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M2Fream

M2Fream

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M2Fream
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  • 1) Permanent safety switch: .The chainsaw does not automatically put survivors in the dying state .Considerably decrease chainsaw charge time and cooldown .Hits with the chainsaw are worth 200% blood points 2) Iridescent Gloves: .You are no longer stunned when hitting objects and terrain
    30 comments 1,631 views last activity
  • How can any survivor out there think survivors ARENT OP? Here is a case list of evidence I've put together to build my argument. I am open to counter-arguments, but not people telling me to git gud. Exhibit A: Self Reliance During the match, survivors are given a vast number of tools to mitigate their need for other survivors help. Exhibit Aa: Self Care This perk allows survivors to be ful
    47 comments 581 views last activity
  • No On Left Behind: For the whole trial, perform altruistic actions 8/12/15% faster. When the exit games are powered, this bonus jumps to 50%. Gain a 33% stackable blood point bonus for every other survivor that escapes.
    3 comments 51 views last activity
  • Survivor: Perks that are too weak: Dejá Vú: The first 1/2/3 generators you touch in the trial are shown to you and 0/0/1 other survivors. You can tell their progress by the intensity of their aura. Hope: When the exit gates are powered, gain a 4/5/6% haste effect. During the trial, when a generator is completed, heal yourself from any status effect excluding exposed or broken. No One Le
    2 comments 51 views last activity
  • I bet he wont get banned. I reported him ingame, but do I need video evidence of him typing this?
    Mod
    12 comments 191 views last activity
  • Killer - Lore is not important Killer - Vampire Weapon - fangs Speed - 115% Power - Let loose a bat that will hunt a survivor within 12m. The bat will drain 1 blood bar if it gets to them. Every 3rd basic attack from you will also do this. Survivors have 5 blood bars. One blood bar is gained back every time they are healed, but only if the healing puts them back into the healthy state. Once the
    0 comments 21 views last activity
  • Why would the devs make killers that are not powerful? Why can't they be good, AND fun? No offense and I love these devs to death, but that may have been the stupidest thing to say/do for the community. I mean really, how can anyone say that with a straight face. Hillbilly - Fun and powerful Nurse - Fun and Powerful Spirit - Very fun and Pretty strong My opinion of the devs really took a blow
    12 comments 211 views last activity
  • People are always saying to buff solo survivors to match information gained by swf. I understand that this is filling an informational advantage gap, and I support that. No harm, no foul. Except that it is always at the expense of the killer. I would be ok with buffing solo survivors, but now you've gone and buffed solo survivors but have not nerfed SWF. The only thing that will balance SWF is r
    22 comments 221 views last activity
  • Hex perks are inconsistent. They are sometimes too impactful and sometimes last only 45 seconds. I will be making individual reworks for each hex perk that will make them last the whole round but not be TOO powerful. All of these reworks go on the base that there are no longer any dull totems. Hex: The Third Seal When you hit a survivor for the first time, limit their aura reading to 64m. This on
    4 comments 51 views last activity
  • All of these ideas together would be op but one or maybe even two would be good 1) (Entrance Conditions) Survivors can no longer enter the hatch if they - Have a Reverse Bear Trap - Are in madness 3 - Are intoxicated -Have 3 or more status effects 2) (Spawn Push Back) The hatch spawns after 4 gens are completed, not 2 3) (Hatch Close) The killer can close the hatch if they find it before the su
    26 comments 241 views last activity
  • All of these ideas together would be op but one or maybe even two would be good 1) (Entrance Conditions) Survivors can no longer enter the hatch if they - Have a Reverse Bear Trap - Are in madness 3 - Are intoxicated -Have 3 or more status effects 2) (Spawn Push Back) The hatch spawns after 4 gens are completed, not 2 3) (Hatch Close) The killer can close the hatch if they find it before the su
    1 comments 31 views last activity
  • About Camping. I am all for helping killers experience more fun play styles, but this blood point and emblem drain is NOT the way to do it. When BBQ was added to the game, it was a reason not to camp. A bonus for hooking unique survivors. That was a good thing for everyone. That was the carrot. When this new killer emblem change came, it punishes killers who are within a certain radius of a hooke
    24 comments 211 views last activity
  • This way most of the time, the killer can't be looped around the god pallet and it gives another area to maybe use balanced landing or use more mind games.
    17 comments 251 views last activity
  • Preamble: Killers should not need a whole perk (deerstalker) to see survivors THEY put in the dying state and a whole other perk (knock out) to STOP survivors from seeing other survivors in the dying state. My Idea - Deerstalker: Like a vulture seeing prey close to death, you can zero in on your prey too. If a survivor is affected with -Hemmorage -Hindered -Blindness -Mangled You see them within
    3 comments 51 views last activity
  • Base Kit Buffs - One Jigsaw Box will always spawn in the basement opposite of the chest spawn - 5 traps and boxes instead of 4 - Ambush attack has a longer range - less movement penalty while crouched - Roar only happens after you begin moving Also Seeing the aura of Jigsaw Boxes works like this: - No trap = no vision - Disarmed Trap = 16m vision - Armed above half = 32m - Armed below half = 48m
    1 comments 31 views last activity
  • Huntress Poem - Colorful Melody Somewhere in the dark, a sweet melody, her eerie presence befalls us all. With her voice and ax, she is handy, she will not stop till her prey, her victims fall. She holds though, deep in her heart, a yearning for something, someone to love. Crimson red, yet pastel pink, like a dove, her heart breaks free. And she dances in the snow, riddled with frostb
    0 comments 21 views last activity
  • Somewhere in the dark, a sweet melody, her eerie presence befalls us all. With her voice and ax, she is handy, she will not stop till her prey, her victims fall. She holds though, deep in her heart, a yearning for something, someone to love. Crimson red, yet pastel pink, like a dove, her heart breaks free. And she dances in the snow, riddled with frostbite, but her soul stays warm. She is the Hu
    2 comments 81 views last activity
  • Hatch can no longer be used if the survivor is... -Asleep -Madness 3 -Reverse Bear Trapped -Intoxicated The new hatch... -Will open when 4 gens are done, not 2 -Can be closed by the killer which takes 2s However... -The killer cannot preform a hatch grab In addition -Finishing the last generator will not open the hatch, but it will start both exit gates 30% open -If the killer has closed the h
    31 comments 341 views last activity
  • Hatch can no longer be used by survivors who are -Asleep (Freddy) -Intoxicated (Clown) -Madness 3 (Doctor) -Reverse Bear Trapped or been ambushed in the last 8 seconds (Pig) -Have been stalked in the last 8 seconds (Myers) -Have Triggered a phantasm trap in the last 8 seconds (Hag) -Have been untrapped or disarmed a bear trap in the last 8 seconds (Trapper) -Have triggered the Surprise Attack acti
    1 comments 21 views last activity
  • No one runs it and her ambush is trash until they adress the roar. My change While a survivor is wearing a Reverse Bear Trap, If they fail a generator, healing, sabotage skillcheck the timer will lose 8 seconds. If they fail a skillcheck while searching a Jigsaw the box will lock on your arms, injuring you and holding you in place for 16 seconds while the timer keeps ticking. You cannot search th
    5 comments 131 views last activity
  • Survivor Alert When the killer preforms a break action within 16/20/25m of you, you gain an 8/9/10% haste status effect for 5s. Cooldown of 55/45/35s Boil Over The killer carries you 3/5/7% slower. Hooks are not reveiled to the killer unless they are within 24/20/16m Deja Vu One uncomlpeted generator is always reveiled to you. When working on this generator gain 4/5/6% repair speed and
    12 comments 141 views last activity
  • Its useless. I honestly think that with the hatch rework comeing soon, we could get rid of keys entirely. Replace them with a new item type - Injections. Injections take 3s to use and are consumed on use, however bringing an empty vial back to the campfire, it will be refilled Green - on use, cure a status effect Purple - on use, cure all status effects and increase movement speed for 15 second
    14 comments 601 views last activity
  • Movement - 112% Weapon - Spider fang Active ability - Spider Egg, in 4s lay a spider egg on the ground with LCNTRL the egg must nurture for 20s and can then be hatched by pressing M2. 2 spiderlings will seek out survivors in a 32m radius and move at 170% speed to attacksurvivors and give them the poisoned and broken effect for 30s. Spidelings will not go outside of the egg range. At the end of th
    1 comments 91 views last activity
  • Survivor Déjà Vu At the start of the trial, 1/2/3 generators will be shown to you for 12 seconds. Working on these generators will give you a 5% repair speed buff and 120/130/140% blood points for reapairing. While working on each generator, a missed skilkcheck will count as a great skillcheck 1 time for each generator. No Mither Start the trial healthy. As soon as you are injured, gain the
    7 comments 51 views last activity
  • Upon hitting a great skillcheck, any negative status effect will lose 5/8/10% overall "material" (like lose 10% of the circle the time left is represented by) And a good skillcheck will lose 2/3/4% material. Hitting a great skillcheck will also do the same thing for the nearest survivor with a negative status effect.
    2 comments 51 views last activity
  • Upon hitting a great skillcheck, any negative status effect will lose 5/8/10% overall "material" (like lose 10% of the circle the time left is represented by) And a good skillcheck will lose 2/3/4% material. Hitting a great skillcheck will also do the same thing for the nearest survivor with a negative status effect.
    0 comments 1 views last activity
  • So I think killers should be able to pick something that will let them have a more unique style for players. Like a class system similer to the one found in Paladins, for example. For example, the Trapper would look like this Prepared: Start with 2 more traps but do not increase carrying capacity permenently Forced: Traps are 10% more difficult to escape and struggle time is 10% slower Quic
    5 comments 51 views last activity
  • Every killer should have 2 ultra rare addons. So I will pretend that there are none in the game right now and create by own Trapper : Iridescent Claws : Reduce damage taken by being trapped to none. If the survivor has not been hooked yet during the trial, they will go directly to the struggle phase upon being hooked. If they have been hooked 1 time they will die on the hook. Rusted Hinges
    Mod
    6 comments 81 views last activity
  • Prove Thyself - For every great skillcheck you hit, gain a token up to 8/9/10. Each token will increase the skillcheck success zone for all survivors by 1/2/3% and reduce the noise made by repairing generators by 1%. "If I do my best, maybe the others will see those results" -Dwight Fairfield Detectives hunch - When completing a generator, gain a snapshot of the killers aura for where they were 4
    5 comments 101 views last activity
  • With the recent trapper buffs, making him viable midranks and playable highranks, I have noticed something Save The Best for Last on Trapper is Godlike and heres why With the trappers fast movement speed, he excels at getting tokens from M1 chases. But his traps actually make this very good. If you trap a survivor, you can get a token by hitting them in the trap and then picking them up OR if y
    2 comments 41 views last activity
  • 1) starts with 3 traps but loses ability to hold 3 after placeing the first one, then he can hold 2 by default 2) can throw traps at a distance right in front of him to set them instead of bending down 3) Traps have bigger hitboxes and the propt for disarming a trap is only shiwn when looking directly at the trap 4) New option to manually trap windows and pallets so they will always trap survivors
    17 comments 181 views last activity
  • We all know totems are a bit unreliable. In this post, I will rework each hex perk individualy so that there are no longer hex perks but will be nerfed slightly to compensate, except for the third seal, which will be buffed. Hex: Ruin ---> Ruin: Start with 25/30/35 tokens. All survivors are affected with ruin as long as one token remains. 2 tokens are lost for every great skillcheck hit 1 toke
    5 comments 51 views last activity
  • Trapper 1) Prison Escapee 2) Bear Hunter 3) Fisherman Hag 1) Witch Doctor 2) Dark Cultist 3 Light Cultist Huntress 1) Great Elk 2) Cunning Fox 3) Sturdy Moose Nurse 1) Chinese Wedding 2) Burn Victim 3) Beautiful Summer Wedding Billy 1) Lumberjack 2) Fankenstein 3) Shreck Clown 1) Sword Swollower 2) Fire Breather 3) Cultist Doctor 1) Typhus 2) Hypothermia 3) Small Pox Possible DLC
    1 comments 51 views last activity
  • 1) Bloody Butcher and Bloodhound will be a combined perk that grants the ability to see pools of blood at a brighter color for 15/25/35% longer and survivors leave blood puddles 40/50/60% more often. Survivors on the ground also bleed out 5/10/15% faster (They are both goid tracking perks but are not good enough to be separate) 2) Hex: Huntress Lullaby is no longer a hex perk. To balance this, ea
    5 comments 71 views last activity
  • 1) Yell once you start dashing, not during the charge 2) surviviors with no trap can inly see jigsaw boxes within a 24m radius. Survivirs with a disarmed trap can only see boxes withing a 32m radius and survivors with an armed trap can see boxes within a 42m radius. Addons will decrease these numbers. 3) Survivors must get 2 key halfs from separate boxes and 3 boxes can can contain what they need
    17 comments 261 views last activity
  • This is a unique way for all Hex Perks to still be strong, but but no longer be totem based. Thrill of the hunt. I mean Im talking about removing totems so this one will need a rework. For every unfinished generator, gain a token. For every token you have, missed and successful attack cooldowns are reduced by 3/6/9% Ruin. Start with 15/15/20 tokens. As long as you have 1 token, 1/2/3 survivors a
    5 comments 32 views last activity
  • (Killer Main pov) DS - Its good. I really dont understand why people are complaining. It went from S+ tier to A- tier. It is more balanced and is in a good place. It still gives you 27% more wiggle time (4÷15) during which the killer can be pallet slapped and flashed. Its still a good perk I mean yes any nerf to an S+ tier perk will seem like a devestation but it is still a good, heck, great perk
    1 comments 41 views last activity
  • Thus is based on a monthy reset Days 1-4) 8000 bp and 20 Shards Day 5) Common Mystery Box Days 6-9) 10000 bp and 25 shards Day 10) Uncommon Mystery Box Day 11-14) 12000 bp and 30 shards Day 15) Rare Mystery Box Day 16-19) 14000 bp and 35 shards Day 20) Very Rare Mystery Box Day 21-24) 16000 bp and 40 shards Day 25) Ultra rare mystery Box Day 26-30) 18000 bp and 45 shards Day 31 - Shrine of secrets
    3 comments 731 views last activity
  • These buffs would work for all killers and are not specific to any killers kit. Note that all of these at the same time would be OP but some can be used and these are just ideas that can be used, stacked or scrapped. 1) 5th perk slot dedicated to a hex perk. This perk slot, instead of being unlocked at level 10, 15 and 20, would be unlocked as soon as you unlock your first Hex Perk. This slot ca
    22 comments 214 views last activity
  • Part One - https://forum.deadbydaylight.com/en/discussion/2502/perk-balance-ideas#latest Sloppy Butcher - -Keep all other aspects the same -Decrease dying bleed out timer by 10/15/20% -increase healing noises by 15% Deja Vu 1/2/3 Generators are reveled to you until they are completed If you are working on one of these generators when they are completed, you gain a token each token
    3 comments 41 views last activity
  • Can hit healthy survivors which will injure them and put them into the dream state While in the Dream State, survivors repair and heal at 70% speed and do vaults at 70% speed They also move at 96% speed. The Dream State aura reading is scrapped. You can only exit the dream state by being woken up by another survivor, being injured again or being hooked. No more skillcheck bullshit. Skillchecks
    3 comments 72 views last activity
  • Ambush Attack -The Pig will only scream during her Ambush attack if the survivor has already started running. - The pig will be stunned for 25% more time if a pallet is dropped during her Ambush attack Jigsaw Boxes -Survivors with no trap will see the boxes from 8m -survivors with a disarmed trap will see the boxes from 20m Survivors with an armed trap will see the boxes from 32m Reverse Bear
    2 comments 41 views last activity
  • I know we already have like 2.5 cannible killers but I thought of this idea before that. Please note hat this killer will seem OP because of his loaded kit, but killers can (and will) be nerfed and values can be tweaked if he is too OP. New Killer - The butcher Backstory - Pending Looks - Yes, this is not my creation or picture but he is what I want the killer to look like. He is from Little
    0 comments 61 views last activity
  • Self Care (Nerf) Start the trial with 12 charges and (12 charges is enough for 1 heal). You can store up to 12/16/20 charges You can heal yourself at 55/65/75% normal speed but it uses your charges like a normal med-kit would. You gain 2/3/4 charges back for every great skill check you hit. Reasons Less boring for user because of faster speed Still infinite but not in a way t
    12 comments 122 views last activity