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PassarinoT

PassarinoT

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PassarinoT
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  • Just curious, does anybody know what The Plague is saying when stunned? Or is it just gibberish? I know her mori is something like "drink from a 1,000 fountains" etc. but I don't know about the stuns. Babylonian swears maybe?
    6 comments 351 views last activity
  • As a previously spirit main for the duration of 3 chapters (Shattered-Demise), I played spirit as a killer main and I played her exclusively. Let me say one thing, this nerf she had a while ago? It was a step in the right direction! But the main issue lies in her ability to detect survivors with hardly any skill. When I first played her, I was confused by her power a little, but I caught on. A
    22 comments 191 views last activity
  • What in game experiences do you find oddly satisfying to achieve? For me, I like when I'm playing huntress or plague and successfully get a ranged hit. That squelch noise combined with the screen shaking makes me feel so good.
    31 comments 301 views last activity
  • A quick addition which may help balance the perk in order to make it more useful: When you hook your obsession, the perk activates for 60 seconds. While the perk is active, all generators being repaired will be blocked off if repairs are interrupted. While a generator is blocked off, it regresses at a speed of 25/50/75%. While blocked by Dead Man's Switch, nothing can alter the regression rat
    0 comments 21 views last activity
  • Hey y'all, just wanna see, what's your favorite little in game mechanic that most might not notice? For me, I think that Oni's blood orbs dropping faster from teabagging is a nice touch.
    4 comments 31 views last activity
  • Should The Demogorgon's portals give away an alert that he is travelling? If so, should it still be at the same time? I'd like to hear your arguments on this!
    6 comments 161 views last activity
  • I don't recall if it was talked about or not, but will legendary skins change voices?
    6 comments 221 views last activity
  • I've had this idea for a long while, but after my two rando teammates and I ended up in a predicament where a ghostface had all but one downed, then slugged and found the final one, then proceeded to teabag on our bleeding bodies, I felt I needed to share this idea in hopes that the devs can add it to prevent slugging further. Proposed solution: For each survivor beyond one downed, recovery sp
    9 comments 31 views last activity
  • 1) Why does she have such an awful length cooldown when she doesn't even vomit? It's such an annoying hindrance to play her when you try to burst a short stream of vomit to infect, but get an inhale, swallow, and then slow to your movement speed that delays you so much. Although, I'm not saying it makes a total change to my gameplay, I just wish that tiny stun wasn't there when you don't even hol
    6 comments 31 views last activity
  • Here's a quick idea for an incentive to reward non tunnelers/campers: Three scores when hooking a survivor, one for hook points, one for which stage of hook, and one for it being a different survivor than previously hooked. Hooked: 300 sacrifice. Caught: 200 sacrifice. Entity summoned: 100 + 5 bp per second spent outside of 16 meters in sacrifice. (Or just 200 if they're last to die) Sacrif
    7 comments 51 views last activity
  • Hey everyone, I'm curious to see what map you all are most excited to see reworked! For me, I can't concretely decide, but it's definitely a tie between Thompson House and Family Residence. I really hope they make the houses look stunning with this, and above all I oddly want to be able to go where Rin Yamaoka jumped from in the estate, it makes me sad you can see up there but my monkey brain w
    13 comments 51 views last activity
  • Maybe not, but I think that deep wound is pretty lackluster at the moment and just flat out annoying. If so, what do you suggest? Here's my suggestion: (In this deep wound, the only thing that can deplete it is actions. Also, these numbers are just a concept, they're definitely not a final suggestion. Adjustments would be made, I'd imagine.) Deep Wound: When applied, survivors are given
    6 comments 52 views last activity
  • Hi, sorry I don't know how to get to the JP forum for DBD. Steam One master challenge on level III of tome III has no descriptive text (Instead of saying the challenge, it says "@#" It's constant for me.
    1 comments 11 views last activity
  • Hey, so quick idea! I played a round with an anti-hemo (sorry I try not to be toxic, I just like to burn my best items before prestiging so this was no biggy losing it anyways) and then went against an AFK killer, resulting in absolutely no use of the item. Could item's add-ons not be completely lost on escape? My suggestion is this: When hooked, one add-on of yours is set to be lost on esca
    1 comments 21 views last activity
  • Hi y'all, I just wanted to start a thread of potential perk buff ideas you may have that can make near-useless perks or just not commonly used gain potential! If you have any reasonable suggestions to perks, I'd like to see them :-) Here's mine: Survivor: Poised : Whenever a generator is completed, you leave no scratch marks for 6/8/10 seconds. When outside of 24 meters of the killer, y
    2 comments 61 views last activity
  • The devs make a huge hype for the next chapter, don't spoil it, give plenty of red herrings on purpose clearly, and you guys are disappointed in the chapter? I don't even like Silent Hill but I'm happy they're bringing something they're so passionate about and that they even did this, the chapter looks excellent but there's people going on here complaining? Just congratulate them and be nice. Say
    42 comments 1,101 views last activity
  • Not sure where to report about this, but tonight I've only been getting ping upward of 100. I usually always get 30-40, is this a known issue? I play on Steam. Just constantly getting bad ping, both roles. Not sure how to reproduce the issue. Just does tonight. I feel like this issue happens rarely (thank you for that) but bc of that I'm unsure if it's known?
    3 comments 41 views last activity
  • * Please note this is not a serious post, I ask you do not take it that way <3 * Do you want to get maximum survival without even surviving? Without DS, Head On, or even Deliverance? Well, I have the solution for you! First step, lose your sense of dignity as you prepare to die in a round once more! Second step, equip a Ranger Med-Kit with Needle + Thread and Surgical Suture addons. C) Alo
    7 comments 141 views last activity
  • I want to try and find a way to put motion blur on dead by daylight, I don't know if that, in any way, gives me an unfair advantage but I really like playing The Forest with motion blur because it gives it a little edge to realism. Is this a bannable offense if I put motion blur on my game?
    4 comments 621 views last activity
  • Hi, I have a quick question! I posted an original killer concept I wrote, and my friend illustrated, and it got removed. No idea why, I don't believe it violates any rules. I posted the concept in feedbacks and suggestions. Maybe that's it. But still not sure why nobody could just suggest I change it to that rather than take it down without warning? (Edit: meant to post this under forum feedback
    Mod
    2 comments 31 views last activity
  • Hi all! Just wanted to share my concept for a killer, very well illustrated by @JayJesterArt on Instagram! Give him a view or even follow, his work is fantastic :-) The Hazard is a killer based around obscuring survivor's vision, and then either hunting them down stealthily under cover or igniting gaseous shelter to reveal their location and make them debilitated momentarily. The Hazard is, hyp
    27 comments 3,908 views last activity
  • Just thought that with everybody complaining of camping, a perk could be used to remedy it a little bit. Ofc, this is just a concept. (Insert stupid perk name): While hooked, the perk activates. While active: If the killer is within 16 meters for more than 4 seconds, the killer receives a 1% hindered status and all survivors gain 30/40/50% on repair speed. If the killer is within 8 meters f
    17 comments 141 views last activity
  • Hi all, I have a quick suggestion for a very open ended David King perk rework. First off, in this rework, the perk order is different. Important tidbit. Please note, the two main things being reworked are the perks themselves, and the perk order. (Rare) No Mither: (Suggested rework) Upon being hit, you gain a 60/50/40 second broken status effect. No Mither allows you to fully recover on your
    0 comments 31 views last activity
  • Just curious, in a recent round I had borrowed's endurance applied to me with time left, then i got hit, Mettle of Man stayed fully lit up, I healed back to healthy and it seemed fully active? Then, when I was injured again, attempting to take a hit to save a survivor, I got downed and the perk deactivated. Am I missing something or does this UI representation not align with what happens? If t
    6 comments 31 views last activity
  • When you equip the legion's Empty Stare mask, no matter what body piece is attached, it receives a feminine animation. Not too big of an issue, just thought I'd bring it to attention
    0 comments 21 views last activity
  • Am I the only one who, when injured and outside of the terror radius, will step in an open trap just to get the escape points? Curious if anybody else shares the sentiment of frisky fear and a selfish reward
    1 comments 31 views last activity
  • Thinking on it, a possible way to make people try and suicide on hook less or make it less disappointing to be dead on first hook could be gaining points for hang-time. Maybe each phase could provide 1K survival bloodpoints (on top of struggle points), making killing yourself quickly less considered. Also, in another forum I posted, I stated that survivors should get points for being unhooked/h
    5 comments 31 views last activity
  • Seriously, this community has a huge issue plaguing it and that is that nobody takes a step back to think about the other side at all. Killer mains these days are "ooga booga me want 4k" and survivors are "ooga booga me need escape" I understand that each side wants better enjoyment from the game, and also some of the issue about wanting 4k/escape could arise from bad rewarding system from g
    29 comments 291 views last activity
  • I like the idea of the rift as is, good execution so far. But... it feels a little unsatisfying when I unlock a very well predicted cosmetic. Should some cosmetics (not charms, those would be disappointing) be hidden? For example, a tier on the rift could have a mystery box-like piece on the UI obscuring a cosmetic, then, once that tier is reached, the box opens and reveals what cosmetic was
    11 comments 41 views last activity
  • Curious what your opinions are! Do you guys think Deathslinger could potentially be more fun and balanced with the following adjustments: *Slowed down reel speed *Increased amount of charges to break the chain in return *Just for fun scares, an additional 2 meters to the chain? This would make my stupid brain very satisfied with the numbers of his chain. Something about it being 18 meters fee
    50 comments 423 views last activity
  • I'm not even a survivor main but I think survivors get too little bloodpoints. Killers get 700 BP for hooking a survivor, and while yes, one survivor gets 1500 for safely unhooking, the survivor hooked gets none (usually). Can survivors get more scores in survival and other categories? As survivor, you have to fight to get bloodpoints before other survivors whereas with killer, you passively ge
    10 comments 41 views last activity
  • Don't get me wrong, I love my deliverance as is and think it's not terribly unbalanced, but what about this as a slight balance to the perk (being first hooked isn't as bad with deliverance): Start the match with the perk half activated Fully activated = 100% chance to pull off hook Fully deactivated = 0% addtional chance, still leaves 4%. Each time you unhook a survivor safely, increase c
    6 comments 81 views last activity
  • Curious to hear your ideas for a possibly more balanced version, and if you think it's balanced as is, that's fine just keep it to yourself because this discussion isn't asking that. My ideas are: Considerably decreases hatchet Wind-up Time Considerably increases hatchet throw cool-down time. Hatchets cannot down survivors, but instead put them in the deep-wound state. Increases movement sp
    4 comments 32 views last activity
  • Not necessarily to waste time or anything, but what if we got more jungle gyms that interacted with the edges of maps in turn for more dead zones in the center of maps/around gens? I think it would be an interesting shift to see, esp making gens a more risky task to complete.
    2 comments 71 views last activity
  • I'm pretty sure this totem would be hidden well, but maybe an asset didn't spawn and that's why. Anyways, enjoy this totem spawn that is sure to make every killer main hurt a little! Still not as bad as that asylum spawn...
    7 comments 91 views last activity
  • Sorry to sound like an entitled survivor main, but even as a killer main, how is the add-on for clown, Redhead's Pinky, fair? In any way at all? There is no downside to the add-on, if you miss hitting the survivor directly, the afterpiece still has a normal effect including whatever other add-on you brought. Just curious, am I the only one who thinks this is absurdly overpowered? Maybe like redu
    6 comments 41 views last activity
  • These are mainly the two killers on the new patch I've played today, and these bugs aren't that big or anything, but they mess with the overall feel of playing. When you load into a round as deathslinger, he hoists his gun prematurely, then drops it again, and then has a little buggy animation. Nothing gamebreaking, just weird and should be noted. Hag is also not gamebreaking, but annoying. Whe
    1 comments 31 views last activity
  • I know, NOED is very controversial, but maybe as a small bandaid for the perk's tremendous game-turning ability and lack of balance when brought against solo queues, maybe this small change could help a bit? Not to say it would be fully balanced, but this could tremendously help survivors prepare for it. Hex: No One Escapes Death: Each time a generator is completed, one totem's aura is reveale
    33 comments 252 views last activity
  • Just curious if anybody shares this sentiment, but livestreams feel completely and utterly pointless aside from the few actual issues they may address. Lately, they feel like a little get together for the devs to crack jokes with eachother and then defend the flaws in their own game rather than consider why it may not be working. I know with the COVID pandemic right now, it may be difficult but
    Mod
    46 comments 741 views last activity
  • Here's an idea for a mettle of man rework I've been dwelling on, not a very polished idea but a concept for sure. Mettle Of Man: After taking 2 protective hits, the perk activates. While active, the next time you would be put from the injured state to the dying state, you instead gain the deep wound status effect. After first use, the perk requires 3 protective hits to activate again. Each
    14 comments 152 views last activity
  • Just curious if anybody agrees Should maps be selected by realm rather than individual? Example: Right now, Coldwind has 5x the chance of a map like Glenvale or Ormond being chosen If maps were chosen by realm, then Coldwind and single map realms would have the same chance. Is this a logical factor devs should implement?
    0 comments 11 views last activity
  • I have a list of potential perks that could be buffed to become more useful, and perks that can be balanced better as well. Here's the killer list for suggested changes: N=Nerf, B=Buff or Balance (throughout the tiers to make it more consistent in use) N/Unnerving Presence: Limit affected skillchecks to repairing, healing, and sabotaging. While within the killers terror radius, skillchec
    25 comments 952 views last activity
  • I usually love playing killer in a casual sort of way, not really minding half of the team escaping or anything, and playing killers that nobody deems toxic, but after the bloodrush began, I have been getting genrushed to hell and back. Gens are so far spread apart and even corrupt intervention, pop goes the weasel, dead mans switch, and surge have no luck in stopping the rush for me. I hate play
    7 comments 71 views last activity
  • 4 comments 21 views last activity
  • Hi, just curious, does anybody else think add-ons should have a price reduction? If you get an ultra rare addon for 7,000 BP and can't even keep it if you escape without a perk, should the price be reduced on all add-ons? This includes killers. IMO, Add-ons should go as follows: (For killer and surv) Common: 1,000 BP Uncommon: 1,500 BP Rare: 2,000 BP Very Rare: 2,500 BP Ultra Rare: 3,000
    4 comments 31 views last activity
  • Playing as The Plague isn't very rewarding in terms of bloodpoints most often, especially when survivors don't cleanse. My proposition here is a slight rework to how The Plague earns bloodpoints. Here are some BP scores she should have IMO: Killer Sided: (All deviousness BP) Infected : 200 BP for the first time each survivor is infected by your Vile Purge, 100 BP each time after that.
    2 comments 21 views last activity
  • Here's an idea for a new perk, let me know your thoughts! Hex: Bone Breaker Every time you break a pallet, you gain a token up to a maximum of 5 tokens. Whenever you hit a survivor, they gain a 25/30/35 second broken status effect. 1 token: Adds 5 seconds to broken status effect penalty. (If tier III, then 35 second penalty.) 2 tokens: Adds 10 seconds to broken status effect p
    0 comments 11 views last activity
  • Not too important, but a little funky. On ace's new outfit, the description starts with "Ace's debts sore to new heights" when I'm guessing they meant to say "soar", just a little typo I thought would be an easy fix
    1 comments 11 views last activity
  • Furtive Chase: You become obsessed with one survivor. Every time you hook that survivor, you gain a token up to 4 tokens maximum. Once the obsession is sacrificed, all tokens are lost. *1 token: Reduce terror radius 25% during a chase. *2 tokens: Reduce terror radius 50% during a chase. *3 tokens: Reduce terror radius 75% during a chase. *4 tokens: Reduce terror radius 100% during a chase
    0 comments 11 views last activity
  • Now, this may just be the killer main in me speaking, but is it a fair idea for exit gates to slowly regress at 50% the rate they are opened at? In doing this, exit gates won't stay 99'd if left alone, forcing survivors to either A) Open the gate fully or B) Have a survivor maintain the exit gate I feel like this would be a good way to put more pressure on Endgame collapse. Even as survivor
    2 comments 31 views last activity
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