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OctaviusK

OctaviusK

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OctaviusK
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  • Listen please. Second wind requires you to heal the equivalent of one health state to a survivor that isn't you. I think this means that if you get interrupted at 50% but then do 50% on another survivor the perk will still activate. The pay off is a heal after being unhooked provided you can loop for at least 20 seconds. The benefits of this is if your getting tunneled and you manage to ge
    17 comments 251 views last activity
  • Let me explain myself a bit. Dead By Daylight: -Nice graphics -Terrible optimisation -Very Little Changes to game -Much more variety in perks. Identity: -Lots of changes, although some undeserved. -Absolute garbage graphics -Terrible optimization - Extremely Unique Killers They both have their pros and cons and yet some people just say mobile game bad, and I get the fact that some i
    8 comments 291 views last activity
  • Gearhead: After downing a survivor all gens that have a survivor working on them will be revealed with a yellow aura. This effect lasts until they complete a good or perfect skill check. Dead Mans Switch: After hooking a survivor that is the obsession, all gens over 50% are blocked for 30/35/40 seconds. Hex: Retribution: When a dull totem is cleansed the survivor who cleansed the totem suff
    3 comments 71 views last activity
  • This stems from it being an asymmetrical game. Each side is distinctly different from each other and that people tend to stick to one faction. So people that play both are quite rare. In reality those people have the clearest vision. They know that tunneling is annoying having been tunneled as a survivor but also understand it's necessary to do it as killer when your in a sticky situation. Sa
    17 comments 251 views last activity
  • Apparently it's an infinite? Would someone mind describing it or showing a picture?
    0 comments 21 views last activity
  • 4 comments 51 views last activity
  • Did the devs make it fairer, are scratch marks visible? Do you like the inclusion of the snow tractor? Do the graphics look good? Thanks btw.
    14 comments 211 views last activity
  • All I'm adding is the ability for a damaged gen to chain Surges effect to the next gen 32 meters close to it. So lets say you affect one gen, that gen then applies surges affect to all other gens withen a 32 meter radius or whatever level the perk is on. This allows surge to be a much better perk. In small maps you can damage each gen and get regression. This also works in bigger maps,although
    4 comments 111 views last activity
  • I've read lots of posts recently and whenever someone says they don't like (killer) they seem to immediately be called a mindless looper survivor. Like really? Can't we have a little sympathy? Fun is subjective so if someone isn't having fun against someone, don't bash them. Try to understand, for Deathslinger some people don't want to have to think every second about what he can do if he can sho
    0 comments 21 views last activity
  • Stats: Speed: 110% Terror Radius: 36 meters/14 meters Hight: Average Power: The Legion The Legion is a group of teenagers, bored by typical life they ventured on to a darker path. One that they couldn't walk back up. Each member of the Lehion spawns on the map, one in the main structure, one in the Shack, and two randomly. You automatically take control of the Member farthest away from a
    3 comments 81 views last activity
  • If it gets a buff. Currently you get one loop stopper if you time it right, if you dont the token is gone and you get no value. I see a couple way to solve this 1. Missing an attack won't remove the token but if miss twice then the stack is removed. 2. You get more tokens for each gen completed. 3. Add more ways to get Coup De Grace tokens but they should be farely specific. 4. Once the en
    15 comments 1,101 views last activity
  • I'm not sure if the game already works like this but what if Survivors had to run for a bit to build up momentum to get to 4.0 m/s? Personally it shouldn't be a set number any time you stop moving but change depending on whats going on. For example crouching will increase the time to build up momentum but in a chase that time is decreased. Would that do anything?
    14 comments 291 views last activity
  • I posted a Deathslinger tweak and got some good feedback, I went into it thinking he had no counterplay a huge mistake on my part. So now I'd like to know his counterplay.
    24 comments 261 views last activity
  • After posting a discussion about ehy people hate Deathslinger I got many similar answer. Answers: -He has instant ADS that allows you get shots with almost no counterplay if your good. -A good deathslinger will hit you then reel you back in to down you. -He has no map pressure. Now let's see if I can fix these. Fixes: To fix the first issue. -Entering ADS takes .75 seconds and a non-direc
    79 comments 2,431 views last activity
  • I want to know, personally he just needs some tweaking with numbers.
    30 comments 1,491 views last activity
  • So what if, Gens take 60 seconds to do. But the real challenge is running around the map repairing the wires linking up the gens and gates. Ther'ed be two wires linking up to two gates. The wures would have around 6 different ways they can loop to the gen to the gate, 3 gens go too one gate, 2 to the other. The Wires will emit electic zaps notifying survivors of their locations. As well as the ki
    0 comments 11 views last activity
  • Ive been mori'd many times, only once did I have fun. That time was when I was mori'd by the gates at endgame. Blaming myself for not being able to get out, and having ample time to do so since all gens had been completed. So a possible nerf could be a delay as to when you can use it. Here are some possible nerfs: 1. Moris only activate during EGC 2. Moris only activate when there is one g
    33 comments 251 views last activity
  • Speed: 4.4 m/s Terror Radius: 26 meters Hight: Whatever it is Power: Rage of the Ancestors The fury of the ones before you enrivh you with powers yet to be seen by mankind, but such strength has its limits. After atacking a survivor the abilty "Phasewalk" gains one token. One token can be consumed to use "Phasewalk". Tokens cannot go above 3 times. "Phasewalk": After a short
    25 comments 611 views last activity
  • Wire Overload: If 3 gens are completed within 5(10?) seconds then the wires will be overloaded for the next 30 seconds and (any gens that are completed will be delayed until the wires arent overloaded/ gens that are being worked on will take an extra 8 seconds to complete/ gens that have great skill checks will only grant half extra progress).
    13 comments 121 views last activity
  • Every time a generator is completed this perk gains one token, max of 4 tokens, you can use these token to block all windows within a 24 meter radius. The windows are blocked for 10 seconds.
    0 comments 31 views last activity
  • The Trapper: Instead of just slashing them why not use his Bear Traps? The survivor will stand up and try to walk. Trapper will trip them and their head will fall into a bear trap./The Survivor will start crawling away and Trapper will place a trap and push the survivors head into it, a few slashes lated and your done. Freddy Kruegger: His ability is dreams right? The survivor will h
    5 comments 231 views last activity
  • I'm assuming most people have complaints against NOED. So here goes. Original NOED: Once the exits are openable, NOED activates. If atleast one survivor is alive your movement speed is increased by 2%/3%/5%. As long as your hex totem is active when the exits are openable you will be able to insta-down once/twice/twice per survivor. Is this better? Im not sure. This is my first post here so
    29 comments 232 views last activity