Maelstrom10
Maelstrom10
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- Maelstrom10
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A set of trapper buffs meant to influence his convenience and make him easier to play but not betterTraps could be gained from lockers (if you have empty bags or none held), but in turn delete any non active traps in the map. if all traps in the map are active, or your holding a trap, no trap will be gained. This makes sure he has easier access to his traps at all times without purely just giving him the ability to carry extra and makes them akin to huntress hatchets. it also doesn't allow him0 comments 21 views last activity
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A good example : I'm all ears - a great perk, crippled by a very long cooldown thats designed to prevent it's use multiple times in a chase The solution? Make it apply to all survivors individually - that way it wouldn't be likely to activate multiple times per chase, yet would avalible as soon as you start your *next chase* Same with spies from the shadows - I'm of the opinion it should revea2 comments 31 views last activity
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We wouldn't happen to be getting a 4th year anniversary event in the base game right? 4th year gaetus? was really looking foward to the 4th year cakes haha. ie bloodpoints and cakes etc. Also i know you wouldn't want to release them on the same day as the ptb, as that would take away from ol pyramid head here, but yeah. Also quick question to others and the devs if they feel like answering : wi0 comments 41 views last activity
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Going to start this hot topic with two nerfs (I know I know this is meant to be a buff topic so all survivor tools feel powerful but cmon these need adjustment too.) Purple and pink keys should not be found in chests unless running the perk plunderers instinct OR you are the last survivor left in the match. Overall I see this as a net positive change as they were in the game before the endgame c0 comments 11 views last activity
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Ie claudettes should have a 5% increase to medkits, dwights having a 5% higher for maps/toolboxes over other items, jakes a 5% to toolboxes. Aces 3-5% to keys, nea/meg 5% to flashlights etc etc. This would be in comparison to their like "rarity" counterparts, so a jake would have a 5% higher chance of getting a toolbox, over a medkit, with the medkit having a 5% reduced chance. plunderers would0 comments 21 views last activity
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Regression during the period in which they are blocked is op. that's just free regression that survivors can do nothing about and im very glad that bhvr hasn't allowed that with these perks as that would be very strong. But regression afterwards as if you'd hit the gen? that seems fair to me. if your applying all the pressure you can with dms and manage to hook an obsession, and get them off a g0 comments 31 views last activity
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Killers moving at high speed : think billy with double engravings, spirit with double speed/mother daughter ring, Nurse with distance addons, The oni with speed addons etc etc, all have one incredible bonus that no one talks about. they give less warning whilst coming across the map. Infact one of the best perks you can run on these killers is monitor and abuse (excluding spirit for reasons) as i1 comments 21 views last activity
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Fixing camping, emblem gain in edge cases, bp gain for all and promoting healthy gameplay. a thread.Right so this is going to be a somewhat incredibly lengthy discussion on everything and more from the title but it all surrounds encouraging good play over bad play, and rewarding those whom actually play the game well. @Peanits @not_Queen i'd appreciate a look on one of your lockdown lunch breaks, though i completely understand if you or any other dev/anyone else doesn't read the whole thin0 comments 21 views last activity
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Something that effects the survivors immediately out of the gate. makes them want to cleanse. wastes their time at the start of the match, whilst kickstarting potential trap totem builds (retribution/haunted grounds etc.) Ruin was good for this to encourage cleansing, but now that only is really effective endgame. Also older hexes should be either hidden more so throughout a match and revealed le0 comments 21 views last activity
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I'm going to list these in the most easy to read format, as i usually make long ranty text posts : Exit gates should regress at 0.5-1.5 charges a second (1/1.5 with remember me/bloodwarden) this will make the exit gates more neccessary to be pressured in the endgame making the endgame collapse more often activated, and preventing endless stall of the game via 99ing exit gates so that survivors1 comments 31 views last activity
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invisible walls above loops (expecially on haddonfield or ormund) should be removed imo. getting on top of objects/going over and around loops from above is fun for both sides and adds tactical advantages to structures. also dropping from a height as a survivor should have no stagger (wait hear me out) with killers having a buff to speed proportional to what the staggers distance would of given3 comments 81 views last activity
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Upon a generator being completed you become "fired up" for 30s increasing action speeds by 20%, and reducing attack cooldowns by 10%. When all gens are completed this effect becomes permanent. EDIT : Or act as the opposition to thanataphobia - 5% action speed for every injured survivor. Thoughts? Trying to think of ways fire up could be made better. Wake up : reduces the exit gate timer for t21 comments 471 views last activity
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i have a steady wifi connection, and over the past two days my account just keeps disconnecting me from every second match i enter on PC. I just get disconnected. no rhyme or reason. Happens far less on survivor but it has been happening in a majority of my killer games. My connection to the internet is fine as i've been able to stream netflix/watch full length movies with no interuptions at high0 comments 31 views last activity
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I'm going to keep this as brief as i possibly can to like make sure its as easy as possible to read: Ghostface power recovery : Buff from 30s to 20s default. Ghost face power recovery addons : Nerf from 4s to 2s, 6s to 3s and 8s to 4s. Most power recovery stacking will result in a 13s recovery time which is 2 seconds less then the power recovery with stacked addons now, but retains the usefuln0 comments 11 views last activity
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Using a memento mori offering will not allow mori'ing after first hook. instead this becomes a finishing move when the survivor is on death hook (this applys to all moris). The mori's main effect (Across all mori's except the yellow cypress) Is to have survivors start the match off in a pseudo injured state. This injured state will allow them to act as if they are injured and heal on the survivor7 comments 101 views last activity
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Breakable windows/vaults! Would allow for a killer to vault through, and a survivor but would injure a survivor/leave them broken if they did so as a debuff to discourage doing so. That or forcing slow vaults. Would be a good alternative on some loops where a breakable wall wouldn't be an applicable change or would look odd. Also just adding more breakable things, perhaps things that once "broke3 comments 111 views last activity
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Comment on something that should be changed and can't be argued against ie is 100% valid and healthyBeware, another text heavy post from yours truly. Ie something that if changed, is 100% vaild. That no one can absolutely argue against, without having well, logic thrown there way. I want to open up pro dev discussion, in a way to show the devs exactly why we want things changed other then "well this is bollocks remove it or i will boycott you". Now obviously there is always going to be a count30 comments 491 views last activity
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it all lines up... I only realised today why they were releasing it this month.0 comments 51 views last activity
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Unpopular opinion : Xp rates (not bloodpoints) should be tied to emblems (and other tweaks i'd make)Anyone can spend a couple dozen hrs playing wraith afk farming iri shards. or you know, just playing the game to passively earn xp and therefore rift and bloodpoints (through shrine)/outfits. I feel the xp gain for a match should be more tied to emblems. You get all 4 iridecent? you should get more xp then you do already. Get bronze or nothing? get next to no xp excluding passive match xp. Shoul0 comments 11 views last activity
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I'm talking things accessible right out of the gates for new players. The default perks for survivor and killer. Either buff ideas for them, or new ones that give small benefits or tweak small aspects of the game to make them easier, and to give new players more perks. Examples : Killer Unrelenting rework - buffs lunge distance by up to 20% but ties lunge to recovery time, the longer you lunge0 comments 11 views last activity
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Just realised this might be a nifty yet small feature that could save time for saboer's and net a good amount of points. thoughts?10 comments 161 views last activity
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When a survivor is hooked in the basement survivors auras are revealed outside of 16m of the basement (whilst not in a chase.) If two survivors are hooked in the basement the killer gains the undetectable status effect for the duration that two survivors are hooked there (whilst outside of the basement.) These changes encourage getting survivors into the basement, and leaving it gaining incred34 comments 701 views last activity
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Sure he may be able to hit tier 3 from miles away if this was done. but then survivors have a 32m terror radius or larger to know he's coming. im more interested in the fact that doing so might make him a lot better stalk wise. Keep the distance modifier. anyone out of 32m should be stalked slowly. but make his distance infinite with the cap being at like 20% of full stalk rate from a max distan3 comments 71 views last activity
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title9 comments 71 views last activity
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Ok so the goal here is to be wholesome and only add genuine suggestions/slight number tweaks or alterations in order to be best applicable for the devs to add to the game! These can be killer or survivor. Were not talking nerfs here! only buffing perks, that are otherwise never used. (Lets say to the par of perhaps brutal strength in strength for like comparison sake. a perk that fits quite well43 comments 561 views last activity
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Also im bored and want more bp. pls2 comments 41 views last activity
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Legion is a killer in dbd with a rather complicated history and and a convoluted PlayStyle that just doesn't suit the nature of both "feral frenzy" and the idea of him actually being a lethal killer. He'd trying to be many things at once, an information based killer, a slowdown killer and a chase killer all at once and due to this there are many compromises that have had to be made to his kit so0 comments 31 views last activity
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If camped a survivor should minimum black pip. If they did absolutely nothing but afk a match it obvs shouldn't be enough to black pip, but a small amount of emblem progression for being face camped after doing a gen etc would make the game a bit healthier imo. Just enough to prevent them from having lost when they really had no chance at winning. Endgame camps are shouldn't do this. Also perha0 comments 21 views last activity
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Outside of 40/36/32m you become completely invisible to survivors, And any sounds you make are not heard. Note : does not grant undetectable, hide killer notifications, nor hide your terror radius if it is larger or your aura. Billy + tinkerer and perhaps silencing addons - whirlwind of death you don't hear until he's right on top of you. Nurse = no crys as she comes screaming towards you Mich4 comments 151 views last activity
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ie you have one token, and the healing speed buff is 30% etc.3 comments 41 views last activity
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Just morbidly hanging there. slumped and dead. entity crawls down upon the final sacrafice and takes their energy, leaving just a lifeless greyed corpse behind... Hook still unusable just like normal gameplay after a sacrafice. Just... a corpse is now there instead of a broken hook. Could be an added effect to mori's? anyone moriable, or when using a mori offering will just hang there instead5 comments 131 views last activity
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Insidious : reverse distressing. Bloodpoint buff and a smaller terror radius. Fire up : 5% increased speed ontop of current bonuses for 30s. Endgame keep any current speed boost gained for 45s. If 3 gens pop, prepare for a very fast killer for a while. Kicking the hatch removes all bonus speed. Noed : no longer a hex perk. Grants permanent undetectable status effect in endgame and a 5% movement26 comments 431 views last activity
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This would allow them to chase normally in a situation they might not be able to otherwise, along with diversifyingh their abilities. For every hatchet that huntress doesn't have, under 5 - she gains 1% movement speed Whenever deathslingers harpoon is unloaded, and not lodged into a survivor he has +5% movement speed. (This is to prevent his reeling having an unintended buff)21 comments 441 views last activity
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two of the Dailys now come back as soon as you finish them. "Dailys" Take from the pool of first tier archives, from all tomes (for applicable ones only, ie if you don't have a certain killer or survivor perk it won't give you the daily.) This makes the dailys far more diverse. 1 of the dailys is a true daily. Worth 100,000 bp, it respawns once per day and will be hard to complete ie win a mat0 comments 11 views last activity
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Bare minimum should have ^ Also fixated should have its speed boost work whilst injured Lucky break should hide blood at all times. or reset on unhook and be a lower time Stake out shouldn't have a cap on stacks. Thoughts? any disagreements?4 comments 61 views last activity
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Doing this to get the devs attention of much wanted additions to the game/things that would make killers/survivors with their addons and items much more playable, in the form of small numbers and/or tweaks for the most part. Not wishing to talk nerfs at all. just purely buffs to the game. Could be perks, but im wanting to mostly focus on addons, items and killers. As an example. Add an extra ca31 comments 211 views last activity
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We all want bloodpoints yes? Do you find it difficult to amass the bloodpoints you need to fill your needs? If so, i have this comprehensive discussion and idea list/rework for you! Includes a little bit of dwelving into the emblem system, and a little bit of math to back my work up. I realise this is a very text heavy thread, but i want to urge discussion within the community surrounding the cur7 comments 101 views last activity
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Zanshin tactics new effect: Shows survivor auras for 5/7/10s at the start of the match and when the end game collapse is activated show the survivor auras for 5s. Allows killers a "headstart" to instantly know where to go to to get into their first chase and apply pressure. In endgame if the survivors have basically already won (or if you've already won via closing of the hatch) it allows you to0 comments 11 views last activity
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Overcharge should allow gens to regress to -25%. Gens below 0% will smoke and not have the tremendous skillchecks. Gens will regress 2x as fast. Kicking a gen is now avalible at 0% and the skillcheck doesn't regress the gen by an extra percent (due to the double speed gen regression) but is instead just there if failed, to give awareness. This would make it pair excellently with ruin at the star0 comments 11 views last activity
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Ie his power is earned (albiet far easier then Oni) and is is lowered/ended by downing. Let legion down on a second hit, yet gain his power through the match somehow. If he uses his power to hit a healthy survivor it applys deepwounds like deathslinger but if their injured or in deepwounds, it downs them. Nerf on hit recovery, and remove power recovery on hit. Make his terror radius smaller. B1 comments 51 views last activity
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For the people is a perk that allows you to instantly heal a survivor one health state at the expense of injuring yourself and leaving yourself broken. Now this sounds good in practice, i mean instantly allowing someone to get off the ground? Neat! But it leaves you broken, unable to heal for a very long time. it shaves 16s off at the expense of disallowing you to heal. thats not that great. W23 comments 2,441 views last activity
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Deathslingers coin, should be similar if not identical to how a reworked iridecent head should work. Hit them outside of lets say 24-32m (seeing as her terror radius is 20m.) and be granted an instant down. Could be a further distance, at the expense of removing fewer hatchets. This would reward skillful play and going for snipes with her. If your at a pallet loop and getting hits, its your regul0 comments 111 views last activity
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I have two simple questions : the first being, will the syringe/styptic still erase medkits? or will it simply black out the medkit from further use, keeping the item. imo it should work like brand new part, but thats just me. And second will we ever get a killer equivalent? i mean it is a whole perk slot for a survivor to take up (potentially limiting their abilites in the match at the expens4 comments 931 views last activity
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That it appears to activate when you would've gotten a hit, even in occasions when you would of missed (at the end of a lunge, or at the start of a m1.) This is shown most clearly when someone stands behind a slight object (lets say the wall of the shack, peaking their head around, yet with their collision pill on the other side) and the killer swings at a hit, and the Aim dressing activates, bu0 comments 71 views last activity
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"The pig" Rework. Crouch : Crouch activation time = 0.7s Ambush charge time = 0.75s Bear traps : Reverse bear traps now have a ratio based chance -10%, depending on how many jigsaw boxes are left in the match to check. at 4 boxes this would be a 25% -10 = 15% chance to get off. at 3 this would be 23% and at two it would be a 40% chance. at the last box all chance modifiers are removed and it1 comments 31 views last activity
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Like i want to run around as kate/dwight in a suit, or play or to have the trapper in a "pre trapper" miners uniform outfit, from before he was the killer we know and love similar to how the archives showed him to us. No mask just the stone cold face of Evan macmillan staring as he traps us. I realise some survivors already have formal/dress outfits (kate,claudette, ace and i believe you could0 comments 21 views last activity
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More survivor bp to get, more sources for totems, more variety. hell spawn all the totems on the map (excluding when noed is in play) and have offerings delegating more totem spawns for killer and survivor, with survivors also having ones to remove them (but only down to 5 or something like that) Pro's wastes survivor time gives survivors more juicy bp Cons makes it harder to define hex2 comments 41 views last activity
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All hexes should have a residual effect once cleansed (Except haunted grounds/thrill of the hunt)Devour should keep the 5% movement speed off hook. ruin should have normal regression speed, huntress lullaby should keep half tokens etc. third seal should have blindness for 60s, noed keeps its speed. Things that make them not a dead slot once cleansed, yet make them tons weaker then they would be n4 comments 61 views last activity
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Introduce variable gen speeds ie for example without gens near them, and within strong or far locations of the map will have a hidden speed debuff up to about 9%. Gens incredibly close together whilst gen numbers are low, will go faster up to about 9%. - stops lack of pressure early game from survivors doing far gens/gens on specific map tiles and makes the game less map dependant for killer. -0 comments 11 views last activity
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Traps should spawn all open. Traps should also spawn either on the closest side of the corresponding loop tile to the trappers spawn location or in relation to the center of the map making it more convenient for him to go grab them. What would be even better would them spawning preset in loops however that would be quite overpowered imo and also take what makes trapper fun away from him. However2 comments 51 views last activity