Lexilogo
Lexilogo
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Just some thoughts that occured to me about how maybe matches ending could be a bit smoother and more consistently satisfying for the playerbase, because I've been thinking back to that old "Finishing Mori" PTB. For anyone unfamiliar, the PTB had various antislugging features, but its flagship feature was, if all Survivors were downed, there would be a blood wave effect on the screen and smash c2 comments 112 views last activity
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Just a random proposal I'd like to throw out there, I'm under no illusion that reworking Myers again so quickly is realistic right now, but I think the new Myers rework suffers from two core problems, beyond just core strength: Slaughtering Strike just generally feels eh compared to other dash powers. Dash Killers really thrive off having a power that simply feels good to perform. Ghostface2 comments 41 views last activity
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9.2.0 has been and will likely continue to be controversial, but I just want to focus on one thing at the minute, specifically the last part: ^ I think we can all agree this seems clumsy, right? I don't remember any other time universal mechanics like this have been specifically nerfed only for the games' strongest Killers. This is kind of an inevitable0 comments 41 views last activity
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Haste is in an awkward situation at the moment due to BHVR walking back the nonstackablility recently. I'm not sure what their overall plans for Haste are right now, but I can say in its current state, Play With Your Food feels extremely powercrept by alternatives like Batteries Included, Rapid Brutality, Unbound, Machine Learning, etc. PWYF made sense back when it was Killers' only option for11 comments 183 views last activity
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DbD now has 40 Killers. Unlike most other games that add new characters over time, Killers border on being alternate gamemodes due to this being a 1v4 game. A Survivor who can intuitively dodge Huntress might die within minutes to Sadako, and because most Killers have a ~2-4% encounter rate, that player is probably going to be slaughtered by Sadako for a while. A lot of people have proposed bett1 comments 101 views last activity
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There's a decent chance BHVR are already working on this, IIRC it was mentioned Year 10 will see a rework to an old Killer, and I doubt it's Skull Merchant they're referring to as they've been very public that's happening, so the game's classic mascot kinda makes sense for his refresh. But regardless, I wanna throw my hat in the ring for a Trapper overhaul. I'm going to list my changes to the ba7 comments 242 views last activity
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I read an IGN interview recently and was happy to see that Jason Guzzo (Killer designer on Chucky, Dracula, and now Springtrap) also has The Thing as the main chapter he would like to see in future. Seeing that, I felt motivated to post my own pitch for how The Thing could potentially work, because like Chucky used to be, Thing's often been dismissed as incompatible with DbD. Unless you're w5 comments 72 views last activity
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While your Aura is revealed to the Killer, Premonition activates and notifies you. If Premonition has been active for a total of 30/25/20 seconds, you see the Killer's aura for 3 seconds, and Premonition's timer resets. Premonition cannot activate while you are afflicted with the Blindness, Oblivious or Exhausted status effects. This would make Premonition an alternative to Distortion a1 comments 42 views last activity
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Just brainstorming to throw a few ideas out there and see if any of these catch on! Bloodpoint Offerings At the moment, Common/Uncommon score category offerings are kinda terrible, they are so commonplace that it's genuinely difficult to burn through them and they're barely worth the BP you spent to earn them. Here's the quick version of how I propose fixing this: Common offerings now provid2 comments 51 views last activity
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Just brainstorming here, because this is a cool Killer weighed down by a roster of uncool Addons. I've tried to make these not only a bit more viable overall, but more importantly thematic and fun. Commons Black Strap: Increases the reach of Punishment by +1 meter. (Wax Doll's old effect. This will be a trend with these reworked addons, IMO having addons that are direct upgrades of others is0 comments 72 views last activity
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This might seem like an odd time to bring this up, but I think it's becoming increasingly relevant as the game goes on. Powers are just WAY too big. Even for experienced players, Killer Power text often comes across as incomprehensible, and Power demonstrations are far more valuable to allow you to understand what a Power does. As an example, look at Pinhead's new Power text. Putting the fla0 comments 11 views last activity
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After performing a rushed vault, the vault will be the fastest version possible, and you break into a sprint at 150% of your normal running speed for a maximum of 3 seconds. Causes Exhaustion for 60/50/40 seconds. Cannot be used while Exhausted. In layman's terms, when Lithe procs, if it was procced by a Medium Vault, it's overriden to become a Fast Vault. Lithe doesn't require a buf1 comments 22 views last activity
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Once all Generators are completed, Wake Up activates (This would conflict with my suggested change and tbh it was always a pointless activation condition anyway) The Auras of the Exit Gate Switches, and any Survivors attempting to open them, are revealed to you within 128 meters. This benefit is shared by all Survivors in the Trial. You open Exit Gates 5/10/15% faster. Once 4 Generators5 comments 51 views last activity
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To preface this, I believe most of these Perks should remain niche options. However, "niche option" and "worth taking" aren't mutually exclusive, so here's my attempt at making all these Perks more powerful and interesting, if not necessarily meta. Coincidentally, there's also exactly 4 of each of these Perks for both Killers and Survivors right now, so theorycrafting their worst-case scenarios2 comments 171 views last activity
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To lay the groundwork for why Dead Hard might deserve nerfing: In the hands of most Survivors, Dead Hard is fine. In the hands of the best Survivors, I think it's safe to consider Dead Hard a little too strong. The main issue here is not its intended invincibility dodge, which is reasonably mindgameable by Killers, but rather its on-command nature allowing Survivors to guarentee they'll8 comments 91 views last activity
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It might just be me, but it feels like everyone and their grandma wants to rework Legion, and is submitting their own rework concepts. Except BHVR, and they might never do it. There's several other Killers they want to touch up first, and Old Legion was so terrible for the game's health (and Legion in general is so strangely popular among a section of the fanbase) BHVR might be genuinely2 comments 41 views last activity
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When the Hatch is closed, you see the Hatch and Killer's auras for 5 seconds with a loud noise notification. (much like a popped gen or the powered exit gates with a bubble) This way, Left Behind provides a little extra information on the Killer's current position if you don't get the Hatch, making it a little more useful in endgame scenarios where you're waiting for the Killer to close the7 comments 141 views last activity
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Today marks the first anniversary of breakable walls' implementation, the day Chains of Hate went live. I think BHVR implementing them was an interesting way to change up maps a little, it's a natural fit for the game, and I even applaud their bravery with Dead Dawg Saloon, going so far as to even experiment with the Killer Shack. This kind of experimentation is genuinely a good thing. With that10 comments 171 views last activity
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Alright, so Slippery Meat is dumb and terrible because: Deliverance is already the ultimate kobe perk. No RNG involved, very well balanced, and due to inconsistency isn't really in danger of being overpowered. Even if you run an extremely gimmicky setup to maximise the chances of Slippery Meat freeing you (4 people stacking Up the Ante and Salty Lip offerings) you're still dealing with somethi1 comments 12 views last activity
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DbD has this really interesting interplay between how your economy is influenced by your performance in Trials, mostly on the Survivor's end, and I think there are two minor changes that could make this a little more interesting. The barrier to leave the Trial now has a new option: "Throw Item" replaces using your item. Throwing an item through the barrier is a very short action that secures th0 comments 11 views last activity
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These aren't linked to any specific Killer/Survivor ideas, even though they kind of ended up along specific themes. Just fun things to read if you like hypothetical Perk concepts. Killer Perks Stay of Execution : If a Survivor is unhooked, and within 10 seconds afterwards would be put into the Dying State, Stay of Execution activates, causing them to instead be put into the Injured state and r1 comments 31 views last activity
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It's no secret that currently, these are considered status effects so weak, they might as well not exist. Blindness is extremely reliant on Survivors having aura read effects, which a lot of Survivors just don't run. There ARE plenty of decent aura reading Survivor Perks, and any aura reads from Keys or Maps won't work, but these situations aren't common or strong enough from the Survivor's si1 comments 21 views last activity
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Characters having a selection of bad teachables is never good and Demo's got some of the weakest offerings out of the Killers. So, imma suggest how I would change all three of them, without breaking their themes of screwing with Generators. Surge Your eerie presence charges the air and interferes with technology. Putting a Survivor into the Dying State causes the nearest non-regressing Gene8 comments 72 views last activity
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A lot of them suck, and a large saturation of bad addons make progression feel a lot less rewarding. Going to go through every one of them that I would change. Workshop Grease : Moderately increases Jigsaw Box Skill Check Trigger odds. ( 20% ) Survivors that complete Great Skill Checks on Jigsaw Boxes are not rewarded with bonus progress. Shattered Syringe : Slightly decreases missed A1 comments 31 views last activity
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This was an idea somewhat brought up in the "old lore" with Benedict Baker stuff but has never really been revisited since. I do appreciate that it's been all but stated the Entity spidertentacle-picks individuals it thinks would make good Killers/Survivors specifically for their roles now, but I really enjoyed the sense of absolute hopelessness from the idea that eventually, you might give in2 comments 151 views last activity
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This might be one of the worst perks design-wise IMO in a while, maybe my least favourite Perk ever. Say what you like about other bad Perks, but Gearhead is trying to do what many better-designed Perks already do, and feels like it has a ludicrous number of activation conditions, not to mention the infamous nerfs from the PTB into live that it felt like nobody asked for. Stuff like Cruel Limits6 comments 41 views last activity
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While a Survivor is not being healed/mended and afflicted with Hemorrhage, their healing progress will slowly decay over time. (let's say at a rate of 2% progress per second, so if you 99% a heal it'll take ~50 seconds of doing other stuff for that heal progress to be gone) Random idea that I don't think would hugely influence the addon/Perk meta but there might be a perk/addon I'm not thinkin0 comments 22 views last activity
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This isn't really with the intention to nerf or buff DS, but a change that suddenly dawned on me I want to throw out there, to see whether or not people would like this version of DS better. Instead of an activation time, Decisive Strike is active for a minimum of 10 seconds after being unhooked. From that point, if the Killer hooks another Survivor, Decisive Strike deactivates. This means th7 comments 141 views last activity
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This started out as a simple "fix killer BP addons" post planned for the steam forums, that took a long time to write and was lost to the ether thanks to a computer mishap. Remaking the thread now, and seeing as this place seems better than the Steam Forums in terms of saturation of experienced people (I only have around 120 hours, almost all of it's in Killer, so I'm not the most qualified p19 comments 271 views last activity