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Predated

Predated

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Predated
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  • Basically a reminder at this point that this dude hasnt seen a buff since 2018. Just a few suggestions I've seen: Give him back bloodlust in t1 (introduced in 1.2, outdated since 1.2.1) Give him back the ability to stalk multiple survivors (removed in 1.2.1, outdated since 4.1.2) Make his stalking speed 20% faster basekit (basically make Jewelry basekit without altering Jewelry or Jewelry Bo
    22 comments 272 views last activity
  • So, for whatever reason the change from 110% to 115% was made. And lets assume that was needed for overall a better balance. He just gets to do a lot of things now that are uncounterable on a lot of maps. So the suggested change? Give him a Legion treatment in that he cannot down people with his M2 normally, but instead give them deepwounds (aka slowdown) and 1% hinderance for each blade that i
    15 comments 251 views last activity
  • Already predicting this because more and more survivors are legitimately getting tired of it. So 85% of games: Pop, pain res, grim embrace. Almost a neccesity on low mobility killers, removes all interactive options for survivor on high mobility killers. So a quick chaser like blight, even if survivors do 3 gens seperately, pain res applies to the highest gen, block all gens when they run of
    45 comments 1,621 views last activity
  • So, a few things that I thought of while waiting in killer queue that I think could heavily benefit trapper. But first, a few reasons on WHY: Trapper having to pick up his traps since they are very strong is reasonable, starting out with all traps without any downside is basically giving a guaranteed kill. Taking that in mind, having to walk back and reset a trap or pick it up, is unreasonable
    0 comments 11 views last activity
  • Dont lock the 4th survivor perk. There is plenty of aura reading being shown for people being interrupted from healing themselves up, plus they only slow down the game by healing themselves. This also means that survivors cannot be slugged early game, something that happens a lot, because the 4th perk offers unbreakable to all, it just offers it too late. Give Wraith 8 meters of aura reading wh
    0 comments 22 views last activity
  • Right now, its very simple, 1 invocation perk to choose from. If 4 people run weaving spiders, 1 person can use the perk and disable it for everyone else. This is obviously quite a difficult hurdle for any new invocation perks. So lets call Weaving Spiders A for now, and any future invocation B for the sake of information: If you bring A, and person with B comes joining in, would both invocati
    4 comments 51 views last activity
  • Does that mean that bleedouts will no longer count as kills in MMR? Because the only reason I considered a bleedout to be a "legitimate" kill was because there were literally no hooks nearby. I would still argue that it is a stalemate, and thus should be considered an MMR tie, but with hooks now respawning, I dont really see any reason for Bleedouts to be considered regular kills. It only disco
    52 comments 991 views last activity
  • Replace aura reads on problematic aura perks/addons with killer instinct instead. 1. survivors cannot avoid killer instinct (and I think that should always remain true) 2. killer instinct is less accurate than aura's, but accurate enough to know where you need to go Distortion is not the issue here, the fact that Distortion counters so many perks, means that the lack of counterplay to those p
    34 comments 542 views last activity
  • The main issue here being access to perks. There is no real downside in not having a killer locked, other than their perks also being locked. It's the only argument of Dead by Daylight being pay to win that somewhat holds up (I dont fully agree, considering even nowadays a "win" is subjective). However, I do stand by the reason that having to prestige the killer to unlock their perks on other c
    0 comments 31 views last activity
  • So, there always has been some peeking on autohaven, but not as it currently is. I feel like 85% of the tiles have been accidentally lowered by 0.2 meters so you can literally see a killer walking on the other side of the tile.
    0 comments 21 views last activity
  • Just a list of issues with current Myers: 1. His t1 lunge has been outdated since September 2020 when maps were reworked. This matters for Scratched Mirror Myers (make it 0.4 seconds instead of the current 0.2, and dont change Boyfriend's Memo). 2. His t1 not giving bloodlust has been outdated since 2018 (Myers is currently the only killer who cannot get bloodlust, this matters for Scratched
    6 comments 121 views last activity
  • So, I thought it would be altered out of the PTB. I know that Unknown had another exhaustion effect, didnt know too much about it, but I was consistently exhausted whenever he got close. Because its genuinely ridiculous. If you're with 8 meters of ANY husk, you get 10 seconds of exhaustion. Berus Toxin on Huntress, gave 30 seconds of exhaustion after she hit someone with her hatchet. And while
    2 comments 61 views last activity
  • Platform was PC - Steam I shocked a survivor with the m2 (not the static blast), and a shocked survivor should be blocked from ANY action for the next 2.4 seconds. This is true for picking up items, using toolboxes or medkits and used to be true for flashlights too. I picked up a survivor the moment I shocked someone, a pick-up takes 1.8 seconds, they were flashlighting me from the start. Sho
    0 comments 21 views last activity
  • So I am 99% certain its the white glyph challenge. The only 2 other factors that were different were the map (Lery's) and the killer (Trapper). Without the invocation, the white glyph spawns in, without the white glyph, the invocation spawns in.
    0 comments 11 views last activity
  • Just a small list the title implies: common perks being added to the shrine of secrets, not a really big one, but each new character does require 50+ levels being spend before I can guarantee having Kindred or Sloppy Butcher on tier 3, while I can run full meta builds on tier 3 from level 15 and higher. Survivors being able to "roughly" get the location of their teammates at all times. More an
    2 comments 21 views last activity
  • In case this ever gets added as a function in the regular game, I would love to have a few additions to it: 1. Grant an additional BP/Iri shard reward based on how the MMR expects the difference to be. Iri shards+BP if you have (significantly) higher MMR. Double Iri Shards+double BP if you have (significantly) lower MMR. This so that people have an incentive to try something new with a good enou
    0 comments 51 views last activity
  • Let me take you back to 2019. People are getting banned for making 3-gens practically impossible by using Ruin, Distressing, Thanatophobia(which also slowed down healing back then) and Sloppy Butcher, while playing Doctor. The reason for their bans were due to basically holding the game hostage even though it was theoretically possible to finish the final generator within 1 hour. It was difficul
    28 comments 801 views last activity
  • A relatively minor thing that annoys me is that pretty much every single perk in the game can be aquired by new characters. If you prestiged all characters 3 times, then the next killer will have 6(!!!) full tabs of perks, yet will be missing 1 more tab: the basekit perks. Ever since the shrine made it possible to unlock perks on every single character that could own the perk, a lot of people de
    0 comments 11 views last activity
  • When a drone is hacked, for the duration of the battery being on the survivor, leave a hacked drone on the floor that basically acts like a working drone in terms of drone placement. That means after hacking, no new drone can cover the same area for 45 seconds. With multiple drones being hacked, that would mean there is no real perma gen lock-down. (Especially on smaller maps) Add a rule that's
    14 comments 261 views last activity
  • Not to increase them, but ever since the changes, 90 seconds simply is too much for a solo gen(read, done fully alone, no other gens being worked on), and it doesnt solve issues with SWF. So I urge you to reduce it back to 80 seconds and instead implement this rule: For each additional generator(more than 1) being worked on, decrease charges per second by 0.1 for all survivors on gens. This shou
    4 comments 311 views last activity
  • So, for some reason, there are some actions on discord that cause DBD to crash, or increase the chances of crashing. So far I found 3: watching a video in discord while a dbd match is happening pretty much guarantees a crash after 2 minutes screensharing in discord, whether in a match or not seems to increase the rate of crashing. I had a few tests where I screenshared in discord, where my ga
    4 comments 1,322 views last activity
  • So just as a QoL thing, why not make survivors lose collision once they get crows. And you might be like "but its bannable, so its not worth doing so anyway", but there are tactics that I would consider fine over long durations, but not too long, and calling them hostage keeping is technically not correct, since the survivor would die before the game is over. A specific case in point: Piggy. Th
    1 comments 21 views last activity
  • Eruption really has 3 issues: Its really powerful against solo survivors(the incapacitation doesnt really apply in a full squad on comms) Its not really that powerful against SWF(unless stacked with other perks) Really powerful in 3-gens, especially when stacked with Jolt/Surge So, here's a slight rework that I have in mind for it: Eruption now does 0%(a nerf) regression, but increases by
    18 comments 181 views last activity
  • Are there plans of releasing it with perk icons and items too? It would help close the gap between swf and solo a lot if I were to know the perks of my teammates. I dont need to know if they are active or not(maybe in the future if that info gets super relevant to SWF), especially not considering the extra work it would take. But I do assume its relatively low effort of simply making that inform
    15 comments 191 views last activity
  • So let say, you get an early hook, you run Pain Resonance and DMS and all 3 survivors were working on 1 gen. Congrats, you gained a ton of pressure and that is already a huge reward on its own. But now a teammate unsafely unhooks their teammate. 6 gens are without any realistic progress and the 1 gen with progress is still blocked for 10 seconds. What is the reason to not tunnel someone here? I
    46 comments 1,271 views last activity
  • I noticed that even the ash decals in the asylum maps have been made solid(sadly, they were amazing hidden traps), and with the decals being solid making it impossible to hide traps anywhere that isnt grass, Trapper needs a minor adjustment/ First off, new mechanic: the longer a trap is set, the more transparent it becomes. Lowering at 1% per second, being capped at 90% transparancy(making it vi
    5 comments 81 views last activity
  • Why not simply rework the flashlight? Brightness hasnt really done anything since 1.8.3, and this means that ever since 1.8.3 that a lot of addons on the flashlight are very unimpressive(Odd Bulb blinds for 0.5 seconds longer, but drains the battery much faster, Intense Halogen blinds the killer for 0.4 seconds, but no battery draining, Brightness was the only reason why battery drainage was ev
    2 comments 101 views last activity
  • And no, this isnt a post about balancing or Nurse being too powerful(at least, not directly), there are plenty of those. What I am talking about is decisions made in the past that were logically sound for being either too powerful or being too unfair on killers, yet never applied that logic to Nurse: The easiest one: making her blink attacks M2 because its an M2 ability. Spirit and Wraith are t
    86 comments 2,555 views last activity
  • So this is going to be quite a massive overhaul to some mechanics, and the idea does need some testing and tweaking, but here it is: If the killer tunnels a survivor(tunneling being classified as hooking the most recent unhooked survivor before they could use a conspicious action), give them hinderance for X% for X+10 seconds. X would represent (generators remaining)*10. I believe this will be
    0 comments 11 views last activity
  • Right now, half the addons of the flashlight are either practically useless, bad or have too many better versions of them. A huge thing with the flashlight was to gain the attention of the killer for chase, and with that gone the addons can no longer be ignored. Take the flashlight duration addons: You have the Battery, Heavy Duty Battery, Long Life Battery and Low Amp Filament. Low Amp Filament
    21 comments 651 views last activity
  • To do a quick bait and switch, considering the nature of the Killer role, I dont think an FOV slider would ever make it into the game simply because the difference between Nurse and Myers is far too large. Nurse getting 10% more info by increasing FOV by 3 degrees is much more dangerous than a Myers getting 40% more info by increasing FOV by 12 degrees. This is a very good argument against an FO
    0 comments 51 views last activity
  • First off, I have been really glad with some of the changes made recently to make the game health a lot better. I still am of the opinion that there should be an advantage for killers to not tunnel, because in a lot of cases, tunneling early in the game is still worth the trouble, especially if the chase is relatively short(or a disadvantage for killing someone very early on, like buffing the rem
    164 comments 2,372 views last activity
  • So, considering Devs are holding back on making certain aura reveals Basekit o close the gap between swf and solo. Why not create a Killer Instinct-like mechanic for survivors? It doesn't give away exact locations unless players stand still. You could resolve camping by simply giving the killer away with survivor instinct. You could give the general location of teammates by pressing a specific
    0 comments 31 views last activity
  • The most obvious one first: One time use per game, kinship is one time use, this should be one time use. Second one: the later it is in the game, the less negative camping gets, so let's change the timer to: 5 seconds+(5 seconds per generator remaining). This keeps the 30 seconds per perk early game(and no one has an excuse to disagree, if you hard camp at 5 gens you would deserve the full pow
    39 comments 331 views last activity
  • Right now, not too many people might have realized it, but after nerfing gen regression perks, they were made stronger than before. Back before the change, Pain Res+DMS was annoying, sure, and when combined with Ruin it was even stronger, but you could get rid of Ruin. Now, with DMS being only 30 seconds, that means there is 15 seconds to also apply Pop to a generator since the generator gets b
    12 comments 181 views last activity
  • Use the endurance state to increase the hit cooldown for killers. It would give some meaning to the endurance status effect and increase the distance. Including an additional power to force the killer out of their ability the instant the effect is triggered(looking at you Insidious Bubba) The impact on the game: Dead Hard, well, you can quite easily bait this one. It would be a fair trade for a
    0 comments 41 views last activity
  • 8 comments 81 views last activity
  • So as I understand, 5 seconds is too much for some killers(even though if you grab a survivor after 50 seconds of doing nothing and get the stun, thats means it's basically been a 3v1 for 50 seconds, thats normally a win), but obviously 3 seconds is too small because mobility killers like Nurse and Blight can basically ignore DS now. So why not give it a time system based on how quickly you were
    39 comments 371 views last activity
  • Here's a few bugs I have encountered with Dead Hard: you can be exhausted on the floor, even if you're not deepwounded already, but I think I was suffering from the Broken status effect, not sure if this is because of a bug or because the rollback was ignored. If it's working as intended, then I'd say its extremely unclear when Dead Hard is supposed to work and when not, especially if you can s
    4 comments 131 views last activity
  • 50:30 anniversary stream "we're working on a fair way to reward players for their time investment and dedication, once the update takes effect" This is no longer true with the 2 levels per prestige. Just to do some quick maths: You can get p3 in 6-7 million BP, 5 million if you get extremely lucky with the entity consumption but I'll assume 7 million for this(its less on average if you dedica
    0 comments 51 views last activity
  • Because imo, I rather have it be postponed by a week. Mostly because there was a big difference between having enough time to p3 the characters I wanted to p3 before the announcement that you'd get 2 levels per prestige rather than 1. I would have had plenty of time to get all characters p1, or the characters p3 that I wanted to be p3. But after the announcement, I've been grinding my ass off in
    22 comments 891 views last activity
  • So you have a limited time event where people can gain more BP due to limited time offerings, then add a limited time bonus BP to even give more BP. So why isnt Nurse killswitched untill the event is over? Or at least her distance&recharge addons? People are obviously using those addons very maliciously, then stack the best generator slowdown they can think off, making it practically impossi
    12 comments 111 views last activity
  • I havent seen one that actually aides in killers that can camp easily, like Doctor who can permanently interrupt you, Huntress with Oak Haft and Flower Babushka making it impossible to unhook without grabs, Hags placing traps all around the hook, Bubba literally facecamping with no counterplay, Billy practically the same logic, Twins finding a slight elevation to bypass her limitation, so here is
    6 comments 161 views last activity
  • Does the 7% haste stack on top of the 7% from the unhook? Does it increase the time for 7% by 8 seconds or do you have only 3 seconds of 7% extra? It would be a real shame to see Guardian finally recieve a useful change less than a year ago, only for that change to become quite useless again. As a sidenote, I do think Iron Will is a bit too useless if it doesnt work when exhausted. I would su
    0 comments 21 views last activity
  • Honestly, I dont think slapping on another 10 seconds is gonna help out. Its going to make lower mmr games more boring while barely having an impact on higher mmr. Personally, my suggestion would have been: reduce the cps reduction from working together on a single gen from -0.15 to -0.10 per player add a new cps reduction for if multiple gens are being worked on at the same time, to -0.10 pe
    0 comments 31 views last activity
  • I hope to see the hook timers being reduced from 60 seconds to 45 seconds, so that survivors have to act quicker and have less time to chill on generators, while also giving hooks the Cage of Torment treatment, where if killers are camping too closely(including Victor), the survivor simply gets transported away. This would still allow killers to proxy-camp when neccesary, but both killers and sur
    4 comments 81 views last activity
  • I've had issues with Quentin's perks, Vigil is quite good now as a solo perk, but I do think its too powerful when used in coordination. Pharmacy and Wake Up! are close, but I do think they are somewhat lacking for their original intent(mainly Wake Up!, lets be honest) So for Vigil: Only affects you and the closest survivor near you within the 8 meter range. Not a massive change, as this is alre
    0 comments 41 views last activity
  • When you get out of Feral Frenzy, all regressing generators stop regressing. This also means if you have Surge/Jolt and down someone on the 5th hit, they lose the initial regression but instantly stop regressing. If it is intended, I really hope the regression rate gets bumped up to 200% because if you have a 3 second frenzy and get stunned you basically undo all the work of regressing gens.
    0 comments 91 views last activity
  • So, I have been trying to make sense of it, the potential reasoning behind it, and while some people have been like "yeah, it makes some sense", I dont think the analogy is even close to being correct. The only part that I think is correct is that "the person with the most goals wins" aka, 3 kills or 3 escapes is a win. But does that mean that the losing hockey team was less skilled? Does that me
    32 comments 1,571 views last activity
  • It's not just bugged with bloodpact(which honestly is a relatively minor issue), but it actively dc's people when ran together with Empathic Connection. I have tested it by running Empathic Connection without OoO, running OoO with other aura revealing perks like Bloodpact. OoO is the harmful one in the equation right now. I can edit this post later for video evidence if necessary, but I have te
    0 comments 112 views last activity
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