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Masterninja

Masterninja

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Masterninja
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  • KILLER PERKS Terror radius and skillchecks Unnerving presence: extra skillcheck triggering chance from 10% to 20% and now it removes the great zone in the skillchecks. Distressing: from 25% to 10m. Monitor and abuse: from 25% to 33%. Huntress lullaby: tokens removed, now from the start reduces the time of the skillchecks warning by 60%. Undone (new version): now you gain 1 token when surv
    1 comments 474 views last activity
  • Now when Demogorgon, Victor, Nemesis, Dracula, Wesker, Springtrap, Vecna (Henry), Unknown and Wesker are holding/charging their range attack for more than 3s, their respective walking speed slows down by 25% and their power cancel duration increases by 25%. Remove from all maps the invisible walls in front of drops. Huntress Now moves at 4,6m/s when she is out of hatchets. Demogorgon Sh
    3 comments 141 views last activity
  • Please focus on the ideas and concepts, the numbers can always be tweaked. GENERATORS The generators pole makes it very easy to find them. Makes some perks and map items almost useless in outdoor places. The pole needs to be shorten by half. Gens can no longer spawn within 26m from each other, except in double floor maps. Totems no longer spawn within 12m from gens. Objective rework Bra
    0 comments 141 views last activity
  • Stalking survivors at close distance (within 8m) makes the stalk meter fill up 50% slower. Stalking survivors doing conspicuous actions ignores this penalty. Remove all Pursuer mode +% bonuses except the +15% vault speed. Evil incarnate duration from 40s to 60s, terror radius from 40m to 32m. Slaughtering strike removed and basic attack lunge range increased. Now all survivors become exposed a
    1 comments 12 views last activity
  • Stealth drones (VERY GOOD): these were always a very cool feature and fun as a survivor having to pay attention to the lights coming out of the drone to not get scanned. So is a great decision to put back the Stealth mode . Hacking changes (BAD): hacking drones is very very easy, there shouldn't be any reward for survivors. Actually you should increase the minigame steps number from 5 to 7-8, b
    11 comments 212 views last activity
  • Calm spirit (new version): you don't scream nor scare crows. While inside the terror radius, gain +25% cleansing, blessing, unlocking, opening exit gates and unhooking speed. _ Spies from the shadows: range from 36m to 46m and cooldown from 5s to 3s. Blood echo (new version): when hooking a survivor, all healthy survivors scream and suffer exhaustion for 40s while injured ones suffer laceratio
    0 comments 31 views last activity
  • Killer Distressing: now increases the terror radius by 10m instead of +30%. Unrelenting: reduction from 30% to 75%. Spies from the shadows: range from 36m to 46m and cooldown from 5s to 3s. Predator: now the perk still has it's old effect on top of the new one. Unnerving presence: extra skillcheck triggering chance from 10% to 15% and now it also reduces the great skillcheck zones by 60%.
    2 comments 72 views last activity
  • Clown: having so much bottles in his basekit allows him to spam his already easy to use power. He should require more skill. Bottles from 6 to 4. "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get an extra 7% Hindered. When holding a bottle, the clown can change the throwing arc: normal or with a 60º angle. Now when bottles travel more than 10m, the
    17 comments 331 views last activity
  • Hold button and release to make the drone fly away (the longer it's hold, the further goes) up to 16m, then goes into Scouting mode . Tapping the button makes drones position itself normally into Stealth mode . Now you gain Undetectable by staying inside a drone area for 2s (not near hooked survivors) and lasts 3s once outside. Hacking drones gives claw traps (30s). Survivors getting scanned f
    4 comments 71 views last activity
  • SURVIVORS Extra progress from great healing skillchecks from 3% to 5%. Now pallet saves have a 0,2s window, but stun duration goes from 3s to 2,5s.Teammates can now see each other perk loadouts in the lobby and in the escape menu during a match. Now when dying survivors have 95% recovered by themselves , a 40s timer starts. Once it ends they can press a button to increase their bleed out spe
    1 comments 41 views last activity
  • The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch, boon: illumination and maps get their value reduced a lot in outdoor places. The pole needs to be shorten by half. Totems now do not spawn within 12m from gens. Prevents hexes from being found near the survivor objective. Objective rework: gens have stayed the same for more th
    0 comments 21 views last activity
  • Please focus on the ideas and concepts, the numbers can always be tweaked. GENERATORS The generators pole makes it very easy to find them. Makes some perks and map items almost useless in outdoor places. The pole needs to be shorten by half. Gens can no longer spawn within 26m from each other, except in double floor maps. Totems no longer spawn within 12m from gens (prevents hexes from bein
    0 comments 181 views last activity
  • KILLER PERKS Terror radius and skillchecks Unnerving presence: extra skillcheck triggering chance from 10% to 15% and now it also reduces the great skillcheck zones by 60%. Distressing: from 25% to 12m. Monitor and abuse (new version): reduces terror radius by 8m and lullaby by 8m. Huntress lullaby: tokens removed, now it reduces the time between the warning and the skillcheck by 60%. G
    0 comments 81 views last activity
  • Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. When having 2 items (normal or limited) press X button to choose which one to use. Firecrackers are only available in events, aswell as the addon refined serum. Both things need to be put as normal items (with addons). REFINED SERUMS (green rarity) 5% Haste for 16s. FIRECRACKERS (brown rarity) Deafn
    0 comments 31 views last activity
  • Combine Bloodhound + Deerstalker. Thematically they fit together :) Beast of prey (new version): after being in a chase for 15s without using your killer power, your terror radius and red stain disappear, but you can't gain Bloodlust anymore. Deactivates when the chase ends. Predator (new version): scratchmarks left by survivors outside a 24m radius from you spawn 50% more spread out and inside
    3 comments 121 views last activity
  • 6 comments 201 views last activity
  • Put firecrakers and refined serums as normal items with addons. Wall up: press ability button while being in contact with a pallet or breakable wall to reinforce it, which takes 12s (skillchecks) and makes noise. Increases the pallet/breakable wall breaking time by 50%. Has a 90s cooldown. You can also reinforce pallets and breakable walls by consuming toolbox charges. Snare trap: press
    1 comments 41 views last activity
  • Refined serum is one of the most fun and cool things in the game for survivor, but you can only get them in stupid limited events. Not only that but they should also be an item, not an addon. The same goes to firecrackers. THEY ARE NOT OP BY THE WAY
    0 comments 31 views last activity
  • SLENDERMAN 4,2m/s 16m terror radius Omnipresence : survivors can’t see or hear him but Slenderman can, he has vision similar to Dredge while in Nightfall, but survivors are highlighted in red. Slenderman moves at 7,6m/s but can’t hit/bodyblock survivors or interact with objects. Appearing and disappearing from the real world takes 0,5s, but entering it makes a 16m radius non-directional no
    0 comments 22 views last activity
  • Trapper : the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. When being close, the survivor frees himself in 2s and escapes, others the killer is far away but the survivor is trapped forever. The whole luck system needs to be removed. Basic changes: while trapped, survivors need to hold the button for 5s. Injured survivors who liberate themselv
    0 comments 11 views last activity
  • This is not happening : now also works while being healthy. Bonus from 30% to 20%. Technician: if you are alone in a gen the repairing noises are completely silent. Prevents explosion when failing skillchecks and the gen loses 5% instead of 10%. Corrective action (new version): when repairing/healing with teammates, their failed skillchecks become good ones. Each time you hit a great skill
    1 comments 82 views last activity
  • This perks make survivor gameplay way more entertaining and interesting: Flashbang Chemical trap or chemical trap + any means necessary Blast mine Wiretap Deception Diversion Head on For the people Repressed alliance Hyperfocus Blood rush
    0 comments 21 views last activity
  • Quality of life changes: survivors can see the aura (white) of dropped items in a 8 meters radius and now they drop items throwing them in the ground , they are no longer stuck on the animation. When searching a chest, each item we get should be useful enough to say "well this is fine". Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Useless or garb
    0 comments 12 views last activity
  • The main point is how each killer of the game needs to differ from the rest . Every power to be "good designed" requires two things, unicness and be fun for both sides. This is my guess on how the community overall views the killers, so be my guest... Unic but not wanted to play agaisnt: Trapper, Plague, Hag, Twins, Nurse, Legion, Knight, Clown and Skull merchant. Unic and fun to go agais
    1 comments 11 views last activity
  • Unoriginal and repetitive perks that need complete reworks to be interesting and make players want to use them: Collective stealth, Power of two, Friendly competition, Emphatic conection, Reactive healing, Scavenger, Quick gambit, My lucky star, Scene partner, Up the ante and Troubleshooter. _ This is not happening : now also works when healthy. Reduce the bonus from 30% to 25%. Technici
    13 comments 530 views last activity
  • Ada wong perk "Wire Tap" is available. This perk is fun, unic and good. For the ones who dont want to buy her because the rest of her perks are bad. Go, gain iridescent shards and buy it. The shrine refreshes in 5 days. Hear me when I say that is very probable that we won't see again Wire tap in like 9 months or more.
    5 comments 141 views last activity
  • You can lock Leon perk FLASHBANG and Jill perk COUNTERFORCE!!!!!!!! Flashbang is a very fun and unic perk. For all players who dont have this, buy it now. For the ones who dont have enough iridescent shards, go and play the game as much as you can to level up and get more shards. To upgrade 1 level you need to play like 4 or 5 matches and then you gain 300 shards. So if you play a total
    3 comments 281 views last activity
  • Combine Bloodhound + Deerstalker. Thematically they fit together :) Hangman trick: no longer scourge hook, now it grants +1 scourge hook in the map and all survivors suffer a 50% speed action penalty to sabotaging hooks. Blood warden (new version): now it activates when the exit gates are powered, after that, hooking a survivor will block for Overwhelming presence (new version): survi
    6 comments 91 views last activity
  • Collective stealth: is just a worse version of shadow step. Power of two: is just a worse version of blood pact. Friendly competition: is just a worse version of prove thyself. Better than new: is just a worse version of Leader. Emphatic conection: is just a worse version of empathy. Reactive healing: just another healing perk that no one uses. Parental guidance: just another
    2 comments 124 views last activity
  • New interactions: -When being in contact behind a zombie who hasn't detect you yet (his hands are not raised up), you can press M1 or the interact button to kick him in the back and make him fall in the ground. Time to stand up = 12s -When the zombie detects you, if you make contact while walking not running you can press M1 or the interact button to start an animation which you can't cance
    6 comments 111 views last activity
  • The crazy amount of perks makes searching for a specific one tedious and boring. The pages numbers below and the whole rework of color levels it was useless and it almost didn't help at all with the problem when making a build for your character. I say the devs make a class system for different types of perks. SURVIVOR Healing and recovering: 19 perks Altruistic actions: 10 perks Chase: 9 p
    3 comments 1 views last activity
  • This is how I could define my inner feeling at the balancing team. Dont get me wrong, as the rest of players who post discussions like this one, "I enjoy DBD and I respect the devs". But I can't be neutral when I see the desicions and choices made. A good game when you touch his surface, but when you go deeper throughout the years, in my case (2019-2022). It turns in a fuRnace which slowly burns
    6 comments 241 views last activity
  • Sorry, I posted this in the wrong section. I wanted to post it in general discussions. This video is not mine, is from a youtuber called "Pixel bush". I have to say that is quite admirable how he explains and talks perfectly about some DBD problems. Like, for example, deciding what is the best for ... whatever, mechanic, perk, addon, killer needs to be adressed and discussed by the players when
    2 comments 51 views last activity
  • SABOTAGE Increase the duration of broken hooks from 30s to 45s. ITEMS AND RARITIES Brown (34% chance of finding in chests) Toolbox: eliminated (it isn't worth for repairing and too slow for sabotaging, also if you are injured you will beg always for at least a brown medkit) Medkit: no changes Addition of firecrackers (it is a bit unfair and sad to be able to buy them only in events, a
    2 comments 31 views last activity
  • When I'm playing, I want to be inmersive and feel the atmosphere of the map. Seeing the different structures and layouts makes me feel that I'm in a real place. And it is for this why I quite hate that in macmillan state, coldwind farm and autohaven wreckers exist 5 variations of the same realm. Don't get me wrong, the visual reworks are fantastic. However when I search for matches is boring to
    0 comments 21 views last activity
  • This is the version we have now of the main building in the map Groaning store house. I draw only the most important things, is to say, the basic structure. red = window black = pallet blue = breakable wall G = generator Details Two options of pallet spawn (1 or 2) One decent window One god window One breakable wall Comment A lot of people of
    10 comments 61 views last activity
  • Even if the buffs are great and perfect, could you do more. With your current speed and the non stoping chapters coming out each two months, we are never going to get all the bad perks fixed. Thank you, bye.
    0 comments 11 views last activity
  • Finally Freddy recieved a nerf, but since my point of view the change to his snares (not the pallets) was too much and the big problem was the difficulty of see his red stain when you were sleep. Also the buff to the black box doesn't do anything. Finally they take Iri head and... nothing. A lot of people (players, youtubers, streamers) suggested the obvious rework: at a certain distance the h
    7 comments 211 views last activity
  • When the perk brokes the pallet and the stun ends, I can't go throw the place where the pallet was for catch the survivor. I have to surround the entire loop for evade getting stuck.
    0 comments 31 views last activity
  • Dark sense: as long you are out of chase when a generator is completed, the aura revealing time is increased from 5s to 10s. Slippery meat: change it, in both hook phases the progresion speed is reduced in 30% and your teammates are notified when you are running this perk, Deja vu: add that you can see the repair progression of the three gens by the intensity of their auras. Hope: change it,
    0 comments 41 views last activity
  • Normally a lot of people, or don't bother waste slots for any of these perks, or they just enter the trial with already good items and exactly the perfect add-ons. That's the reason why I'm going to buff/rework these bad perks: Pharmacy 1- Now instead of getting an emergency (green) med-kit in your first chest, you get a renger (purple) one. 2- Eliminate all the rest of the effects. Plundere
    0 comments 141 views last activity
  • First of all, I know perfectly that Freddy isn't going to get another rework, is only going to be a nerf. But I post this, because I'm a player between the ones who want old freddy back and the others who prefer the new one. I always thought in how the developers could have gone with the freddy rework in a more interesting and exiting way: buff and make him more viable, but still leave his powe
    0 comments 11 views last activity
  • You need to watch this video from the youtuber OhTofu. "Analyzing a Suscriber Made Idea for Hex Perks / Dead by daylight" Seriously, please watch, is so good. Of course some little things need to be changed maybe, but is something that the devs are never going to do, and actually the game needs it. This kind of ideas are exactly the ones that a lot of normal players creates and are way more be
    3 comments 81 views last activity
  • This rework doesn't completely change her power, is just an addition and a little change. Please Hag mains, let me show this, without making you angry. :) I did this because I want the Hag to be more interactable and fun to play agaisnt, as a survivor. I also want to make her more "complex" and less boring to play. I'm not nerfing or buffing her ok. So be nice in the comments, please. _ Pres
    7 comments 61 views last activity
  • AIMS AND PURPOSES With this post, I propose balanced changes for all the maps in the game. I will especially make the outdoor maps better to play as killer and the indoor ones better to play as survivor. And partly improve other things. Maybe someone will say "You sucks, goodness you are not in the balance team". But you can comment on anything, I will be happy to read, constructive criticism
    2 comments 71 views last activity
  • Michael Myers is an icon of the horror movies, and Behavour has put him in this game with a very good mechanic that matches and goes perfect with him. (stalk survivors) Ghostface is also a legendary killer and loved by many people. And when they added him in the game a lot of them got very excited, but others, including me, have been very dissapointed with his power. Why? Here are some problems
    6 comments 261 views last activity
  • The two perks are so situational, so I make a rework. Poised: every time a generator is completed you gain 1 token. Each token makes your scratchmarks 15% less visible (5 tokens = 75%). Hope: every time a generator is completed you gain 1 token. Each token grants +1% bonus in movement speed. (5 tokens = +5% movement speed) I think is nice to have (at least a minimum of benefit) all the time in
    1 comments 11 views last activity
  • I know that We're gonna live forever it's been used a lot of times for gaining more bloodpoints and is okay for me, put more ways to gain tokens. But the second buff I don't get it, why not put it with buckle up, I think it makes more sense. Buckle up: the recovery bar of dying teammates can be see with a white colour aura. When you complete the heal, you and your teammate can see the killer aur
    0 comments 11 views last activity
  • Distressing: increase the percentage, from 24% to 34%. Hex/ Thrill of the hunt: increase the bonus for each token, from 10% to 20%, and the penalty for cleansing totems from 6% to 8%. (5 totems = 40% speed decrease) Insidius: eliminate the perk from the game (It's obvious, at least for me) Spies from the shadows: eliminate the cooldown of 5 seconds and increase the radius by 40 meters. Unrele
    2 comments 31 views last activity
  • Lightweight: reduces in 100% the noise of the footsteps. Premonition: reduce the cooldown from 30 seconds to 24 and make that the perk doesn't activates if you are in a persecution. Combine (Resilience + This is not hapening): because both perks are available for all the survivors and both are very similar, it's completely logical. Hope: change it, every time a generator is completed you gain
    12 comments 321 views last activity
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