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LancerCain

LancerCain

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LancerCain
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  • I've been playing Hunt Showdown lately and had this idea for this mini mode that could add some fun, at the moment I could only think in what survivor mode would be: game name: Last Stand. Mechanics: This mode has it's own "wallet" of bloodpoints, shards and maybe even some cells? independent of the main one. You select your survivor of choice and this survivor becomes the only survivor you
    0 comments 1 views last activity
  • I know this two things are not really related but I didn't wanted to make two threads: Reversed map offerings: The idea is that when you equip a map offering you are able to put it normally or upside down, upside down offerings do the same effect but in the opposite way, or in other words they reduce the chances of that map being played. I thought this because in the bloodweb you are forced to b
    1 comments 11 views last activity
  • Predator: Normal + Survivors aren't able to hide their scratch marks. It could be also added that they can't hide their auras. I don't think it would make it OP. Bloodhound: You can see trails of blood's auras in a short range. Hangman's trick: as is, is pretty useless. Getting a notification of something that is like less than 3 seconds long to do is pretty useless, and the other seems quite s
    1 comments 31 views last activity
  • It would feature two old killers: Freddy and The Doctor as they were before the rework but with slight changes. The Nightmare: He will be almost as he was when he got released before the 2 weeks nerf, with this 2 buffs: Not only him, but all Killers are able to pick up survivors when being healed. Reduced transitioning time from awake to asleep. The Doctor: He will have his old tracking powe
    0 comments 11 views last activity
  • I can see him being somewhat like Jason, setting his traps all over his territories for when someone dares to invade his home they run into them, and that is pretty cool, but given dbd playstyle that doesn't work well, it is a very fast game where such preparation is hindered. So my idea for a buff for him is to allow the player to set traps beforehand, that works like this: when you select the
    12 comments 131 views last activity
  • Killer: The Konqueror. Bio: Shao Kahn likes to have a trick up his sleeve, so he commanded his sorcerer Shang Tsung to create a replica of him that he could use to deceive the enemy, after his job was done the emperor himself tested it in kombat, the doll could not match the real Kahn and was quickly destroyed. Outworld and the emperor were something th
    0 comments 41 views last activity
  • Well, the main idea is to treat moris like if they were cosmetics, this means you can get some at the store, some at events and you can equip them at the customize screen, perhaps being able to equip more than one and being able to select them while in game. Moris could be divided in character specific and general. For example a general one would be a neck snap, that all characters are able to d
    14 comments 121 views last activity
  • As you can see, getting perks is becoming harder with each killer/survivor that is added to the game. So I was thinking about these 3 ideas. 1.- When you prestige a character and you bought the teachables, that character's perks are given to the rest of characters according to the prestige level (PI=lvl1,PII=LVL2,PIII=LVL3) you can buy perks normally on the bloodwebs. 2.- Perks on bloodwebs
    0 comments 11 views last activity
  • This is my idea, based on prestige mostly: 1.- After the first time you prestige (P. I): you get all the non personal perks ( Non-teachable), which are mostly meh. at level 3 along your personal perks at level 1. 2.- P.II: You get all the non-personal perks at level 3 and your character's own at level 2: you only find level 2 and above perks. 3.- P.III: You get all your perks and the non pers
    0 comments 1 views last activity
  • What do you think of this? Correction: on the hex, it is a big chance of unhooking one fake survivor.
    3 comments 41 views last activity
  • First of all, the coin is ridiculous, getting someone from 15 meters is already hard as F. you could add that as part of his base kit and trust me, you would not see a real difference. So my first suggestion is that,make it part of his base kit, just for fun. now onto the items: Coin: Instead of getting 1 shot you get two, the reloading is a bit slower but not as much as reloading twice. Iron:
    6 comments 51 views last activity
  • I know there is a buff going on, but I think there are two things that haven't been adressed and are needed for him: 1.- losing your Laceration Meter if you hit survivors with a basic attack, this should go, you already wasted knives and time getting the survivor hurt, it was not a freebie, so losing what you already earned just because at the moment it was better to m1 is just unfair, it makes
    2 comments 31 views last activity
  • I didn't want to make two posts so I decided to make them both in this even if they are unrelated: For Wall breaking I had this ideas: 1.- Only killers are able to see what walls/doors are breakable. 2.- Instead of two hits to break them, they break the wall in one hit and enter the room a bit, then killer remains immovile for a while, perhaps look to both sides to at least make the time the s
    0 comments 12 views last activity
  • About decisive strike, the idea is to turn it into an anti-tunnel perk only, so it becomes deactivated if you do something that say: "Hey I am ready for another chase" so my ideas are: 1.- When survivor interacts with non chase related objects: Repair generators, Heal other survivors, interact with totems, unhooks someone or stun saves another survivor, either by pallet/head on/flashlight or wha
    5 comments 71 views last activity
  • 2 comments 31 views last activity
  • Right now, once it is cleansed, it is gone. so after survivors cleanse it, they can just cleanse everything else with entire safety. But if the second one is added, it would make them think twice before touching another totem since they do know that the perk is in use and that it is still kicking. And finally getting a short exposed time after being cleansed it is not OP. so why not just use bo
    5 comments 113 views last activity
  • I have noticed this lately while playing with Ghostface: whenever I exit the shroud mode by hitting a survivor, my PC gets really slow and an auto-resolution starts. So I was thinking that maybe a mode where you can disable non-essential effects, like the dark fog, the door breaking splinters and such, and where you can disable the charms would help us with not so good computers.
    3 comments 21 views last activity
  • I was plaing yesterday and I was chasing a nea, that passed next to one of those mounds in the cornfield map, she was kinda far away, so I decided to try a risky move and jump from up there. I managed to land the pounce but instead of hurting the survivor I only bounced. So I was thinking, this is a hard to land attack that requires both skill and luck, so instead of punishing the killer it shou
    2 comments 31 views last activity
  • I was thinking about this and I think it could be a good way to make all killers viable, and is to change the generators time required to be repaired depending on certain factors.the main one is the killer you are facing. For example if you are playing against the nurse, the current 80 seconds are fine. But if you are playing against a slower killer, let's say the trapper it becomes 240 secon
    3 comments 41 views last activity
  • Been thinking bout this: How about making an active RBT pretty much a death warrant, for example giving it only 45 seconds before it activates. to avoid survivors trap being activated by mistake, give survivors a notification someone is getting trapped (for example the clock appearing big in the middle of the sceen and shrinking until it fits the character above the name of the player). so pe
    2 comments 61 views last activity
  • This is one of the biggest pet peeves of this killer. That people don't cleanse and that cut's her power a lot, specially because a good survivor can loop for a good ammount of time. So I have some suggestions: So what about making black incense part of her basic power? then change the add on to something like what was suggested before, that if you don't cleanse in a certain ammount of ti
    5 comments 91 views last activity
  • Yeah, it's hard to put it in a title, what I meant is that ALL killers should be able to kill survivors that don't make any mistake. Right now, except with the nurse, all killers can do is punish the mistakes that survivors do, so you could say that survivors lead the game, if they do everything right, they win, and there is nothing killers can do. And survivors skills like looping and so are rel
    5 comments 71 views last activity
  • I really like old Freddy, he might not be this super efficient killer but he is fun to use, he was the kiler I have gotten further in the rankings with by the way. But anyway, why not keep old freddy (Pre-Nerf) along with the new one? some people like him as well, so why not give players the choice if they want to play old or new Freddy when selecting him? the code for old Freddy is already d
    9 comments 211 views last activity
  • I remember that in games like team fortress they did this thing of shrinking the head's model until it was almost invisible. SO how possible would be that for this game? Maybe shrink the head and cover the neck with some blood and flesh thing so it doesn't looks weird. and to avoid making head models for every cosmetic, the moris in which this would be used should be ones where the head get'
    3 comments 101 views last activity
  • Their effects should be applied along with the deep would. Reasons are this: 1.- Feral frenzy needs to be completely refilled before being usable again, which makes them very "expensive" to use. 2.- Their effects are good to keep survivors you are not chasing under control, but with the 2 hits requirement they are applied most likely to the survivor you are going to be chasing, which makes
    7 comments 42 views last activity