle phase. If they are rescued, they stay injured until healed. If they are not saved, they die, and will respawn after 15 seconds. Survivors have 2 respawns. If a survivor is unhoo14 comments 471 views last activity
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Ok, so keys are a problem, everyone wants them changed. Keys are linked to hatch, also issues there. Here is the solution I see. There is one key hidden in a chest somewhere in the map. There are a minimum of 10 chests on each map, equaling a maximum of 200 seconds search time. The hatch remains closed when generators are powered. In order to open the hatch, you must find the key. The kill0 comments 21 views last activity
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What if for DS to activate, you had to cleanse a totem? That’s where you get the sharp object to stab the killer. Everything else stays like however the devs are adjusting it.1 comments 11 views last activity
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PS4 Description: When two survivors try to heal an injured survivor at the same time, it causes both of them to stop healing the injured survivor. It is similar to when you try to heal someone and they move slightly and it stops you from healing. However, in this case the injured survivor is not moving, unless pressing heal actually moves the injured character slightly, thus each of you trying t0 comments 11 views last activity
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So, there is this weird thing that happens if two people try to heal someone at the same time. It stops you from healing the person the same as if they moved. I am thinking this must be due to the character being moved into animation or something, and the game treats it as though the player moved. So you have to let one person start, and then go second or vice versa. What is up with this?1 comments 11 views last activity
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Upon cleansing: Survivors all receive the following status effect: Dazed & Confused. - All player controls are reversed for 60 seconds, including action buttons. Edit: It seems many think that this is too intense. I suggest then that this status be applied only to the survivor who cleanses the totem.6 comments 81 views last activity
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So what if instead of each perk just having 3 levels, you acquired the perk in the bloodweb, and then you upgrade that perk with bloodpoints in its own skill tree. The perks could have different features, for example: Borrowed Time might have 3 fields you could fill to change the perk. Let’s say each category could have a max of 5 slots to fill giving you 15 possible slots, but you can only fill10 comments 91 views last activity
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I’m not suggesting they do this right now, maybe some time in the future, but I am thinking about what the effect would be on the game if when a person is unhooked they gained a haste effect for 10 seconds similar to the perk hope which I think is 7%. Then change BT to be proximity based instead of based on the killer’s terror radius. Also shorten BT’s timer a bit. Maybe not half, but 2/3rds. Ho3 comments 81 views last activity
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Totems should not be lit and dull, they should all just be dull. Why do survivors need the alert that a totem is lit? When RUIN is active, you have an affect icon showing onscreen in your HUD. So then you have to do bones to find it, or live with it. This also buffs surprise Hexes like haunted ground.13 comments 172 views last activity