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Naturally_Pink

Naturally_Pink

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Naturally_Pink
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  • Centipede-taur creature the Entity's first attempt at "creating" a killer. The Mistake was thrown into the Void for untold thousands of years, feasting on the Shells the Entity tosses down. The Mistake cannot use Perks normally*. In return, it is an unrelenting force of raw power. Windows shatter under its enormous weight, it disregards the pallets that stun lesser killers. Survivors encircle
    0 comments 30 views last activity
  • Amelia has been a botanist her whole life, studying the local plants in her countryside village in 1690s Salem. She was at one point declared a Witch. She ran. As she entered the familiar woods that were her second home, the flora she had grown up with began to become stranger and stranger. Large orange pustules hanging from branches like oversized tumors, glowing from within. She was torn betwee
    0 comments 42 views last activity
  • Ex-military, ex-mercenary, ex-husband. Damian had many Exes in his past, from elite and celebrated to being a security guard for an old slaughterhouse in the middle of the woods. No animals had been slaughtered in days due to the mysterious disappearances over the past several months. The sounds of rusty metal settling and the clinking of chains were the only sounds apart from the metallic click
    0 comments 1 views last activity
  • M1: A Ceremonial Dagger thrust, dripping the blood onto her bracelet. M2: Mark of Isolation: The Proven Marks a Survivor in line of sight within 20 meters. Only one Survivor can be Marked at a time. Marked Survivors can only vault a window once before it becomes blocked for 6 seconds. While Marked, they also cannot see or hear generator progress. Finally, Marked survivors see other Survivors as
    0 comments 111 views last activity
  • Instead of 3 additional chances of self unhook, increase the anti-camp range by an additional 4/6/8m and reduce progression by 10% if the killer is within 32m.
    5 comments 61 views last activity
  • I believe that if you hook the same survivor within 2 minutes of them being unhooked without another survivor being hooked, it should double MMR gains. That way, killers are playing agaist higher level opponents that can properly deal with a tunneling, camping killer. Negate all MMR losses for 1 week.
    2 comments 62 views last activity
  • No perks, no blood points, no offerings, no items or add-ons, the only thing you gain is your name on a scoreboard. Only 1 of each character allowed. You spend iridescent shards to upgrade your character (killer or survivor). Things like max movement speed, gen repair speed, how long scratch marks are visible, how large (or small) your terror radius/lullaby is. Match making is by how much iri
    0 comments 21 views last activity
  • I have noticed a SIGNIFICANT amount of survivors will just stand in the exit game teabagging in this mode. Due to extreme queue times for Killer, i would request to reduce the Endgame Collapse by 25-40% to help matches move quicker.
    0 comments 31 views last activity
  • I propose that the Knight get the following rework Starting from the beginning of the Trial, the Knights power will go on Cooldown. When activated, the Knight will turn into one of the Guards, instead of summoning them. The first is the Assassin, gaining +5% movement speed, Survivors hit by this form have to Mend. This form will last 24 seconds before you are put into a brief Fatigue animation
    5 comments 111 views last activity
  • Iridescent Survivor Offering 5% chance (stacking) of spawning on Level 50 bloodweb. Max 1 across all survivors. When used as an offering, all other Survivor Offerings become Secret. If the killer has brought a Mori Offering, it is Revealed. "Your time in the fog has jaded you, the moves are the same, even if just barely a whisper." If the Killer begins the Mori action against you, instead r
    0 comments 11 views last activity
  • Franklin's Demise now causes the item to stop functioning for 30/45/60 seconds. Placing an item on the ground will also activate this perk.
    1 comments 31 views last activity
  • I'm having a serious problem with Wiggle times, when i play killer, survivors get out of my grip extremely easily even if they aren't using boil over and i'm near a hook, but when i play Survivor i can NEVER wiggle out no matter how far i am from a hook even if using Boil Over and being on the top of Crows map. What's going on?
    1 comments 11 views last activity
  • I recently unlocked For The People and keep trying to use it, but even if I'm Healthy, I keep pressing the active button while healing and it doesn't work. My deadhard works so it's the the button itself. Am I doing something wrong?
    3 comments 61 views last activity
  • Okay, this may come from a dark place, but I sincerely think the game has enough momentum to rework the Endgame Collapse. 1: Endgame Collapse begins when a Survivor touches a gate. No more 99'ing the gate. The game's over, it's time to get out (when No Way Out activates, it does not trigger the Endgame Collapse). 2: Gate Tokens: When a survivor goes past the doors, the Endgame Collapse gains a
    2 comments 231 views last activity
  • This new mechanic may help with game balance: These buffs have different conditions for activating, and are fluid. Predator and Prey Buffs are linked to Generators completed and hook states. Predator I: Before the first Generator is completed, the Killer has -8 Terror Radius and Generators are completed at normal speed. Once the first Generator is completed, this increases to Predator II. Pred
    0 comments 21 views last activity
  • I'm aware Healing Poultice was already buffed slightly in the recent update, but as I've played Knight almost exclusively in the past few weeks I think it would be much more useful as the following: When the Assassin is summoned, it is summoned with 50% of it's Detection Range already expanded. I mostly say this rework is more fitting because the assassin, while it does move the fastest, is ver
    0 comments 21 views last activity
  • What is the proper way to handle survivors that won't work on gens but you can't catch?
    4 comments 41 views last activity
  • So for clarity, I'm not the best DBD player, killer or survivor. I was just wondering the proper way to handle a massive skill difference between you and the survivors.i get I can try to keep chasing or find someone else in a worse spot, but when the skill difference is so absolutely huge, what should I do as killer? Example: I was playing Oni on Haddonfield, not a great map for killer but hey,
    2 comments 51 views last activity
  • New effects: Confidence and Fear When there are survivors who have not been hooked, survivors gain Confidence. When any single Survivor has been hooked twice, Survivors gain Fear. When survivors are Confident, they repair Generators 5% slower, but gain a 3% movement speed increase. While survivors have Fear, they repair Generators 5% faster, but skill checks are 30% faster and occur 15% more o
    2 comments 41 views last activity
  • Your attacks cause intense pain. When injuring a Survivor with a Basic Attack, they gain the Hindered status effect starting at 1/2/3%. Every 15 seconds they are in Chase, the Hindered Status Effect increases by 1%, to a maximum of 6%. This effect lasts until the Survivor is put into the Dying State or Healed. "What's wrong? Did you pull somethin'?"
    2 comments 21 views last activity
  • "It's just another mission." -Sam Fisher. Perks: The Ghost: You refuse to be spotted, even if it makes things worse. Start the trial Oblivious, any time your Aura would be revealed to the Killer, gain a token, max 3/4/5. For each token, the killer sees a false Aura in addition to yours. At max stacks, your Aura is no longer revealed to the Killer outside the Killer's Terror Radius.
    1 comments 31 views last activity
  • Enough is enough! After being hit by 7/6/5 pallets, the next time you would be hit by a pallet you hold the pallet and grab the survivor that threw it.
    1 comments 61 views last activity
  • "Look over there! And see, it was behind your ear the whole time!" Whenever you Stun the Killer with a Pallet, gain a Token, max 3/4/5 Tokens. At 1 Token, this Perk Activates. When Sabotaging a Hook, lose all Tokens and this hook becomes a Trick Hook for 10 seconds per Token. When a Survivor is Hooked on this Trick Hook, the next time a Survivors Aura would be revealed to the Killer, add an a
    2 comments 91 views last activity
  • "Of course there's nothing up my sleeve! What kind of Magician do you take me for!" Whenever a Generator is completed, gain a Token. Whenever you Sabotage a Hook, lose all Tokens and the hook becomes a Trick Hook for 10 seconds per Token. If a Survivor is hung on this hook, the killer gains the Oblivious status effect for 20/25/30 seconds and cannot see the Auras of Generators. All Trick Hook
    0 comments 12 views last activity
  • You have found a way to circumvent some rules of the Trial. For each time a Survivor is hooked this Trial, gain a Token. At 1 Token, this Perk Activates. At 3 Tokens, gain a 15% speed to Sabotage. At 5 Tokens, the killer is Blinded for 5 seconds when a Trick Hook breaks, and a stream of confetti is released in the Killer's face. When used, this Perk consumes all Tokens and any Hook you sabot
    4 comments 81 views last activity
  • Begin the game with 0 Tokens. You cannot make Great Skill Checks. When repairing a Generator, each Successful Skill Check regresses the Generator's Progress by 10% of its Maximum and you gain a Token. For each Token, gain 2% increase in Successful Skill Check Bonus. Max 10 Tokens. "All I'm asking for is a chance. I'll get it right!"
    2 comments 71 views last activity
  • "Sometimes, you have to make your own fun." After Stunning the Killer with a Pallet, crouch 3 times to activate this Perk. Become Exposed until Downed. Until you are put into the Dying State, each time you Stun the Killer with a Pallet, the Stun Duration increases by 1 Second.
    0 comments 22 views last activity
  • Forcing her way into the Entity's Realm, the Seraphim is an Unwelcome guest in the trials. Perks: Endless Faith: When the Endgame Collapse begins, hook progression slows by 10/15/20% as long as you remain in the trial. "I am here to help. You are not forgotten." Guardian Angel: When the Endgame Collapse begins, survivors that move within 6/7/8m of you gain the Guarded status Effect. If a s
    9 comments 131 views last activity
  • The Xenomorph: A highly reactive killer, it's end goal is unclear. Speed: 107% Basic: Claw swipe M2: Change Demeanor: The Xenomorph can either be Stalking or Hunting. In Stalking Demeanor, its Terror Radius, Speed and Lunge are reduced and gains access to the Pharyngeal Jaw ability. In Hunting Mode, it returns to its full Terror Radius, Lunge and Speed and gains the Tail Strike ability. Speci
    0 comments 11 views last activity
  • Once per trial, after you have been hooked twice, the next time you are to be put into the Dying State with a Basic Attack, you Interrupt the Killer's attack and give a swift counter-attack, stunning them for 3 seconds. -Personal "The longer I survive, the more you feed. Grant me this comeuppance."
    0 comments 11 views last activity
  • You begin the trial Exhausted. Once per Trial, after being injured, you Sprint at 125% speed for 3 seconds and lose the Exhausted condition and begin a 20/25/30 second Mend Timer. Using Perks that cause Exhaustion instead reduce this Mend Timer by 5 seconds. Gain +15/35/50% Blood Points for Escaping the killer.
    3 comments 41 views last activity
  • Size: Small Terror Radius: 18m Speed: 98% Role: tracking and expose Theme: Hunched, bony, robes, staff M1: staff swing, slow recovery (slowest of any killer) M2: Drain: range: 12m: when you use Drain on a Survivor, a black tendril of energy connects you to the Survivor as long as they are within your Terror Radius. while in line-of-sight, the Survivor loses speed and you gain speed at a
    0 comments 61 views last activity
  • Size: Tall Terror Radius: 24m Theme: Large, imposing, semi-quadruped, black/grey fur, yellow glowing eyes. Role: chaos, fear, jumpscares Movement: 108% M1: The Werewolf strikes with his claw, lifts his hand and feels the blood on it before carrying on. M2: Howl: Howl causes all survivors not currently in a Chase to stop and hold their ears, interrupting any other action, these Survivors als
    3 comments 52 views last activity
  • Whether this creature was made by ancient vampire blood or a mad scientist doesn't matter. It's big, toothy and can hear you breathing from a mile away. And it's hungry. The Chiropteran is a Tracker type Killer that has a special Terror Radius. Within the Terror Radius, you can only hear your own footsteps. No Chase music or louder heartbeat. M1: Chiropteran uses it's claws to swipe, licking
    0 comments 43 views last activity
  • Your time in the trials has drained you. You try to hold onto the spark of hope you had, but it's only a fleeting taste. For each other Survivor alive, you gain a token, each time a Survivor is Killed, you lose a token. When another survivor Escapes, you gain a token, to a Max of 5 Tokens. 5 Tokens: When you are Hooked, even if this was your final hook, you automatically escape the hook. This s
    0 comments 32 views last activity
  • Plague, while an.... Interesting killer to play, has some flaws that are very obvious. Mostly, how it's a rinse and repeat kind of killer. I, hereby submit a minor help for our favorite Babylonian: (Edited because you guys are really smart) 1: When all 4 players are Infected and have the Broken condition, a random clean Pool of Devotion becomes Corrupted. This way, the Plague has a Corrupt Purge
    9 comments 102 views last activity
  • You begin your work on the generator, the only sounds being the mechanical whir, your ratchet, and the occasional caw of a crow. When, you begin to hear smooth jazz begin fading in through the sounds of the engine. It's so oddly refreshing in this quiet realm you begin bobbing along to the music of New Orleans. Just as your mind clicks that nothing here can play music and you stand, you begin bli
    0 comments 51 views last activity
  • Not expecting this to get any views, but if Jason were to actually be added to the game, I have suggestions that I hereby give property rights to the devs. Killer perks: Jagged hooks: Hooked survivors immediately start struggling as if it were their second hook, and cannot escape by themselves. This does not decrease the amount of hooks it takes to kill a Survivor. When a Survivor rescues a Ho
    2 comments 131 views last activity